[DEVELOPMENT] Campaign 4 Development Thread

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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

So why can I not find a single place in the scripts where the scroll limits are expanded? And why is there a map file for every mission?

I may have just missed the scroll limit expansion but I don't think so.

I'll try it but I thought Goth already tried to use the scroll limit expansion functions and had them cause CTDs :hmm:
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

I probably wasn't using it properly. :P I think we're supposed to use CAM_Expand or something similar in the .wrf. I remember it being in the scripting manual somewhere.
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

Well in any case I'll have to test it... some time this week :stressed:
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

Well I made a test cam, a simple 2 mission affair with a flat map, to test the map compiling issues and after much tearing of hair I have not been able to find a way to get it to work. There are a few things I haven't tried yet but most of the easy solutions are out :( anyway here is a copy of the test cam and map if anyone else wants to try too
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Flail13
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Re: [Renamed] Campaign 4 Development Thread

Post by Flail13 »

I think per meant to use "expand" where you have "between" in the gamedesc.lev file.
Each mission (afaik) needs its own mapname.gam file, linked to in the gamedesc.lev entry. So you would need to compile a set of campaign files for each mission, and if it is an expansion mission, delete the game.map file and the ttypes.ttp file.
Also when compiling each mission, you should:
- delete all units that aren't within the current scroll area
- delete all units that will already be placed by previous missions
- on the compile screen, set the campaign type (probably to "scenario scroll area expansion" if it is a mission that uses "expand" in the gamedesc.lev)
- from what I remember, the "time" box should always be left at 2. in-game timers are done using scripts.
- on the compile screen, set the scroll limits to what they should be for that particular level. I believe normal campaign scroll limits are set in the mapname.gam file, which is why you couldn't find the scroll limit functions used in scripts.

I attached a working version of your test mission, with those things altered.
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

The "between" thing was one of the failed attempts at setting the scroll limits in the scripts, the one that came closest to actually working BTW. :wink:

Thanks for the fixed version, I'll try to apply that to cam4 when I get home.

All hail flail! the resident expert on the warzone map format :P
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

Goth, can you recompile the maps? Or just as good, send me the latest version of the uncompiled maps? The copy I have is a little dated :)
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Yes I can. You just want maps, correct?

That's easy. .fme's all the way down. Should contain changes I made to M4 a month or so ago. Contains the latest overviews and the extended tilesets. Does not contain the new audio.

Cam 4 Files (Jul 11)
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

Thanks...

no .fmaps yet? :P
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Made those the day before (perhaps several hours) before new flaME came out. :P
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

I'll have ready to compile fmaps for every mission with scripts in the next package :wink:
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Woohoo! I better get NODE's dialogue finished up then.

Rman (if you're back from your trip), how's the Gibbs Dialogue coming along?

I need to know if I have to resort to tomfoolery to get NEXUS dialogue in too. :P
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Re: [Renamed] Campaign 4 Development Thread

Post by Rman Virgil »

Goth Zagog-Thou wrote:.....

Rman (if you're back from your trip), how's the Gibbs Dialogue coming along?

.....
Timing asynchronous by a few days. Was back for a short spell at HQ CO. & now gone again elsewhere till the 29th. I'll send what I have done (which I think is good) when I get back home and finish up the balance thereafter. Hope that works out timeing-wise for all else now converging. If it can't wait till then, I'll understand your needing to follow another course.

- Regards, Rman. :)
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milo christiansen
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Re: [Renamed] Campaign 4 Development Thread

Post by milo christiansen »

I meant for the missions that have scripts :wink:

That's up to mission 3 :(
Most of my scripting time has been spent on attempts to make configurable AI(s) that, if I can get them working, will make things go a lot faster.
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Goth Zagog-Thou
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Re: [Renamed] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Heh, ok Milo.

Guess we aren't in a rush then.