DylanDog wrote:never heard about this tool? where can I find it?
Zarel wrote:I believe its name was "WorldEdit". No idea where to find it, though.
Yes. That is what Pumpkin used to create the original campaign and "Edit World" is a
crippled version of it.
The source for "WorldEdit" is within the original source distro of the game. It is also
not novice friendly, very unstable & generally a mess to work with and the reason why Pumpkin was so incredibly resistant to ever releasing the Map Editor. It took months of a persuasive conversation to get them to see the value of doing so.
However, that is not what we are referring to here. With "WorldEdit" you still have to write your scripts "by hand".
The "Campaign Mission Editor" I'm referring to is more like the original "Star Craft" Mission editor. Very novice friendly - you pick your conditions and parameters from check lists, plug-in your Map Coordinates and it will generate-output your scripts within a campaign structure for you.
I'll upload to a server if your interested.
DylanDog wrote:Actually I have managed to work on the first 6 alpha missions, adding scav bases, droids, artifacts and much more BUT keeping the same maps. I am quite satisfied with the understanding how a campaign works,
That's great.
DylanDog wrote:it is much easier modding a campaign than working on DyDo-AI.
Yup, I'm sure.
The original WZ Campaign scripting is pretty straight forward because the mission constructs are purely
linear & not at all "tricky" like, say, if you were scripting dynamic "branching" missions.
DylanDog wrote:When I am ready with this first mod, I would like to make new campaign on new maps, I will possibly open a thread asking if someone would like to collaborate, mainly on the maps creation....
That is the single most wished for WZ creation for over a decade now - a New Campaign, and if you can do that as well as having created DyDo, you will have scaled the equivalent of Mount Everest - and all that implies.
There are some excellent map makers around who would love to work on a new campaign - I'm pretty sure. The scripting challenges have really dissuaded many from going forward with such an effort.
Have you an over-arching story-scenario in mind already ?
Have you drafted any pre-scripted mission-sequence constructs ?
DylanDog wrote:but I have to fix this night/day issue first and to be honest I am quite lost...a developer could really help here because I see nowhere on the actual scripts a command which works on reducing scrolling/map view.
I wish I could be of more help. The source-binary you are working with is much changed from what I worked with in making my missions. I can't even begin to understand how those source changes could have led to this issue you are facing and perhaps only a developer can help sort it out like you said.
I will say that another way of preventing the Player from entering into map areas BEFORE they have fulfilled the victory conditions of the particular Mission at hand (and seeing only the lay of the land ahead - which is what the map scrolling limits are intended to do, natch) is to instead write Triggers that make the A.I. go
POSTAL under those conditions of player "transgression" of the Fog of War. Personally, I find this technique more interesting to play against than the obvious, artificial, hard bounding of map scrolling limits. But that's just me. Very subjective, no doubt. (This going "POSTAL" technique is also, IMHO, a better approach to the simplistic "Mission Failed" way of currently making the player re-play the mission if they have not fulfilled the Victory Conditions to advance to the next mission.)
The map scrolling limits technique is a very old hold over from what they use to call the
"single-railer" game design were you were crudely restricted from exploring the game world you knew was there by being forced to stay on a single "path".
One game I remember that had one of the first 3D game worlds with absolutely drop dead gorgeous graphics that did this, and which I grew to hate after 15 minutes of playing, was the first fully 3D
"Turok" game. I actually took the CD out and threw it against the wall - the map bounding, scroll-limiting, was that frustrating to me. 'Course WZ's use of the technique was not anywhere that off-putting, but when I got to Cam 3 Rockies the first time, it was starting to get on my nerves. But in all fairness one of my favorite games of all time was a
"Single-Railer" - "Panzer Dragoon 2", man what a work of highly original game artistry and so many escalating, fun, challenges too.
- RV
.