Megadroid's Mission Mod Preview

Talk about anything related to old versions of Armada.
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posted on July 28th, 2009, 11:39 am
Last edited by Megadroid on July 28th, 2009, 11:48 am, edited 1 time in total.
Hi all

I've been working on a single player mission mod along with redmanmark. It's gotten to the point where there is something to see and not many bugs, so I thought I would post the current version here.

To install it, just download the attached zip file and paste the contents into your A2 installation directory. My mission overwrites the first tutorial mission for now, so it only works on the PP, since FleetOps doesn't have a missons screen.

To run it, just go to single player and start the user interface tutorial.

Some features of MMM:

  • Partial Lua integration (still some way to go before everything is accecssible from lua)
  • Move orders
  • Visibility checks
  • Objectives
  • Sounds

Note : If it doesn't run, please tell me so I can fix it!

Edit - fixed now. I really hate redistributing stuff  :lol: If you were quick enough to get the broken version, redownload.

Attachments

MMM.zip
(398.48 KiB) Downloaded 487 times
posted on July 28th, 2009, 12:07 pm
looks promising :thumbsup:
posted on July 28th, 2009, 12:32 pm
Quite impressed! if you polish it a little more and set it up some way to easily control how many and what missions are in a cmapaign you will have done what no other modder has done in something like 10 years: crack the campaign wide open!
posted on July 28th, 2009, 1:02 pm
I have absolute confidence in you guys: Megadroid, you will make modding history  :thumbsup:
I hope your summer vacation does not run out anytime soon ^-^

Indeed RCIX, I believe that is exactly what is planned B)
posted on July 28th, 2009, 3:29 pm
im sure we will crack it, i say we, megadroid will...

i dont do much to be honest but test it and try add things to it... Megadroid is the one debugging all the code and his work so far is amazing and i dont doubt eventually were have nearly every command sorted and to be thanks to manually rebuilding the dll's have better missions than armada 2 had itself with more interactive maps but before that will happen will need to sort out all sorts of things such as pathing and so on..

but i think already with even this megadroid deserves a round of a plause and a big thumbs up! :thumbsup:
posted on July 28th, 2009, 3:49 pm
Hear hear!  :thumbsup:
posted on July 28th, 2009, 8:01 pm
RCIX wrote:Quite impressed! if you polish it a little more and set it up some way to easily control how many and what missions are in a cmapaign you will have done what no other modder has done in something like 10 years: crack the campaign wide open!


Yes, I'm going to look at how it chooses what missions are in a campaign at some point. Just going to get all (or at least the majority) of useful stuff linked in with Lua.

Dominus_Noctis wrote:I have absolute confidence in you guys: Megadroid, you will make modding history  :thumbsup:
I hope your summer vacation does not run out anytime soon ^-^

Indeed RCIX, I believe that is exactly what is planned B)


Summer holiday ends in September, but I'll still keep working on it.

I'll post more updates here when I make more interesting progress.
posted on July 28th, 2009, 8:20 pm
I can't wait to see the fruits of your labor as far as figuring out how all the SP missions work. You'll have quite a huge fanbase in the modding community if you are the first to discover a way to give us modders a means to make single player missions. *downloads mod*
posted on July 28th, 2009, 9:13 pm
And damn it would be a good way to advertise fleet ops to the wider modding community ;). Seriously though, great work. Dling right now!
posted on July 29th, 2009, 4:33 am
I don't know if it's possible but are you able to hack regular maps to add scripting? that would be sooooo cool.....
posted on July 29th, 2009, 7:09 am
RCIX wrote:I don't know if it's possible but are you able to hack regular maps to add scripting? that would be sooooo cool.....


Well im using the first tutorial which is a regular map. However when I overwrote the DSL and DRL, I lost all of the original scripting. It will probably be easier this way, since I only have to figure things out once as opposed to per map. Also it would probably take about 3x as long!

However if I were to get into the game in a different way (like FleetOps does) then I would be able to run Lua alongside the existing mission scripts, but thats another mod entirely.
posted on July 29th, 2009, 8:41 am
Sounds interesting! i'm curious; how does it work? do you use the scripting files as a hook for running lua code?
posted on July 29th, 2009, 12:07 pm
Thats right. I replaced the mission with my own dll which had the correct exported functions. That gets called by A2, then I went from there.             
posted on July 30th, 2009, 3:41 pm
Right, progress report time.

Things I've added/changed:

  • Lua : Added include function
  • Lua : Reorganised Entity functions
  • Lua : Some planet functions
  • Lua : Basic build queue manipulation
  • Lua : Attack orders
  • Lua : Defend orders
  • DLL : General improvements [li]
posted on July 30th, 2009, 3:45 pm
Ooo nice progress :)

Just a question, since Mark mentioned something: do you think that this can be made to work with FO relatively easily, given that FO disables a lot of the pathing?
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