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Mission Editor v1.0a beta1
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scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Sat Apr 24, 2004 11:01 am  Post subject: Mission Editor v1.0a beta1

Mission Editor v1.0a beta 1 is available:

http://www.warfareincorporated.com/downloads/warfare-me-1.0a.zip

With this release it is possible to author multiplayer maps. To make a multiplayer map, in Level Properties, change the MinPlayers to 2 and above. Change MaxPlayers to the maximum number of players, up to 4.

For each human participant, make sure the Intelligence is Human (found in Side Properties).

In the game, multiplayer maps show up in the multiplayer map list, not in the Challenge Mission list.

Note that while most trigger actions work, ecom trigger actions don't work while multiplayer. This is so the game doesn't pause for one player while continuing for another.

Please use this thread for problem reports and bugs!
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Mon Apr 26, 2004 9:07 am  

Scott, has the "set pvar" bug been fixed in this one?
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Mon Apr 26, 2004 11:01 am  

Fixing this would mean levels that use this action would be WI v1.2 specific, an end-user and support headache. It'll go on the "things we want to fix but that will be incompatible with old versions of WI" list.
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Mon Apr 26, 2004 2:40 pm  

Gotcha.
knelson
Established Forum User


Joined: 26 Jan 2004
Posts: 84
Location: Hobart, IN
 Post Posted: Mon Apr 26, 2004 5:08 pm  

Scott,

Is there any plans to implement the counter feature? Currently you can modify the counter but there is no corresponding action.

I would like to see this feature install because it will give the mission creator a chance to create more dynamic missions.

Keith
goblin_merchant
Established Forum User


Joined: 14 Mar 2004
Posts: 79
Location: Somewhere, out there...
 Post Posted: Mon Apr 26, 2004 7:07 pm  

Some triggers, if implemented, could effect the history of Warfare Inc. !!!

Needed Triggers
A "kill" trigger. Kills a unit instantly
Set/add/subtract HP to _ (either percent or just number)
Detect Health of a unit
changing allowed units in game
center location on unit (a location follows a unit where it moves)

Some good variables
I collected some of these from the forum
$kill
$losses
$totalmined
$totalspent

A unit editor would be awesome! Graphic editor, sound editor... all that could effect Warfare's replayability!

Of course, most of this is just wishful thinking :( ... or is it? :?: :?: :?:
ajcross
Very Active User


Joined: 23 Dec 2003
Posts: 113
Location: Kansas City
 Post Posted: Mon Apr 26, 2004 9:49 pm  

[quote="goblin_merchant"]Needed Triggers
A "kill" trigger. Kills a unit instantly
Set/add/subtract HP to _ (either percent or just number)
Detect Health of a unit
[/quote]

I rewrote these as possible trigger statements.

Trigger Condition
Health of unit type of 'side' in 'area': 'At Least/Exactly/At Most' 'quantity' percent

Trigger Action
Health of 'unit type' of 'side' in 'area': 'Set/Add/Subtract' 'quantity' percent

I think that these two have plenty of possibilities.

Andy Cross
SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183
 Post Posted: Mon Apr 26, 2004 11:21 pm  

goblin_merchant wrote:
changing allowed units in game


Can't you do this already with the "Set Allowed Units" trigger action? I haven't tested this, but it doesn't say anywhere that I can find that it can not be used in game.
goblin_merchant
Established Forum User


Joined: 14 Mar 2004
Posts: 79
Location: Somewhere, out there...
 Post Posted: Tue Apr 27, 2004 3:32 pm  

SoLan, perhaps my wording wasn't good. I meant DURING the game. As it is running.
SoLan
Very Active User


Joined: 13 Jan 2004
Posts: 183
 Post Posted: Tue Apr 27, 2004 3:51 pm  

goblin_merchant wrote:
SoLan, perhaps my wording wasn't good. I meant DURING the game. As it is running.


