Radar dishes, Control Towers and Scripting - Need help.

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Fire Ops
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Radar dishes, Control Towers and Scripting - Need help.

Postby Fire Ops » Sat Jun 30, 2007 10:55 am

Darwinia is really a nice game, and now, i want make my own mod

I already create a map and some ideas for the campaign.

Heres the first map, Jumpgate:

Image
You (should) start at the God Dish.

But now to the problem:

I have placed some radar dishes
Image

But they dont work, ingame you cant turn/use them, so its kinda useless. Can somone help my?

Second Problem:

Image

When i want start the game, all Control Towers on the first island are already owned.
And these two Researchcube-things are not ingame there

and atleast:

I dont understand scripting, i already read the scripting section of TheNextGame some times, but i really dont understand it, like, where the \scripts file is. In this level, i want only, that these two trunkports are online (but i dont know why, on the map they are always online)

Edit: On TheNextGame, this tutorial says, there should be a line with "New Script" in the mission_*mapname*.txt file, but i dont find it. Edit: Sry my fault, i have change then name of the Script in the Game-Editor.

Ok, there is one thing left, one little thing: How do i get objects (in fact, the Researchcubes) up and down? (Y axis) And is there a way to get this Armour-Batman-Symbol-thing out of the corner?

Edit:Ok, i have make some easy scripts now, but they wont run, do anyone knows why? I have copy them from TheNExtGame

Thanks

Image
brice
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Re: Radar dishes, Control Towers and Scripting - Need help.

Postby brice » Sat Jun 30, 2007 8:27 pm

Fire Ops wrote:Darwinia is really a nice game, and now, i want make my own mod

Hi Fire Ops, modding can be a pain. I will try to answer some of your questions below. But for best results, can you please post the following text files? Make a new post and use separate "Code" tags for each file.

1) your game.txt for your mod. NOT the encrypted one, but the plain text one located at mods/YourMod/game.txt.
2) the map file located at mods/YourMod/levels/map_jumpgate.txt
3) the mission file located at mods/YourMod/levels/mission_jumpgate.txt

The exact filenames and paths may differ depending on your OS, and the names you chose. But we need to see the files from the "mods" directory, not the ones from the "users" directory if you created a profile to play.

Radar Dishes... But they dont work, ingame you cant turn/use them, so its kinda useless. Can somone help my?

If you make them team 2 (yellow) in the editor they will work. You don't need Control Towers then. If you want to use Control Towers, make the Dishes team 1 (red) and also make the CTs team 1. Then be sure you link the CT --> Dish, NOT Dish --> CT.

ALSO: if you have been using a profile to test your mod, you may need to clear out the profile. When you start to play a mod, the profile gets a COPY of your game.txt. If you later change the CTs and Dishes, etc. in the editor, these changes ONLY show up in the original game.txt, NOT the one being used by your profile. You can find the file users/YourPrifile/game.txt and delete it. Be sure it's under the users directory and not the mods directory. The mods directory is where all your hard work is. Be careful with those files -- they are the originals. The users files are just copies. You should make backup copies of your mods/YourMod directory periodically to be safe.

When i want start the game, all Control Towers on the first island are already owned.

Be sure they are set to team 1, not team 2 in the editor. Also be sure to clear your profile each time you make changes to the TEAM of any buildings. Or whenever you add more Control Towers to a level you just played. You can delete the copy of game.txt like above, or you can do it from within the game, but I forget how. Something to do with the profiles menus. I always just delete the users/myprofile/game.txt and all the users/myprofile/mission_*.txt files each time I change major stuff. The new changes can get confused by the old profile. AND if you already captured a CT, it will remain captured until you delete or clear the profile. Rememer how in the game you could reset a level, but all the CTs stayed captured? That's becasue the TEAM info in the game.txt overrides what's in the map and mission files.

And these two Researchcube-things are not ingame there

Research cubes wil NOT render if you already have that level of research. So you must either increase the level granted by the cubes, OR you must decrease the level granted in the game.txt file. To show up, the cube must be greater than the current research.

these two trunkports are online (but i dont know why, on the map they are always online)

Probably the Control Towers linked to them are also online. Hard to say without seeing your files.

How do i get objects (in fact, the Researchcubes) up and down? (Y axis) And is there a way to get this Armour-Batman-Symbol-thing out of the corner?

You can't adjust research cubes. In the editor they look wrong. That's OK. In game they will render properly. The editor kinda sucks sometimes.

The armour symbol is from a building called the Display Screen. If you added a Display Screen it will look like that in the editor. In game it will float above the building. If you don't know where the building is, you may have accidentally placed it outside the map. Then you have to delete it with a text editor. It will show up in the text files you post. If it's off the map, it won't hurt anything when you play the level.

