Campaign port to javascript
Re: Campaign port to javascript
Awesome, thanks Per.
Any chance of using null when no mission timer is set? In JS, -1 == true.
EDIT: getMissionTime() not getMissionTime[r] (as the set function is setMissionTime() )
sorry to be so picky
Any chance of using null when no mission timer is set? In JS, -1 == true.
EDIT: getMissionTime() not getMissionTime[r] (as the set function is setMissionTime() )
sorry to be so picky
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Re: Campaign port to javascript
So, anyone up for porting data/base/script/text/cam1a-ai.slo and putting its contents into data/base/script/campaign/cam1a.js?
Re: Campaign port to javascript
I aim to please...Goth Zagog-Thou wrote:This will make me extremely happy.
If you see in latest master, in data/base/campaigns/ there are some files to define campaign starting points, and now allowing you to start in alpha, beta or gamma campaign as you desire. It currently allows you to list up to 6 campaigns here, which will be displayed in the menu system after you click 'New campaign'.
What more is needed?
I need some test material for custom mods. I tried to download your cam4 preview, but the download link did not work...
- Goth Zagog-Thou
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Re: Campaign port to javascript
It should still be there .. although it's for 2.3.9 (from my Dropbox, that is). I'll take a look and see what's what.
I suppose the next question I need to ask is where are some good tutorials on writing Javascript? I gotta learn this stuff if Cam 4 is to have any hope of being on 3.1+ Warzone. Then I'll understand the proper usage and everything. I looked over Nullbot .js and it's rather .. interesting.
I suppose the next question I need to ask is where are some good tutorials on writing Javascript? I gotta learn this stuff if Cam 4 is to have any hope of being on 3.1+ Warzone. Then I'll understand the proper usage and everything. I looked over Nullbot .js and it's rather .. interesting.
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Re: Campaign port to javascript
Download is fixed. Remember it's for 2.3.9 Warzone.
Re: Campaign port to javascript
For tutorials and docs, see viewtopic.php?f=35&t=4299
How does your cam4 mod load? Does it override the original campaign somehow, and if so, how?
How does your cam4 mod load? Does it override the original campaign somehow, and if so, how?
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Re: Campaign port to javascript
Nope, put it in /mods/autoload (that's the easiest way). It doesn't touch the original at all, although it uses a special dataset (stats, names, etc) for it's stuff. Remember my proof of concept getting that dataset into Cam 1 some months back? I still have all of those files.
Windows 7 (and I assume this applies to Vista and Win 8 as well) will need to run Warzone in XP Sp3 Compatibility mode AND as Administrator, otherwise there's an access violation crash. No clue as to WHY, but it's flawless on 'nix systems and doesn't require any special hackery to work on 'nix.
Windows 7 (and I assume this applies to Vista and Win 8 as well) will need to run Warzone in XP Sp3 Compatibility mode AND as Administrator, otherwise there's an access violation crash. No clue as to WHY, but it's flawless on 'nix systems and doesn't require any special hackery to work on 'nix.
Re: Campaign port to javascript
I still do not understand how you start cam4. Is it a map mod?
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Re: Campaign port to javascript
Just click on 'New Campaign'.
- milo christiansen
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Re: Campaign port to javascript
If its the same as when I was still helping it overrides the first mission in cam 1 (Last time I new that mission name was hard-coded to be started when you click "new campaign")
In general, if you see glowing, pulsating things in the game, you should click on them.
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Re: Campaign port to javascript
Yeah, that's true. I hadn't really thought of it in those terms.