Either we are talking about entirely different things here, or your (or maybe my) wording still isn't good. Or I may just be slow. :shock:

Are we talking about changing what units the player is allowed to build? Like if the player can build a Hydra or not? If we are, then it is possible to change that during the game - at least in a single player game. I did a small test here, and was able to change the allowed units depending on whether an area contained a certain unit or not.
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Tue Apr 27, 2004 4:06 pm  

Goblin this is possible. They did it in the one of the two missions that come with the editor. you know, the sample ones.
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Tue Apr 27, 2004 8:32 pm  

You can change the allowed units at any time during a game.

Counter probably won't be implemented based on a previous thread Scott posted to. However, you really don't need it. The pvars can already be used as a counter. For example, in SWAK, three pvars named GameSeconds, GameMinutes, and GameHours are used to show a custom Gametime Clock in the upper right corner. If you like, I can give examples of how to use pvars as counters.

As for killing a specific unit, that is probably asking a lot. You would have to have some way of identifying each and every unit. If you create units as groups, you can control the starting health. It is also possible to limit the quantity of units of a specific type. And, you can also cause units to commit suicide.

As for following a specific unit as it moves, there is a way to do that, but it is very trigger intensive, and requires that there is only one of that side's unit. Again, if you insist, I can give examples.

One other thing to keep in mind when wanting to add things: spiffcode wants to maintain some downward compatibility (see Scott's post a few up that answers my question about the set pvar bug).
knelson
Established Forum User


Joined: 26 Jan 2004
Posts: 84
Location: Hobart, IN
 Post Posted: Wed Apr 28, 2004 11:31 am  

Please provide me with some examples. I will be implementing some of the features in my next mission.
goblin_merchant
Established Forum User


Joined: 14 Mar 2004
Posts: 79
Location: Somewhere, out there...
 Post Posted: Wed Apr 28, 2004 5:12 pm  

You guys forgot to specify a limit. Only 16 Every NN seconds triggers are allowed.
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Wed Apr 28, 2004 6:03 pm  

goblin_merchant wrote:
You guys forgot to specify a limit. Only 16 Every NN seconds triggers are allowed.


Huh? Not sure what you mean. Preserved triggers are eval'd twice a second, but I don't know about a limit to how many are eval'd
crakerz
Mega-Poster


Joined: 17 Sep 2003
Posts: 353
Location: California Bay Area
 Post Posted: Wed Apr 28, 2004 6:12 pm  

knelson wrote:
Please provide me with some examples. I will be implementing some of the features in my next mission.


Pvar as a counter:

CONDITIONS:
-Comment: Game Seconds
-Every 1 seconds
ACTIONS:
-Modify persistant variable 'GS': Add 1
-Preserve trigger

CONDITIONS:
-Comment: Game Minutes
-Persistant variable 'GS' is Exactly 59
ACTIONS:
-Modify persistant variable 'GS': Subtract 59
-Modify persistant variable 'GM': Add 1
-Preserve trigger

CONDITIONS:
-Comment: Game Hours
-Persistant variable 'GM' is Exactly 59
ACTIONS:
-Modify persistant variable 'GM': Subtract 59
-Modify persistant variable 'GH': Add 1
-Preserve trigger

As for locating a unit, that is very intensive. Basically, you create an X-Y grid of overlapping areas. You must then test each area for the unit, and then modify a pvar to keep track. You can then cause the game to recenter over the unit.

Hope this helps.
goblin_merchant
Established Forum User


Joined: 14 Mar 2004
Posts: 79
Location: Somewhere, out there...
 Post Posted: Wed Apr 28, 2004 8:13 pm  

What I meant was that only 16 Every NN seconds conditions are allowed.
Paul
WI Forum Novice
Joined: 13 Mar 2005
Posts: 4
Location: Va
 Post Posted: Fri Mar 18, 2005 8:01 am  Post subject: Re: Mission Editor v1.0a beta1

scottlu wrote:
Mission Editor v1.0a beta 1 is available:

http://www.spiffcode.com/beta/me-1.0a.zip

With this release it is possible to author multiplayer maps. To make a multiplayer map, in Level Properties, change the MinPlayers to 2 and above. Change MaxPlayers to the maximum number of players, up to 4.

For each human participant, make sure the Intelligence is Human (found in Side Properties).

In the game, multiplayer maps show up in the multiplayer map list, not in the Challenge Mission list.

