campaign

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Sento
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campaign

Post by Sento »

hi,
what do you thing about make a new campaign like the first missions: you build a base and then attack the enemy or are atacked ;)
The map expands till its maximum. When the map is on its maximum you have to build a new base and give up the last base because only the new base will be on the next map. Interesting is that building a new base when you are under havy attacks. I thing such missions make much more fun than bring your units to a enemy base and kill it. The question is ofcourse if people want to make such a mission and if its possible at moment
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Rman Virgil
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Re: campaign

Post by Rman Virgil »

* I thoroughly agree and there already exits a vast body of work for a new WZ Campaign - actually, 2 new campaigns ( "Mars" and the "Mangodai SA").

* However there is one essential ingrediant missing to pull it all together and get it done: we need at least one individual who throughly enjoys & has the time to work on Cam ai scripts. All who have been proficient at wz ai scripting over the years much prefered writing stand-alone general purpose skirmish ais. Which is totally kwel because you should only work on stuff that brings you joy a 100%.

* But if sometime down the road such an individual came into the community - well let's just say there's a ton of new high quality campaign work already done and it would be a blast to finish and bring it to light - really innovative stuff the likes of which has rarely, if ever, been seen in any rts campaign - deeply challenging but also thoroughly fun-filled and different than the MP or SP Ski experience - kinda like being the main character in your own interactive feature-length action adventure  movie.

* As Coyote says - as always, we await patiently - to which I add..... and do what we can now to that end. An act of pure faith if ever in the context of new game content  creation.

* If such ever came to pass I know the results could measure up to the best of Relic, Blizzard and Bungie.

l8r, rv :)
Last edited by Rman Virgil on 09 Feb 2007, 07:06, edited 1 time in total.
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Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Watermelon
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Joined: 08 Oct 2006, 09:37

Re: campaign

Post by Watermelon »

Rman Virgil wrote: * I thoroughly agree and there already exits a vast body of work for a new WZ Campaign - actually, 2 new campaigns ( "Mars" and the "Mangodai SA").

* However there is one essential ingrediant missing to pull it all together and get it done: we need at least one individual who throughly enjoys & has the time to work on Cam ai scripts. All who have been proficient at wz ai scripting over the years much prefered writing stand-alone general purpose skirmish ais. Which is totally kwel because you should only work on stuff that brings you joy a 100%.

* But if sometime down the road such an individual came into the community - well let's just say there's a ton of new high quality campaign work already done and it would be a blast to finish and bring it to light - really innovative stuff the likes of which has rarely, if ever, been seen in any rts campaign - deeply challenging but also thoroughly fun-filled and different than the MP or SP Ski experience - kinda like being the main character in your own interactive feature-length action adventure  movie.

* As Coyote says - as always, we await patiently - to which I add..... and do what we can now to that end. An act of pure faith if ever in the context of new game content  creation.

* If such ever came to pass I know the results could measure up to the best of Relic, Blizzard and Bungie.

l8r, rv :)

The wz 'homebrew' scripting engine is very complex and powerful,and it's has been enhanced greatly by Troman.Maybe the major problem with it is the lack of helper functions and detailed error report messages(currently it just crashes/asserts without detailed info when encountering syntax errors in scripts) to make scripter's life easier.
tasks postponed until the trunk is relatively stable again.
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kage
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Re: campaign

Post by kage »

Watermelon wrote: The wz 'homebrew' scripting engine is very complex and powerful,and it's has been enhanced greatly by Troman.Maybe the major problem with it is the lack of helper functions and detailed error report messages(currently it just crashes/asserts without detailed info when encountering syntax errors in scripts) to make scripter's life easier.
there are very few languages in the world that support continuation after encountering a syntax error -- this draconian policy is generally a good thing, since it's not possible for such code to run exactly as the author intended. however, the programmer always welcomes at the very least a filename and a line number to help them figure out the problem.
Troman
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Re: campaign

Post by Troman »

Watermelon wrote: The wz 'homebrew' scripting engine is very complex and powerful,and it's has been enhanced greatly by Troman.Maybe the major problem with it is the lack of helper functions and detailed error report messages(currently it just crashes/asserts without detailed info when encountering syntax errors in scripts) to make scripter's life easier.
Actually wz gives you more debugging info than most other games offer.

First of all you can compile wz with DEBUG_SCRIPT defined, it will give you detailed output when compiling the scripts. Even if this is not enabled wz outputs line number of the syntax error and token that caused it.
Maybe you just didn't enable script output?

When a runtime error occurs wz outputs a rather detailed info about the error.

I think speaking of helper functions you refered to functions like assert etc?

Right now we have:

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ASSERT(BOOL expression, STRING outputString, INT player);
If you call

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dbgMsgOn(INT player, BOOL bEnableDebugOutput);
with bEnableDebugOutput set to TRUE, it will make

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dbg(STRING debugMessage, INT player);
and ASSERT() output debug messages to the game console, handy when you debug scripts. Call dbgMsgOn() with FALSE and it will suppress all the debug output for release versions of a script.

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console(STRING msg)
will output strings directly to console no matter what, usually used for code functionality, like interaction with human players.

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debug(STRING debugMsg)
will output text to the stderr.txt.

Additionaly you can also use the newly added watch menu:

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setDebugMenuEntry(STRING debugString, INT slot)
You should first make it show up with:

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debugMenu(BOOL bShow)
That should probably suffice. ;)

Once last glitches are gone and new functionality is officialy released documentation for the new functions will be available. Right now use it at your own risk as they say.
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