Ok, i have make some easy scripts now, but they wont run, do anyone knows why? I have copy them from TheNExtGame

Again, we need to see your files to help you. Copy the mission, map and script files and CLEARLY explain what you want them to do. Maybe you don't need scripts for what you want to do?

-brice
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Postby The GoldFish » Sun Jul 01, 2007 1:39 pm

If you're not, whilst you're modding I would suggest you go to the profile options inside darwinia, and create a new profile called none - this will switch you to the none profile which never saves the game state, and missions will reset whenever you leave, and game progress like research and available levels reset to the versions in the mod folder every time you leave the game. This was done automatically when you changed mods in older versions of the game, but was annoying for people who actually wanted to play the mod - the guides you're refering to were written when this profile change was automatic, so make no mention of it typically.

Judging by your 3rd image, the control towers are not linked to the radar dishes. Typically, you would use engineers to capture a control tower and change a radar dish to your team (the lights on it would change colour) so you could use it. I assume what is happening for you currently is, not that! Kinda need more information to work from here, but I suggest that the very first thing you do is the profile change and go from there - a lot of things which are broken may start working.
-- The GoldFish - member of former GIT and commander in chief of GALLAHAD. You could have done something, but it's been fixed. The end. Also, play bestgameever!
brice
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Postby brice » Sun Jul 01, 2007 9:34 pm

The GoldFish wrote:Judging by your 3rd image, the control towers are not linked to the radar dishes.

Oooh! Good eye TGF!

Fire Ops, look here under the Links subsection. "To link to another building, click the link button, then click the building you want to link to. A pink arrow should form between the 2 buildings."

Your images show NO pink arrows!. So you need to first select the Control Tower, then click the "link" button, then click on the Radar Dish. To break a link, you can link a building to itself (or you can hand edit the link to -1 in the text file). Also be sure to set the building teams to 1 (red) for both CT and Dish.
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Postby Fire Ops » Sat Jul 07, 2007 1:52 pm

Oh, tanks for the fast help.

The hint for the profile stuff is good, more things work now. Like the CTs

Ok, here is the mission_ and the map_ .txt files:

mission_jumpgate.txt


Code: Select all

Difficulty_StartDefinition
   CreatedAsDifficulty 1
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CameraMounts_EndDefinition

CameraAnimations_StartDefinition
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   # ==========================================================================
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   ResearchItem        24      1223.83 527.90  1       0.43    0.88    1       Grenade      2
   ScriptTrigger       9       1338.62 617.74  1       -0.59   -0.81   1       -1     100.00 jumpgate_intro.txt always
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   ControlTower        10      436.83  814.81  1       1.00    0.00    1           22
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   ControlTower        12      719.15  1564.18 1       -0.13   0.99    1           20
   ControlTower        13      1287.78 1584.81 1       -0.79   0.61    1           19
   ControlTower        14      1751.78 1615.73 255     1.00    0.05    1           17
   ControlTower        15      1753.19 1469.31 255     0.71    0.71    1           18
   ControlTower        7       1104.07 315.00  1       0.17    -0.99   1            2
   ControlTower        3       1318.69 298.49  1       -0.73   -0.69   1            8
   ControlTower        6       1353.75 480.29  2       -0.82   -0.57   1           -1
   RadarDish           2       1108.25 358.71  1       0.98    -0.18   1       
Buildings_EndDefinition

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   Tripod           1  1566.3  1297.9      1    0      -1   111.6     0.0     0.0
   Armour           2  1203.1   384.2      2    0      -1    41.9     0.0     0.0
InstantUnits_EndDefinition

PrimaryObjectives_StartDefinition
   BuildingOnline :(null),18    Get_the_two_Trunk_Ports_online_!   jumpgate_objective.txt
   BuildingOnline :(null),17    Clear_the_Sector   jumpgate_objective2.txt
PrimaryObjectives_EndDefinition



map_jumpgate.txt

Code: Select all

Landscape_StartDefinition
   worldSizeX 2000
   worldSizeZ 2000
   cellSize 12.00
   outsideHeight -10.00
   landColourFile landscape_default.bmp
   wavesColourFile waves_default.bmp
   waterColourFile water_default.bmp
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Lights_EndDefinition

