Some Mod Questions

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Ghost?
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Some Mod Questions

Postby Ghost? » Mon Dec 04, 2006 9:43 pm

I've played through Darwina and begun to make my own mods, but there are a few things I still can't can't work out on my own, and I was wondering if anyone could help:

1) I read somewhere that there is another team, blue, and that they link to number 3. I edited some of my mission files and set units to this team and they appeared blue in the map editor, but did not appear at all in the level when I ran it.

2) Is it possible to make an or event in the game text file, something that will call a script when one of several events occurs, but then not call the script when another of the events is set off.

3) I've tried using the controler weapon, and is there any way of making it work more than once on Darwinians, as when it is canceled it stop working on all the units affected.

4) Also is there any way to lock the players research at a certain level, so scripts can increase it but the player can't.

5) Finally, this isn't related to my mod but I was wondering if anyone knew where to get the mod version of DEMO 2, I think the next game used to host it, but I can't seem to find it there anymore.

I would appreciate any help that people could give me on any of the above. :D [/list]
...
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Re: Some Mod Questions

Postby xander » Mon Dec 04, 2006 11:23 pm

Ghost? wrote:1) I read somewhere that there is another team, blue, and that they link to number 3. I edited some of my mission files and set units to this team and they appeared blue in the map editor, but did not appear at all in the level when I ran it.

Darwina was originally designed as a multiplayer game (which may still come to pass in the future). As such, there are still a few holdovers from that heritage. The blue team is not officially supported, and doesn't work properly. I would suggest not using it. Sorry.

Ghost? wrote:2) Is it possible to make an or event in the game text file, something that will call a script when one of several events occurs, but then not call the script when another of the events is set off.

No. The best work around that I have come up with is this:

Let us say we have a particular mission. In that mission, there are two triggers, and you want them to be exclusive (i.e. if a player hits trigger A, then event A' occurs, and trigger B cannot be used; if a player hits trigger B, then event B' occurs, and trigger A cannot be used). To make this work, you would need three mission files -- for instance, mission_levelname_orig.txt, mission_levelname_A.txt, mission_levelname_B.txt.

orig would contain two triggers -- A and B; A would contain no triggers, but would contain the results of hitting trigger A; B would contain no triggers, but would be the result of hitting trigger B. Then, the scripts triggered by both A and B would need the following lines:

Code: Select all

LeaveLocation
SetMission levelname mission_levelname_[A|B].txt
EnterLocation levelname


I have used a similar technique in Insurrection (look at the levels Discovery, Recruitment, and Anihilation for examples), and I am fairly certain that TGF used the same method in Droughtwinia. In fact, if you are going to be modding, Droughtwinia is probably worth looking into, as TGF uses a lot of techniques in it which are a bit advanced, but very useful.

Ghost? wrote:3) I've tried using the controler weapon, and is there any way of making it work more than once on Darwinians, as when it is canceled it stop working on all the units affected.

What follows is how the Controller weapon works on my box. Please let me know (a) if it is the same on yours and (b) what about this seems incorrect:
Create a squad, assign controller. The icon in the task manager for the Controller will continue to blink, and the squad will lob controlling 'nades. Effected DGs will turn blue and follow the squad. They will continue to follow the squad until the squad is disbanded, at which point they return to normal. When the squad is disbanded, the controller icon will still appear in the task manager. Whether you disband the controller, you can create a new squad and assign controller, and the DGs will follow that squad (assuming you lob the 'nades at them). What about this are we not understanding, or is not working properly?

Also, I would note that the controller weapon is not an "official" part of the game, and, like team 3 units, it buggy. I would, generally speaking, recommend against using it, unless you have a compelling reason to include it.

Ghost? wrote:4) Also is there any way to lock the players research at a certain level, so scripts can increase it but the player can't.

No. Not that I know of.

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Re: Some Mod Questions

Postby trickfred » Tue Dec 05, 2006 6:17 am

xander wrote:
Ghost? wrote:2) Is it possible to make an or event in the game text file, something that will call a script when one of several events occurs, but then not call the script when another of the events is set off.

