[DEVELOPMENT] Campaign 4 Development Thread

Get some help with creating maps or modding.
Need a map editor or other tools, look here!
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by milo christiansen »

In that case I had mistyped the name of the vlo in the wrf but the error message I got was extremely cryptic. Only after looking in the source did that possibility occur to me :roll:

The full list of major problems I found in the script is:
local vars can not be used in events
all local vars MUST be at the top of a function with no code separating them, for example this won't work

Code: Select all

local int test;
test = 1;
local int test2;
You can not define and initialize a local on the same line
a trigger deceleration must start with the word "trigger" :oops:
and the inevitable missing semicolon(s) (you would think that I would get over that by now :annoyed: )

As you can see most of the major problems relate to assumptions about local vars that I made in the absence of good documentation. Most would be no big deal but the error messages are very generic and its hard to tell just what the problem is, even worse is that some errors (I forgot which ones :roll:) cause warzone to crash with no log
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Well, glad you got it figured out.

You're doing a fine job, Milo. Missions 1-3 play nicely (other than M3 not having the victory condition). I'll have fresh map compiles for you to rebase with later on today (and they contain cosmetic changes ONLY!).
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

The fresh compiles are done. I got M3's victory stuff worked out (via trickery :P ).

I'm currently working on the M4 scripts. I feel comfortable enough to try it again, albeit slowly. You've provided an EXCELLENT base to make that happen Milo. I haven't gotten the mission itself running yet, but the framework you've provided has been a huge boon.

So far the scripts are clean and appear as though they will work with minimal fuss. If you have M4 already done, then by all means we'll use yours. This is purely for my learning curve. If you're partially done, perhaps we can merge them. I haven't done anything you wouldn't recognize. :P
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Another question Milo: Where do we specify the AI files to use for each mission? Is it in Main.vlo? I'm asking because I don't see a clear place to specify them. (AI-3, AI-7, etc)?

Never mind, I found it. :P
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

*sigh*

Seriously.

No, I mean it. One thing works properly in one script, and the next script it won't.

Milo, here's my stuff for M4. Maybe you can figure out wtf I've done wrong.

Error messages are NO help at all. Keeps spitting out 'Syntax Error' at me.

Just .. ARGH.
Cam4-4 Standalone.zip
You do not have the required permissions to view the files attached to this post.
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by milo christiansen »

Will do. :)
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Thanks buddy. The latest map compile for M4 should be present as well. You'll see I've tweaked the map slightly to make the mission a little more ... difficult. :P
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by milo christiansen »

The only problems I have found so far are missing semicolons and variables in the vlo/slo that are not in the slo/vlo.

Every variable declared in the vlo MUST be declared "public" in the slo and every variable declared "public" in the slo MUST be declared in the vlo.

Every statement MUST end in a semicolon ";"


An "unexpected identifier" error means that the identifier its complaining about is not defined. Make sure it is defined in the slo if it's a private var and in the slo and vlo if it's a public var.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Heh. Guess it would help to make sure those are done properly.

Thank you Milo. Hope I wasn't stepping on any M4 work you had going.
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by milo christiansen »

No problem :)

Here's the fixed scripts. You may want to look at AI-7.vlo. You had integers as templates so I commented them out and put in refs to "BabaJeep"

I'll be doing some work on mission 3 soon and depending on how long that take I may integrate your mission 4 scripts, so new package coming soon!

One thing to note is that all the template files will be made for use with VLOGen :wink:
You do not have the required permissions to view the files attached to this post.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

Awesome, thanks Milo.

The only thing that I'm aware of that was left for M3 was to fix the victory condition when the player got the NexusLink and finished off the Scavengers in the lake area.
User avatar
milo christiansen
Regular
Regular
Posts: 749
Joined: 02 Jun 2009, 21:23
Location: Perrinton Michigan

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by milo christiansen »

Exactly... But I don't have much time for scripting today so mission 4 integration may have to wait a day or two.
In general, if you see glowing, pulsating things in the game, you should click on them.
- Demigod Game Ganual
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

No problem at all. I've moved over to Ubuntu 11.04 and will continue development using that platform.
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by Goth Zagog-Thou »

I'm nicely set up (and have compiled Warzone myself :P ), so I'll be working on M4 scripts tonight. I think I'm gonna have to get VirtualBox set up with a Windows VM to use flaME, though. It refuses to run on WINE, even with Mono version. *shrug*
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: [DEVELOPMENT] Campaign 4 Development Thread

Post by NoQ »

It refuses to run on WINE, even with Mono version.
You don't need to use wine, use mono only.