Note that while most trigger actions work, ecom trigger actions don't work while multiplayer. This is so the game doesn't pause for one player while continuing for another.

Please use this thread for problem reports and bugs!


I get an error: "Out of memory!" when i try to create a game on my ppc... It lets me host the other gmes, but not mine, also, mine has a name, but it calls it <untitled> or something... HELP!
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Wed Jun 22, 2005 11:50 pm  Post subject: Re: Mission Editor v1.0a beta1

Paul wrote:
scottlu wrote:
Mission Editor v1.0a beta 1 is available:

http://www.spiffcode.com/beta/me-1.0a.zip

With this release it is possible to author multiplayer maps. To make a multiplayer map, in Level Properties, change the MinPlayers to 2 and above. Change MaxPlayers to the maximum number of players, up to 4.

For each human participant, make sure the Intelligence is Human (found in Side Properties).

In the game, multiplayer maps show up in the multiplayer map list, not in the Challenge Mission list.

Note that while most trigger actions work, ecom trigger actions don't work while multiplayer. This is so the game doesn't pause for one player while continuing for another.

Please use this thread for problem reports and bugs!


I get an error: "Out of memory!" when i try to create a game on my ppc... It lets me host the other gmes, but not mine, also, mine has a name, but it calls it <untitled> or something... HELP!


I had this error a while ago. It happened when I stacked about 500 galaxites on top of eachother. Try removing a hundred or so units or something lol.
GreenDefender
WI Forum Novice
Joined: 06 Jul 2005
Posts: 1
 Post Posted: Wed Jul 06, 2005 4:59 am  Post subject: How can I take the map into the game??

Hi!!
I'm not english so I cant speak english very well.
Now.How can I play on the map what I make ??? Pls write back! THANKS!

(I'm Hungarian)
GreenDefender
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Wed Jul 06, 2005 3:11 pm  

In the mission editor, open up your map. Go to File -> Export Mission Pack, and it will make a .pdb for you. Install this to your PDA:
If you have a palm, just put it in the main memory.
If you have a pocket pc, put it in the same directory as warfare.
Once this is done, you can play it:
If it's a single player mission, it will be in the challenge missions menu.
If it's a multiplayer mission, it will be in the list of multiplayer maps.

Hope this helps.
ringrover
WI Forum Novice
Joined: 29 Dec 2008
Posts: 1
 Post Posted: Mon Dec 29, 2008 8:16 am  Post subject: mac version of editor

is there any chance of the editor being put in the mac os?
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Mon Dec 29, 2008 4:30 pm  

Yes, it's on my list of things to do. It needs Mac support!
Verdagon
Veteran Member
Joined: 05 Oct 2003
Posts: 1047
Location: San Luis Obispo, CA
 Post Posted: Mon Dec 29, 2008 11:52 pm  

Huzzah for mac support! Very exciting. I'll be able to make levels!
SonOfaWalnut
Semi-frequent Poster
Joined: 24 Dec 2008
Posts: 34
 Post Posted: Wed Dec 31, 2008 8:45 pm  

hey
gonna bring back this hecka old post
how do u apply it? i wanna make it so i can put created maps onto my WI on my touch
kinda new to this.. so any help would be appreciated
SonOfaWalnut
Semi-frequent Poster
Joined: 24 Dec 2008
Posts: 34
 Post Posted: Thu Jan 01, 2009 5:35 pm  

Verdagon wrote:
In the mission editor, open up your map. Go to File -> Export Mission Pack, and it will make a .pdb for you. Install this to your PDA:
If you have a palm, just put it in the main memory.
If you have a pocket pc, put it in the same directory as warfare.
Once this is done, you can play it:
If it's a single player mission, it will be in the challenge missions menu.
If it's a multiplayer mission, it will be in the list of multiplayer maps.