No. The best work around that I have come up with is this:

Let us say we have a particular mission. In that mission, there are two triggers, and you want them to be exclusive (i.e. if a player hits trigger A, then event A' occurs, and trigger B cannot be used; if a player hits trigger B, then event B' occurs, and trigger A cannot be used). To make this work, you would need three mission files -- for instance, mission_levelname_orig.txt, mission_levelname_A.txt, mission_levelname_B.txt.

orig would contain two triggers -- A and B; A would contain no triggers, but would contain the results of hitting trigger A; B would contain no triggers, but would be the result of hitting trigger B. Then, the scripts triggered by both A and B would need the following lines:

Code: Select all

LeaveLocation
SetMission levelname mission_levelname_[A|B].txt
EnterLocation levelname


I have used a similar technique in Insurrection (look at the levels Discovery, Recruitment, and Anihilation for examples), and I am fairly certain that TGF used the same method in Droughtwinia. In fact, if you are going to be modding, Droughtwinia is probably worth looking into, as TGF uses a lot of techniques in it which are a bit advanced, but very useful.


(Not pimping)

Have a look at the last level of EW3. After completing the first objective, you get a different text string depending on whether or not you complete the second objective next, or the third one. That was done by basing an event on one building being online and the other being offline in game.txt (and the second spot being based on the opposite ones being online/offline) - that way only one event can possibly take place. Now, that has the potential to be used for other things than just displaying a different line of text - calling a script, changing a mission file, etc.

Also, you could put multiple SafeAreas in the same spot, each reacting to a different unit (or number of units), and use game.txt to set a different event for each one that triggers only if the others are offline (meaning only the first one activated, will be activated) in a similar manner - used also in EW3.

If you play with the game's mechanics, there are lots of ways to 'jurry-rig' an 'or' situation. Sorry my response is so rushed; if you want more detail, I can add more later if requested, or just send me an email.
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Postby Ghost? » Tue Dec 05, 2006 1:35 pm

Thanks for your help :D

The exact problem I'm having with controler is that it works fine the first time, but then when I close it and try to use it again on darwinians that were affected originally it has no effect, this means each darwinian can only be affected once, even if they are not affected when you try the second time. It may be that it is not correctly supported but it seems a bit unusual that there is a bug like this when it was kept in the game, all the way up to the beta stage.
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Postby xander » Tue Dec 05, 2006 4:35 pm

Ghost? wrote:Thanks for your help :D

The exact problem I'm having with controler is that it works fine the first time, but then when I close it and try to use it again on darwinians that were affected originally it has no effect, this means each darwinian can only be affected once, even if they are not affected when you try the second time. It may be that it is not correctly supported but it seems a bit unusual that there is a bug like this when it was kept in the game, all the way up to the beta stage.

There are a lot of things that were kept in the game that don't work very well -- tripods, controllers, team 3, &c. It might seem odd to you, but it is a fact. However, the behaviour that you describe is different from what I observe. It may be a Mac/Windows thing, I suppose. What version of Darwinia are you using?

xander

EDIT: Oi! trickfred! I just had a look at game.txt from EW3. I didn't know that BuildingOffline worked! When did that happen? I am almost certain that it didn't work like that when I started Insurrection! Time to go rewrite Annihilation! \o/
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Postby Ghost? » Tue Dec 05, 2006 9:34 pm

I've just been experimenting with the controler and I don't know whats changed but it's working fine now. Also I mentioned this before, but do you know where to get the mod version of DEMO 2. I know it may seem like a strange request but I wan't to use a slightly modified version of the map file for a mod I've started work on. :)

P.S. What exactally is wrong with tripods? They work fine when I've tested them.
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Postby xander » Tue Dec 05, 2006 9:54 pm

Ghost? wrote:I've just been experimenting with the controler and I don't know whats changed but it's working fine now. Also I mentioned this before, but do you know where to get the mod version of DEMO 2. I know it may seem like a strange request but I wan't to use a slightly modified version of the map file for a mod I've started work on. :)

P.S. What exactally is wrong with tripods? They work fine when I've tested them.

