Objectives?

Talk about your new mod or map here

Moderators: jelco, bert_the_turtle

User avatar
GAMER1992
level1
level1
Posts: 71
Joined: Wed Jun 28, 2006 7:34 pm
Location: Schweden!!!!!
Contact:

Objectives?

Postby GAMER1992 » Sun Aug 06, 2006 1:35 pm

Hi! i kinda have some problems with my mod! When i make my missions it always says Error in the game! i know when you have to capture example a trunkport you have to write in the missions file "BuildingOnline :Levelname,ID Objective_capture_trunk" But i can´t use that mission command on example an Powerstation. What is all the mission commands???
User avatar
xander
level5
level5
Posts: 16869
Joined: Thu Oct 21, 2004 11:41 pm
Location: Highland, CA, USA
Contact:

Postby xander » Sun Aug 06, 2006 2:43 pm

Do you have anything in strings_default.txt explaining what the mission is?

xander
User avatar
GAMER1992
level1
level1
Posts: 71
Joined: Wed Jun 28, 2006 7:34 pm
Location: Schweden!!!!!
Contact:

Postby GAMER1992 » Sun Aug 06, 2006 5:18 pm

Ummmm... :? I like have not come so far yet in my mod, and neither have i yet managed how to fix stuff with the strings and scripts. But after all the mission on that level is to capture a trunkport and activate an powerstation! :mrgreen:
User avatar
xander
level5
level5
Posts: 16869
Joined: Thu Oct 21, 2004 11:41 pm
Location: Highland, CA, USA
Contact:

Postby xander » Sun Aug 06, 2006 9:03 pm

You really are not giving me enough information to be useful. Could you please copy and paste the objectives section from your mission file, in code tags, so that I can see what you are doing?

xander
User avatar
GAMER1992
level1
level1
Posts: 71
Joined: Wed Jun 28, 2006 7:34 pm
Location: Schweden!!!!!
Contact:

Postby GAMER1992 » Sun Aug 06, 2006 11:50 pm

xander! I am only 14 years old. I am no computer genius......yet! I just want to know what i have to write when i make the mission objectives. Example when you want the player to have to capture the trunkport you write this in the mission file "BuildingOnline :levelname,ID Objective_capture_trunk" but my problem is how to write the other versions! Example when i want the player to activate an powerstation and get a certain amount of electricity i can´t write "BuildingOnline :levelname,ID Objective_capture_trunk" if i write that it will say error in the ingame objectives. I just want a list how to make the objectives right! A list would include the objective commands of:

Trunkport = Objective_capture_trunk
Research = ?
Safearea = ?
Enemykilling = ?
Refinery = ?
Powerstation = ?
and those soul collectors.
I am sorry if i´m being rude! I am kinda irritated, the clock is 00:47 here right now :roll: . But i hope you understand what i need help with now!

Good Night and sweet dreams everybody! :D
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Mon Aug 07, 2006 12:09 am

GAMER1992 wrote:xander! I am only 14 years old. I am no computer genius......yet! I just want to know what i have to write when i make the mission objectives. Example when you want the player to have to capture the trunkport you write this in the mission file "BuildingOnline :levelname,ID Objective_capture_trunk" but my problem is how to write the other versions! Example when i want the player to activate an powerstation and get a certain amount of electricity i can´t write "BuildingOnline :levelname,ID Objective_capture_trunk" if i write that it will say error in the ingame objectives. I just want a list how to make the objectives right! A list would include the objective commands of:

Trunkport = Objective_capture_trunk
Research = ?
Safearea = ?
Enemykilling = ?
Refinery = ?
Powerstation = ?
and those soul collectors.
I am sorry if i´m being rude! I am kinda irritated, the clock is 00:47 here right now :roll: . But i hope you understand what i need help with now!