Hope this helps.


alrite, uhm, i have WI on my itouch, and so i dunno if the pocket pc method applies to itouch.. also, when i try exporting it, i click save, but nothing happens.
Jerrythemouse
Developing Poster


Joined: 20 Jan 2009
Posts: 20
Location: Planet earth
 Post Posted: Wed Jan 21, 2009 1:11 pm  Post subject: help

I've downloaded the file and I click on 1 thing and it says that it found an error and needs to shut down, what do i do?!?!?!?
dlamet
Established Forum User
Joined: 09 Sep 2008
Posts: 90
Location: Tigard, OR US
 Post Posted: Wed Apr 08, 2009 11:13 am  Post subject: Mac Support Vote

Mac support ho!
Joshuaiscool
Semi-frequent Poster


Joined: 20 Aug 2009
Posts: 35
 Post Posted: Thu Sep 24, 2009 3:34 pm  Post subject: I require counters as a condition not just action

All this stuff is helpful but I wanted a way to have lots of counters going at the SAME time. This is to help an aspect of my new mission to make a type of mining rock that lasted longer than normal but will eventully run out. I created them in a way the editor would allow since this game suffers from low mineral concertration. However they last forever since I don't know how to have a counter as a condition and a trigger. We need a new mission editor and a new version of the program as well to be compatible. Can someone help find a way around this.
Bart Owns U
WI Forum Novice


Joined: 17 Oct 2009
Posts: 5
Location: London
 Post Posted: Fri Oct 30, 2009 5:53 am  Post subject: working this thing?

hi scott,
can you please PM me or post a new message thing on how i'm meant to run this thing? ive managed to download it but i cant seem to grasp what im supposed to be doing and how.

Cheers,
Bart :D
scottlu
WI Founder


Joined: 15 Aug 2003
Posts: 1773
 Post Posted: Fri Oct 30, 2009 10:08 am  

Hi Bart!

Good to see your post. We're working on an official FAQ. For the time being, check out the maps that are included with the mission editor, especially check out the triggers.

Read this FAQ:

http://www.warfareincorporated.com/xyzzy/viewtopic.php?t=652

Then ask questions on this forum.

You can get MP map samples here:

http://www.warfareincorporated.com/xyzzy/files/M_02.ld
http://www.warfareincorporated.com/xyzzy/files/M_15.ld

Load them up in the editor and check them out. These are 2 maps that come with the game.

Scott
Bart Owns U
WI Forum Novice


Joined: 17 Oct 2009
Posts: 5
Location: London
 Post Posted: Fri Oct 30, 2009 12:05 pm  

GREAT!
thanks a lot scottlu :D
Iceon16
WI Forum Novice
Joined: 15 Nov 2012
Posts: 1
 Post Posted: Sun Jan 06, 2013 9:42 pm  

Scootlu, I just wanted to know if just "anyone" can make a map, or if you have to be a moderator to. I new to this and everything so I wanted to ask before just going out there and making a map. :wink:
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Mon Jan 07, 2013 6:42 am  

If you don't mind me answering your question ice, anyone can make a map (as far as I know).
Yoshiya
Mega-Poster


Joined: 16 Jun 2012
Posts: 308
Location: right here
 Post Posted: Mon Jan 07, 2013 9:22 am  

I make maps and im a nobody :)
ConMan-A
WI Forum Novice
Joined: 07 Jan 2013
Posts: 1
 Post Posted: Wed Jan 09, 2013 6:39 pm  Post subject: Mission Authoring and Creating on an iPad?

I see you can download the map editor on a PC, but can I be done on an iPad?
Colt
Chatroom Moderator


Joined: 06 Jan 2011
Posts: 161
Location: Southern California
 Post Posted: Wed Jan 09, 2013 7:36 pm  Post subject: Re: Mission Authoring and Creating on an iPad?

ConMan-A wrote:
I see you can download the map editor on a PC, but can I be done on an iPad?


The mission editor is for a PC or Mac only (but more importantly PC). Sorry :(
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Sun Jul 07, 2013 11:26 am  Post subject: Re: Mission Authoring and Creating on an iPad?

Colt wrote:
The mission editor is for a PC or Mac only
You can get it on mac? I thought it only worked on PC.
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Sun Jul 07, 2013 2:26 pm  

If you have bootcamp i think u can.
N104
Administrator


Joined: 24 May 2012
Posts: 1382
Location: Pennsylvania
 Post Posted: Sun Jul 07, 2013 2:37 pm  

galm wrote:
If you have bootcamp i think u can.
Sweet, I have a friend who wants the mission editor but uses mac.