They try to move towards the nearest enemy unit. If that unit is on the other side of the map, across three bodies of water, they still try to get there. If you place them at the beginning of a level surrounded by greenies, they look fine, but if you isolate them, they don't behave properly.

As to Demo 2, I though TGF might poke his head in and tell you where to download it -- he used to host it somewhere. If he doesn't, send me an email, and I will send you a copy when I get home (sometime after 8:00 PST, which is currently -8 GMT (I think)).

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Postby trickfred » Tue Dec 05, 2006 10:39 pm

xander wrote:EDIT: Oi! trickfred! I just had a look at game.txt from EW3. I didn't know that BuildingOffline worked! When did that happen? I am almost certain that it didn't work like that when I started Insurrection! Time to go rewrite Annihilation! \o/


Heh. I don't know, I thought it always worked - though I didn't think to try it until EW3 was well underway. I have a few other tricks up my sleeve as well for EW 4 (whenever IV gets off their ass and puts out a new patch for Darwinia with more modding features)... :D
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Postby The GoldFish » Thu Dec 07, 2006 3:39 am

xander wrote:As to Demo 2, I though TGF might poke his head in and tell you where to download it -- he used to host it somewhere.
The hosting I was using exploded, so all my crapmods.html and previously downloadable stuff like islinuxbust, rendermark, stricken's main hosting, demo2 mod, and all the other AMAZING COOL STUFF I MADE WOO is no longer available to the beautiful, beautiful public.

However since my activity here is at an all time low, both my mods aren't even on the first page modding page, and TBM almost has more page views than mine combined, I'm not particulary concerned with doing anything about this. Other than to fix my avatar :(
-- 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!
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Postby xander » Thu Dec 07, 2006 4:01 am

http://yozh.org/darwinia/demo2.zip

That should work :)

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Postby Ghost? » Thu Dec 07, 2006 1:54 pm

I've just tried the link you posted and it doesn't seem to work, although it may be the computer I'm on. I'll try it again when I get home.
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Postby xander » Thu Dec 07, 2006 6:10 pm

Ghost? wrote:I've just tried the link you posted and it doesn't seem to work, although it may be the computer I'm on. I'll try it again when I get home.

No... I wasn't paying enough attention to the upload -- it didn't ever make it up. I will try again later.

xander

EDIT: Correction. I simply placed it in the wrong directory. It should be working now.
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Postby Ghost? » Fri Dec 08, 2006 1:46 pm

Thanks xander, the links working now. Just out of intrest, when I play the demo during the intro an error occurs, saying it could not find a particular image. I'm not bothered about it, but i was wondering if you knew it was missing and if there was a reason.

I've been making my own mod since I finished Darwinia, called Darwinian, and I was wondering what you think of the idea. It's pretty self explanatory, you play as a darwinian that has arrived as part of a new batch of souls that Sepulveda sent to make up for the darwinians lost to the destroyers. It's freely playable with several seperate storylines and you get to experience Darwinia from a darwinian's point of view. I got the idea for it while playing Insurrection, and stricken souls helped me to develop my ideas.
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Postby Shwart!! » Fri Dec 08, 2006 4:48 pm

Interesting... Sounds promising.
While the name for your mod is kind of... lame, from my point of view, the premise for your mod sounds very enticing. If or when you get it finished, I would enjoy being a beta tester.

Note-the word lame is meant to be constructive criticism- meaning the name is something you could work on. The main issue I feel it has is that the word is, in essence, an adjective. Darwin-like, or Darwinesque are very similar words, from that perspective. Hmm... Not that I expect you to use this, but a term I might use for such a mod would be something like... The Next Generation, or Aftermath... Something along those lines, that subtly, or not-so-subtly, suggests the time period.
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Postby The GoldFish » Sat Dec 09, 2006 2:12 am

You could have a play on one of the final fantasy movies and call it 'the spirits within'

The only problem then is that you'd have to merge with Enix in order to secure your financial future.
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