Good Night and sweet dreams everybody! :D


You can write "BuildingOnline :levelname,ID Cheese_eating_cylinder_monkey" if you want, it doesn't matter. What matters is that whatever you write after levelname,ID has to have a corresponding entry in the strings_default.txt file.

For example:

Cheese_eating_cylinder_monkey Turn on that Trunk Port over there!

For simplicity's sake, take a look at Enemy Within Part 1 (not pimping, just familiar with it) - the first level is a complete, but very simple level. Tear it apart, read the files and the scripts that pertain to the level. Any time text is called (Objective names, anything Sepulveda says, level names, etc.), the text itself is not written in the scripts, but is referenced from strings_default.txt.

So when you add a line to a script:

Say spoo_monkey_fist_fark

You have a corresponding line in strings_default.txt telling the mod what text spoo_monkey_fist_fark referrs to:

spoo_monkey_fist_fark Hey, noob, bring that radar dish online!

Again, look at some mods, read the scripts, and eventually you'll see how it all fits together.
User avatar
xander
level5
level5
Posts: 16869
Joined: Thu Oct 21, 2004 11:41 pm
Location: Highland, CA, USA
Contact:

Postby xander » Mon Aug 07, 2006 1:48 am

1) You have not been terribly clear about what it was that you wanted. From your posts, I thought that you were having trouble displaying the text for getting a Trunkport online. If you want help, you have to be very clear about what you want. Because you were not clear I did my best, which was obviously not enough.

2) Again, I would recommend that you read through the archives in this forum, read Icepick's guide at http://thenextgame.co.uk , and read the other guides that are linked there. If you had read Icepick's guide, you would have found the answer to your question right here (bottom of the page).

3) There are only two possible mission objectives that I know of. Either a building comes online, or the player gets ahold of some research:

Code: Select all

BuildingOnline:level_name,id string_name script_name.txt
ResearchOwned:research_name string_name script_name.txt

In the case of the BuildingOnline objectives, you tell the game what level the building is in (level_name) and what ID the building has (i.e. its number from the map or mission file). In the case of ResearchOwned objectives, you tell the game what research the player must get (i.e. ResearchOwned:Laser). In both cases, string_name is the name of a string in strings_default.txt, as trickfred described above, and script_name.txt is a script in the scripts/ directory. script_name will be run any time the player clicks on the mission objective -- these are generally fairly simple scripts that might zoom in on a building and have three lines of text explaining what to do.

Different buildings come online under different circumstances. These can be used to create different mission objectives:
  • Trunkports -- come online when the control towers connected to them are brought online
  • BluePrintStore -- comes online when four BluePrintConsoles that are connected to it by way of BluePrintRelays are captured by friendly DGs, and the infection level reaches zero (like in Pattern Buffer)
  • FuelGenerator -- comes online when the fuel pressure reaches a certain level; this is done by activating at least three SolarPanels that are connected to it (see Demo2, or Aftermath in Insurrection)
  • Refinery -- comes online after 20 primatives have been refined; you will need to have mines and a track system in the level to make it work
  • SafeArea -- comes online when a certain number of units enter its radius; if the capacity of the SafeArea is more than 0, it will come online when the capacity is reached (e.g. x units are in the SafeArea, see Containment); if the capacity is set to 0, it will come online when all of the given type of unit in the SafeArea are dead (see the ants in Yard, or the SoulDestroyers in Annihilation of Insurrection)
  • SpawnPointMaster -- comes online when the total number of enemies in the level drops below 10 (e.g. Biosphere); note that when you want to use this objective, the SpawnPointMaster must be global (or it will be invisible, and the objective won't work); also note that when a SpawnPointMaster is global, souls will instantly float away -- engineers cannot collect them, thus, in a level that uses a global SpawnPointMaster, there is not point to placing Incubators
  • SpiritProcesser -- comes online when a certain number of souls are being processed; you will have to have a network of SoulCollectors feeding it; I am not sure exactly how the soul collection rates work
  • Generator -- comes online when a certain amount of power is being collected from SolarPanels; it takes about 12 solar panels to consistently bring it online; also, note that you must have a control tower linked to the Generator, and the Generator must be global, or Darwinia will crash when it comes online (see Generator)
  • Yard -- a Yard is brought online by supplying it with refined primatives and power; both can be collected either in the level (e.g. a level that contains SolarPanels, Mines, and a Refinery), or they can be "brought in" from other levels (though the power systems don't seem to work quite properly in mods)


