|
Post by finlander on Apr 10, 2011 7:47:05 GMT 1
When converting a chapter..first you change units, then you start to test the maps,right? In the the middle of testing you realize you have to ghange something. (This is the sticky question): Do i allways have to start the map testing from the beginning to make the ghanges apply, or is there a possibility to make the ghanges and continue testing from where you were in the testing I really hope that there is a way beacuse it is very fusturating to start from the beginning..
|
|
Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
|
Post by Ocelo on Apr 10, 2011 8:07:34 GMT 1
Yes, you do. In fact, you have to quit the map editor every time you update the PAK with a new BZM file. However, what I do is have the map open in the editor and run the mission simultaneously. As soon as I see a fault, I minimize BK and make the adjustments in the map editor, then back to the game. As long as the mistake doesn't mess with the mission sequence, you're OK. Here are some tips: 1.Do one map at a time. 2.Check, and double check script IDs. 3.Make SURE you replicate any start commands the units have. 4. You can help ensure 2 and 3 are done correctly by moving the original, say, armor group aside and building up another one to take its place, duplicating all IDs and commands. The you can comfortably delete the old one. I have quite a bit of experience with this. Just keep in mind that if a map is so-so with a complex script and plenty of IDs and commands, it probably isn't worth replicating. Also, if you want to do some major alterations/changes to the map itself, it probably isn't worth the effort; you're better off making a new one. If you have other questions, go ahead.
|
|
|
Post by finlander on Apr 10, 2011 10:40:03 GMT 1
Thanks Ocelo! Is there any other way to skip the map than cheats(cant get them to work)? I,m in the middle of this huge map that i am testing, when i realized that no way i,m gonna win it with the units that i have left So either its back to start or..HELP!! I have no strenght left to start from the beginning (This is a chapter that im working on..so i have to complete the map in order to continue)
|
|
|
Post by LouisXIV on Apr 10, 2011 11:47:03 GMT 1
This may be preaching to the converted, but ....
When I am doing something like changing the units on an existing functioning mission map, I find there is a fairly quick and efficient way to do it.
Load the map, then save it as an .xml version. Open the .xml version with Notepad. Then use a global substitution (Ctrl-H) to change each unit, building or object to the one you want.
Be careful that you get the new unit/object name exactly right, or the MapEd will abort when you reload the .xml map. I usually do it by having the objects.xml or modobjects.xml file open at the same time, and copy-and-paste from the first reference to the new unit (not the second reference, it is sometimes different.)
If you do global substititutions, at least for the units and squads the ScriptIDs and Start Commands will not be touched, nor the location nor orientation of the unit. This can be very important, particularly the Start Commands. It's sometimes hard to recreate them if you do direct substitution on the MapEd.
Caution: You cannot change unit or object type. Do not substitute an SPG for a tank, for example, or you will have problems and even abortions. (In one conversion I did, I traded M-10s for M4A1s, mostly because I think of the M-10 as a tank, not an SPG ... it's got a turret! The map loaded, but the mission aborted, and for a long time I couldn't tell why!) Don't change flora for terraobjects, for example; keep the object type the same.
Once you have all the units/objects changed, load the .xml version of the map back into MapEd, check it out, and then save it as a .bzm version. Then get rid of the .xml version.
If you make the unit changes this way, you should have a completely undisturbed and fully-functional mission when you are finished. No need to even test it, because (in theory) the functions of the mission have not been changed.
|
|
|
Post by Major Pain on Apr 10, 2011 12:00:22 GMT 1
Just a comment to followup what Louis stated...
Referring to the Objects.xml, the first entry for an object is the Object name. The second reference is the path, or location of the item, so yes they can be different. If you look at objects like the stonebanks... they are stored in subfolders of the main folder; the name is combination of the primary and secondary folders.
So always use the Object name since this is the 'key' that the game engine looks for in the database.
|
|
|
Post by finlander on Apr 10, 2011 19:31:43 GMT 1
Umh ..I have no idea what you guys are talking about... The question here is: I have a chapter that i have conerted. NOW: I have to test it(play it) as i move ahead. In the middle of testing(playing) i found out that not enough units to win this particular map,right? So, its back to the map editor to add more units..THEN:(the question):do i have to start the testing(playing) the map from the start to make the changes apply. Or is there a way to continue from the last save point with the new changes made to the map??
|
|
Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
|
Post by Ocelo on Apr 10, 2011 20:54:23 GMT 1
I've never tried that. Theoretically, the save file only contains the locations and properties of everything on the map, so you could try that, as long as the units arrive AFTER the save file.
|
|
|
Post by LouisXIV on Apr 11, 2011 0:44:10 GMT 1
If you change the existing maps on a mission and try to restart it from a save point, you get, I believe, an abortion. Alternately, the mission will continue with the old setup. Either way you don't get to try out the new items you have added. You have to start it from the beginning to properly test it.
The exception is, as Ocelo says, if the items you have added ALL appear as reinforcments in the mission some time after that save point.
This means that once you have corrected the minor glitches in the mission text files, corrected the errors in the script, added the units or details you forgot to the map and tested the win, lose and objective requirements, you've played the thing over and over ... to death.
Which is a pity, because the missions you create are often the missions closest to your own preferences, but you never want to see them again once you're finished testing.
|
|
Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
|
Post by Ocelo on Apr 11, 2011 1:24:34 GMT 1
@louis, I know, testing is a slow stage in map making. I love to have several people test the playability (after all issues are corrected and balanced). Fortunately, the admin of the Spanish forum provides contacts to me with several good, patient, and thorough testers. So I'm . But they get to try new, bug-free maps too. it all takes time though; I don't have enough for everything. finlander: its really a pity you can't use the cheat codes, cause I always use those, and then enter any variety of functions, @win(0) is only one of all the functions you could use. you're basically accessing the script in-game. It has a multitude of advantages, but I've never had/used MK, I dunno if cheats are available in that game.
|
|
|
Post by finlander on Apr 11, 2011 5:52:45 GMT 1
Thanks guys, case closed and back to beginning It is strange that in first 3-4 maps in this chapter, the @win cheat applys. But not in the rest of the maps Well you cant allways go from where the fence is the lowest
|
|
Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
|
Post by Ocelo on Apr 11, 2011 6:44:46 GMT 1
Well if it works for one, it should work for all. For lack of a better idea, make sure you type them right.
|
|
|
Post by LouisXIV on Apr 11, 2011 11:00:22 GMT 1
Yes, it should work for all if it works for one.
I've recently released several chapters that were all other person's missions. Since the missions were all pretested before they were released and have been played extensively by others (including me) without complaints, I did not bother to test the missions. I just went through the chapter testing to see that all the missions started. So that was, Password, Win, Password, Win, through to the end of 6-7 missions without a hitch.
The only place I've found a Win won't work is if I have typed the Password wrong. Since it's longer, it's easier to make mistakes there. Plus if you make a mistake typing in any of the cheats after the password you will get an error message, but if you make a mistake on the password the game engine won't say anything.
|
|
|
Post by finlander on Apr 11, 2011 14:23:11 GMT 1
Ok, i will try to cheat once again ;D
|
|
|
Post by finlander on Apr 11, 2011 17:31:30 GMT 1
BTW! How is the correct @win cheat code typed..
|
|
|
Post by moskvich on Apr 11, 2011 18:30:40 GMT 1
It is possible to set a cheat-code in a script of mission @god(0,2) “God” mode as above but also enables enemy units to be destroyed with one shot, and mission it will be possible to test much more quickly
|
|