Buildings_StartDefinition
   # Type              id      x       z       tm      rx      rz      isGlobal
   # ==========================================================================
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   TrunkPort           18      1802.97 1491.64 255     1.00    0.00    1       1       
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   RadarDish           20      720.50  1509.70 1       -1.00   0.07    1       
   RadarDish           21      362.62  1263.23 1       0.00    1.00    1       
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   Tree                29      1569.91 486.51  1       1.00    0.00    0       55.03   2.00    1.07    1.03    6       83333   -3644316    -246       
   Tree                30      1568.06 415.15  1       -0.73   0.69    0       50.95   2.00    1.03    1.03    6       8053    -3644316    -246       
   Tree                31      1192.07 734.70  1       -0.73   0.69    0       54.03   2.00    1.07    1.03    6       28424   -3644316    -246       
   Tree                32      1168.27 297.20  1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                33      484.52  352.82  1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                34      548.50  837.81  1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                35      333.25  570.33  1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       35315   -3644316    -246       
   Tree                36      421.70  611.81  1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       18191   -3644316    -246       
   Tree                37      726.71  1412.92 1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                38      559.31  1696.34 1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                39      245.24  1570.43 1       -0.73   0.69    0       53.72   2.00    1.14    1.13    6       84050   -3644316    -246       
   Tree                40      311.74  1770.74 1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                41      310.02  1710.34 1       -0.73   0.69    0       78.98   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                42      315.14  1399.54 1       1.00    0.00    0       49.47   1.00    1.00    1.00    2       0       -59624      -58094     
   Tree                43      565.49  1222.14 1       1.00    0.00    0       49.47   1.00    1.00    1.00    2       0       -59624      -58094     
   Tree                44      241.64  1196.46 1       1.00    0.00    0       49.47   1.00    1.00    1.00    2       0       -59624      -58094     
   Tree                45      1496.96 1131.36 1       1.00    0.00    0       49.47   1.00    1.00    1.00    2       0       -59624      -58094     
   Tree                46      692.25  1429.98 1       1.00    0.00    0       49.47   1.00    1.00    1.00    2       0       -59624      -58094     
   Tree                47      339.45  1498.80 1       1.00    0.00    0       49.47   1.00    1.00    1.00    2       0       -59624      -58094     
   Tree                48      1306.58 1815.11 1       1.00    0.00    0       49.47   1.00    1.00    1.00    2       0       -59624      -58094     
   Tree                49      1681.81 1371.79 1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                50      1437.95 1538.10 1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                51      1357.64 1789.21 1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
   Tree                52      1825.40 1818.51 1       -0.73   0.69    0       53.72   2.00    1.03    1.03    6       84050   -3644316    -246       
Buildings_EndDefinition



I want that obj 1 is to open these two trunkports, and objetiv 2 is to kill all souldestroyers, and to do this, you need some gunturrets, and to get these, you need to open the trunkport (not in the images) to the armoury, where you can produce tank, but to do this, you need primitives (i mean these things reffined things from the mine) and power, so you need also to get from the Armoury to the Mine and the Powerplant. And when you have got the Tank, then you can come back to the jumpgate and destroy the soulsdestroyers (obj. 2) and get theses two trunkports (obj. 1) online.

But in this map, i want that Dr. Sep. want, that you open the trunkports and eliminate theses souldestroyers. And when some squaddis reach the Mountain-island (and getting killed by the SDs), he says something like "They are to strong, we need some turrets. Get the Armoury back online and build some turrets"
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Postby xander » Sat Jul 07, 2007 5:56 pm

Fire Ops wrote:Oh, I want that obj 1 is to open these two trunkports, and objetiv 2 is to kill all souldestroyers, and to do this, you need some gunturrets, and to get these, you need to open the trunkport (not in the images) to the armoury, where you can produce tank, but to do this, you need primitives (i mean these things reffined things from the mine) and power, so you need also to get from the Armoury to the Mine and the Powerplant. And when you have got the Tank, then you can come back to the jumpgate and destroy the soulsdestroyers (obj. 2) and get theses two trunkports (obj. 1) online.

But in this map, i want that Dr. Sep. want, that you open the trunkports and eliminate theses souldestroyers. And when some squaddis reach the Mountain-island (and getting killed by the SDs), he says something like "They are to strong, we need some turrets. Get the Armoury back online and build some turrets"

You are trying to do a lot of things here, across a lot of levels. Let us take this one level at a time, please?

Right now, I can focus on the level that you pictured above, and that you have posted the map and mission files for. I would still like to see game.txt, as that controls, to an extent, what trunkports are online from the beginning, and what other buildings are online and active from the beginning.

At any rate:
  • To create a "Kill the Soul Destroyers" objective, you need to create a SafeArea that checks for Soul Destroyers, and has a capacity of 0. That SafeArea needs to be large enough to contain all of your Soul Destroyers. Then, use that building ID in the objectives section, in the same way that you have used the two Trunkports in your objectives section.
  • The "Get the Squaddies to the Mountain" objective will work the same way. Create a SafeArea on the mountain that looks for Squads, and has a capacity of at least one -- more if you want more squaddies to get to the top. However, be aware that you cannot guarantee that the Squad will die, or that the player won't take out the Soul Destroyers with Squads. It is doable, which means that some people will do it. Especially if you are giving the player level 3 rockets (there is such a research item in your level). However, you could put a script up there that will run your text about the SDs being strong. Trigger it with a camera or Squad or whatever. Doesn't really matter.
  • In your objective lines, you probably should leave the location (null). Instead, you should put the level number there. You can find that number in game.txt .
  • Currently, both of your objectives are "Open the Trunkport" objectives. You are aware of that, right?

