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Author Topic: Megadroid's Mission Mod 1.0.1  (Read 7245 times)
Megadroid
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« on: October 21, 2011, 12:04:40 AM »

This release of MMM fixes some issues found in 1.0.0, as well as adding a few extra features. Of particular note is support for child mods (where MMM maps don't have to be in the main mod) and the addition of the Premonitions sample mission.

Another important change is the addition of the forced parameter for App:cineractiveFinish. If forced is true, the player has skipped the Cineractive. In App:cineractiveFinish you should make sure that the mission is the correct state (as if it had not been skipped). You can see this in the Premonitions code.

Unfortunately I had to change the Media and Camera classes to use a global instance instead of having static functions - so all Media/Camera function calls need to be changed to use colons instead of dots. This change was required so I can add more features to them in the future.

Follow the instructions on the Getting Started page to install MMM.

Direct Links:
MMM Mod folder Download

Additions
  • Premonitions Sample Mission
  • Child Mod support
  • EntityHook class
  • Cineractive skippable property (defaults to true)
  • Forced parameter added to App:cineractiveFinish
  • GameObject.specialEnergy property
  • GameObject.maxSpecialEnergy property
  • GameObject.specialEnergyValue property
  • TextInput.hooks property
  • TextInput:unhook functions
  • Added Media:stopSounds function

Changes
  • Cineractive skip changed to space bar
  • Entity updated to use EntityHook
  • Voiceovers no longer play when giving orders
  • Media class changed to have a global instance
  • Camera class changed to have a global instance
  • TextInput:hook function now takes an id
  • GameObject.hitpoints property changed to GameObject.hullValue
  • GameObject.maxHitpoints property changed to GameObject.maxHull
  • GameObject.health property changed to GameObject.hull

Fixes
  • Fixed an issue with EntityFinder condition objects
  • Fixed paths having incorrect indices
  • Fixed Monitor not being passed to hook functions
  • Fixed an issue with unhook on Timer, Entity and TextInput
  • Fixed Cineractive calls crashing when not in cineractive mode
« Last Edit: October 21, 2011, 10:45:19 PM by Megadroid » Logged

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Adm. Zaxxon
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« Reply #1 on: October 21, 2011, 12:18:02 AM »

Yay.  I haven't even tried the first though, I guess I need to now huh? LOL
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Follow the link to check for updates.  The mod is still going!
Blade
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« Reply #2 on: October 21, 2011, 01:23:01 AM »

ok i keep getting this error when loading up a mission (well premonition)
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Megadroid
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« Reply #3 on: October 21, 2011, 01:35:58 AM »

Ok, everyone who already downloaded it, could you redownload? The original upload had some broken tutorials.

ok i keep getting this error when loading up a mission (well premonition)

Have you installed this? It was mentioned on the getting started page - I'll add a link in the post.



« Last Edit: October 21, 2011, 01:38:46 AM by Megadroid » Logged

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Blade
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« Reply #4 on: October 21, 2011, 07:07:19 PM »

just installed now i get a different error
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« Reply #5 on: October 21, 2011, 09:50:12 PM »

OK, thanks for reporting it. Working on a solution now.
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« Reply #6 on: October 21, 2011, 10:04:26 PM »

maybe someone can finally put out a couple campaigns for Star Wars: Fleet Command and Star Trek Vs Star Wars
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Megadroid
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« Reply #7 on: October 21, 2011, 10:46:37 PM »

OK, Blade and anyone else who had problems running it, could you re-download please and let me know if it works?
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Majestic
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« Reply #8 on: October 21, 2011, 11:52:59 PM »

I jut played it and had no errors, played like the A1 original only much better. This is fantastic work I really enjoyed it and hope to see some more A1 missions re-done in the future.

I do have a question however. I noticed in the single player menu screen only four images for campaigns, is there a way to have like 6 or 8? Reason I ask is down the track I plan to make my own like I think many people will however I was hoping to be able to have more than four (replacing the tutorials with a campaign) and so I was just wondering if this is on the books or the to-do list at all?

Also I know A2 does support full screen cinematic animations like A1 did but is a change so it can on the books at all? Just curious either way you've done what we all thought was the impossible and this has I think become the best addon/mod for A2. 
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« Reply #9 on: October 22, 2011, 12:01:24 AM »

MMM is laid out as replacement for the mission definitions/scripts DLLs, which won't be loaded until the map is being loaded, so it can not support customization of the SP screen.
However, such a feature for Fleet Operations is planned (already begun work on it).
« Last Edit: October 22, 2011, 12:13:22 AM by DOCa Cola » Logged

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« Reply #10 on: October 22, 2011, 12:15:16 AM »

it works now thank you
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« Reply #11 on: October 22, 2011, 12:21:54 AM »

I do have a question however. I noticed in the single player menu screen only four images for campaigns, is there a way to have like 6 or 8? Reason I ask is down the track I plan to make my own like I think many people will however I was hoping to be able to have more than four (replacing the tutorials with a campaign) and so I was just wondering if this is on the books or the to-do list at all?

At the minute you're limited until the mission screen gets an upgrade, as Doca said. However in the meantime, you could have a structure like this:

Code:
ModContent
   ModCampaignPart1
   ModCampaignPart2

Where the campaign is split into two separate mods, which would allow up to 8 slots. Each campaign mini mod could just contain an mshell.set and the appropriate bink files and be a child of the content mod, where all the odfs, models and maps would go.

Also I know A2 does support full screen cinematic animations like A1 did but is a change so it can on the books at all?

I've been poking around this area for a while, not made any progress yet but we'll see. It does look a bit odd just watching ships instead of the bridge scene.
« Last Edit: October 22, 2011, 12:26:10 AM by Megadroid » Logged

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« Reply #12 on: October 22, 2011, 12:51:19 AM »

MMM is laid out as replacement for the mission definitions/scripts DLLs, which won't be loaded until the map is being loaded, so it can not support customization of the SP screen.
However, such a feature for Fleet Operations is planned (already begun work on it).

That's great, thanks for the heads up! 

At the minute you're limited until the mission screen gets an upgrade, as Doca said. However in the meantime, you could have a structure like this:

Code:
ModContent
   ModCampaignPart1
   ModCampaignPart2

Where the campaign is split into two separate mods, which would allow up to 8 slots. Each campaign mini mod could just contain an mshell.set and the appropriate bink files and be a child of the content mod, where all the odfs, models and maps would go.

That's a doable work around for the short0term. Thanks. Cheesy

I've been poking around this area for a while, not made any progress yet but we'll see. It does look a bit odd just watching ships instead of the bridge scene.

I agree, but I must admit it's better than nothing.   
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« Reply #13 on: October 22, 2011, 01:29:16 PM »

Awesome work, DLing right now.
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« Reply #14 on: October 25, 2011, 09:13:56 PM »

Just tried this and it worked great!

Awesome job!   
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