xander
User avatar
GAMER1992
level1
level1
Posts: 71
Joined: Wed Jun 28, 2006 7:34 pm
Location: Schweden!!!!!
Contact:

Postby GAMER1992 » Mon Aug 07, 2006 11:30 am

I looked at the other mods like you said and i think i understand it now :D Once again sorry for being rude and not saying my problem clear enough for you! But thanks for the help :wink: I think my my mod is going to be up and running again soon 8)
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Mon Aug 07, 2006 1:08 pm

Good to see you got it now.

The reference material for scripting is still way out of date on thenextgame, and it still refers to the 'upcoming patch' that enables strings_default.txt support. No wonder you were confused. I should really get off my ass and add some stuff to Darwikia. :D
User avatar
GAMER1992
level1
level1
Posts: 71
Joined: Wed Jun 28, 2006 7:34 pm
Location: Schweden!!!!!
Contact:

Postby GAMER1992 » Mon Aug 07, 2006 9:32 pm

Ummm... i got another problem :cry: meanwhile i was trying to sort out my mod problems (with the help of you guys of course) i played another mod that i have downloaded, and when i went back to my mod for further progress the game says that it has encountered a problem and then it shuts down! I also have the Renderlandscapemode option activated so i don´t know what the problem is now. And i also tried to change the preferences so the game starts with my mod on but then after the bootloader when the screen turns black it encounteres the same problem again! what shall i do now??? I don´t wanna delete then re-make my mod! (It was difficult to make. And i have come quite far).
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Tue Aug 08, 2006 1:44 am

Check your profile. You can't use the same profile for 2 different mods.
User avatar
GAMER1992
level1
level1
Posts: 71
Joined: Wed Jun 28, 2006 7:34 pm
Location: Schweden!!!!!
Contact:

Postby GAMER1992 » Tue Aug 08, 2006 10:39 am

I use the profile called "none"
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Tue Aug 08, 2006 10:45 am

How To: Stop your mod from crashing Darwinia!

Also, one that's not in there: in strings_default.txt, if you have an entry (say, for example: mod_text_1) that has no corresponding text (i.e. - the rest of the line's blank), that will also cause a crash.

Make sure you don't have buildings linked to other buildings that they're not supposed to be linked to, or buildings that need to be linked to something that aren't linked to anything. Make sure Squads and Centipedes are InUnit.

The mod editor's very very picky, so I could spend hours making suggestions. Read TGF's guide, and if you still have a problem, start removing things from the mod (via a text editor) until you figure out what's causing it.
User avatar
GAMER1992
level1
level1
Posts: 71
Joined: Wed Jun 28, 2006 7:34 pm
Location: Schweden!!!!!
Contact:

Postby GAMER1992 » Tue Aug 08, 2006 10:57 am

I looked at the link you sent me and i still have not got an answer! When i got my game it crashed at the same way as now, and after i used the RenderLandscapemode option it worked perfectly.... until now! When i start the game with my mod loaded it stops and a box appears! It says: Darwinia.exe has encountered a problem and must shutdown. Im out of ideas how to fix it!
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Tue Aug 08, 2006 11:28 am

Zip/rar the mod and send it to me, I'll see what I can deduce. Email's in my profile. And double-check that your chosen RenderLandscapeMode is still in your preferences.txt file.

Return to “Mod Projects”

Who is online

Users browsing this forum: No registered users and 3 guests