If you have any more specific questions, please go ahead and ask.

xander
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Postby Fire Ops » Sun Jul 08, 2007 1:05 am

Ok

I will try it. But all these scripts...ugh...

No problem if you dont understand it, and only want help my with the first level (jumpgate), i know, maybe what i have written was a little bit confusing. For that reason i have make a map-like mission overview:

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Postby xander » Sun Jul 08, 2007 1:56 am

Honestly, knowing what you intend your mod to look like when it is done doesn't help me to figure out what is wrong with the level that you are working on. Mod in small chunks -- one level at a time. Finish a level, then figure out how it is going to interact with other levels, then go onto the next level. That is why I asked you to focus on one level only.

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Postby brice » Sun Jul 08, 2007 3:13 am

xander is right, Fire Ops. It is much easier to help you solve *small* problems one at a time. Be very specific. The more specific you are, the better we can help you. I see German is your first language. Language barriers and modding will both be easier if you take things one small step at a time. Keep it simple. Tell us what doesn't work. What's broken? Specifically. One thing at a time.

Modding Darwinia requires a lot of experimentation. It sucks, but it is true. Modding is not easy. Take a look at other mods. See what they did. Look at their maps in the editor. Copy stuff from other mods. That's OK. Also, you can modify other people's mods to see how stuff works. Change things and learn. Start with some of the simpler mods. Then work up to Insurrection or EW3 or Stricken. Those are advanced mods, and they can be hard to understand.

Also load the original game in the editor. Search this forum for info about ".rar" and ".dat" files. You can extract a copy of the original game files into a mod directory. Then you can experiment with the original files to see how they work. You won't break anything that way. Many of your questions will be answered by looking inside the original game files.
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Postby Fire Ops » Mon Jul 09, 2007 11:25 am

oh...ok

Thanks, i will try it.

I already knew, that the main file was a .rar, but i dont knew, that i can copy the scriots from there.

Just one question left: How can i make own shapes?/Is it possible to use own shapes?/Which program do i need to make my own shapes?/Is there somewehere a list of all original shapes?
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Postby brice » Mon Jul 09, 2007 3:28 pm

Fire Ops wrote:I already knew, that the main file was a .rar, but i dont knew, that i can copy the scriots from there.

All the .dat files are .rars in disguise. You can extract all of them into a single mod directory to see all of the game files. Look inside Insurrection or EW3 to see examples of all the sub-directories you can have. You don't need every directory in your mod. Any files you supply will override the files in the original .dat archives. Any needed files you *don't* supply will be taken from the original .dat archives. So you can easily pick and choose what you want to change. If you create empty directories (/mods/yourmod/directoryname) you can add files one by one to see how they change your mod's appearances. Try playing with the textures and sprites files. You can copy .bmp files from other mods to experiment.

Just one question left: How can i make own shapes?/Is it possible to use own shapes?/Which program do i need to make my own shapes?/Is there somewehere a list of all original shapes?

Shapes are in a non-standard file format. They contain both 3D data plus game-specific marker info. The 3D parts can be edited several ways, but the marker info has to be maintained by hand with a text editor. You can create as many StaticShapes as you want, but the active Buidlings are limited to the ones in the game editor. You can tweak the building shapes, but you must keep the markers for each building. In other words, you can make the Construction Yard look any way you want, but it will always behave like a Construction Yard. Behaviors can't be changed.

Editing the shapes can be done 3 ways:
1) by hand with a spreadsheet and a text editor -- see xander's Paperwinia for an example of what's possible
2) with 3ds MAX 5 and IV's original exporter -- see here
3) with Blender and PaladinOfKaos' exporter script -- see here, here, and here.

You can create 3D shape data in any modelling program. If you can import your model into Blender then you can use the .shp exporter. Read through the Blender threads (links above). I can try to help you if you have questions... but be forewarned it takes a lot of work to learn to create your own shapes from scratch. You should start by tweaking existing shapes with a text editor so you understand how the files work.

The nihilistesthetics modding site had a shapes tutorial, but the site is down permanently. trickfred is going to re-host the stuff at his stellarmatter site, but it is offline too -- he must be working on it right now. Some of the info is in one of the threads I linked above.

There are also some perl scripts for converting other 3D formats to StaticShapes. Search this forum, and here.

For a list of original shapes, look in the shapes subdirectory of the .rar archive. You can also read the two recent threads by Levi -- just a few threads before this one. You can place any .shp shape in your mod for decoration. Use a StaticShape building and type the full filename including the ".shp" suffix. If you get the filename wrong the game will crash. You can open the map/mission files with a text editor to fix spelling errors.

-brice

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