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Campaign Help (@Mav)
Posted: Sat Nov 16, 2013 1:41 pm
by JimmyAngler
Hey Mav, could you teach me how to set up the basics for a campaign? I tried to add one and I failed. I also tried just copying and pasting the original Death Star Campaign into my scripts and added it in addme, but couldn't get it working either.
Re: Campaign Help (@Mav)
Posted: Sat Nov 16, 2013 3:26 pm
by Noobasaurus
You can learn by studying why and how the original SWBF2 campaign scripts are done. Take a look at how they did certain things to achieve things. For example, if you wanted an object to explode after you capture a command post, you would look in these scripts for help. In them, you'd find the correct ways to do these things, like the functions for making an event happen when you capture a command post.
I'd recommend mapping out a full campaign mission first, either by writing or drawing. This way, you know exactly what you want to happen so you can script it exactly to that. Little by little, you will make progress with it, and if you need help, feel free to post here with your error log. The reason that the death star script didn't work in your map was because there were many elements in that script that were non-existent in your map.
So ask questions if you need.
Re: Campaign Help (@Mav)
Posted: Sat Nov 16, 2013 4:37 pm
by JimmyAngler
yes that's a good idea, but I can't seem to get even a pre-made campaign in my map.
How do I do that?
Re: Campaign Help (@Mav)
Posted: Sat Nov 16, 2013 4:43 pm
by AQT
You were successful in getting shipped Death Star conquest mode to work, yes? It's no different than getting another preexisting mode from the Death Star map to work.
Re: Campaign Help (@Mav)
Posted: Sat Nov 16, 2013 9:26 pm
by JimmyAngler
yes, I know, but it still isn't working!!!
I get : Fatal! unable to open/MISSION/SKNc_c.lvl
my log:
Re: Campaign Help (@Mav)
Posted: Sat Nov 16, 2013 11:09 pm
by AQT
If it's not working, then 99.9% of the time you most likely did something wrong. Here, it looks like you haven't created a REQ file for the campaign .lua file you added, and/or you didn't add the name of that REQ to the mission.req file. The mission.req file can be found in the Common folder where the scripts folder is normally located. In the Common folder is also the mission folder where you can see how REQ files for stock .lua files are set up.
Re: Campaign Help (@Mav)
Posted: Sun Nov 17, 2013 1:29 am
by JimmyAngler
Ah ha! finally some easy to understand help.
My new req goes in the data***/common/mission right?
Re: Campaign Help (@Mav)
Posted: Sun Nov 17, 2013 1:55 am
by THEWULFMAN
Correct. Those .REQs are then referenced in the mission.REQ.
Re: Campaign Help (@Mav)
Posted: Sun Nov 17, 2013 10:28 am
by JimmyAngler
ok did that, but no cps are there so I can spawn. do I need to do something in ZE?
my munge log also says this:
Re: Campaign Help (@Mav)
Posted: Sun Nov 17, 2013 4:51 pm
by AQT
What else did you do to that .lua file other than renaming it? The only other thing you should be doing to get this to work at all is to change the directory where the map .lvl file/campaign layer/mode is loaded from.
Re: Campaign Help (@Mav)
Posted: Sun Nov 17, 2013 5:46 pm
by JimmyAngler
nothing this is the only thing I changed.
Is it supposed to say dc:? It still doesn't work like that either.
Re: Campaign Help (@Mav)
Posted: Sun Nov 17, 2013 6:02 pm
by Marth8880
JimmyAngler wrote:
Is it supposed to say dc:? It still doesn't work like that either.
Yes.
Re: Campaign Help (@Mav)
Posted: Sun Nov 17, 2013 6:09 pm
by JimmyAngler
hmm now I get this in my munge log:
should I post my mission.req and my SKNc_c lua and SKNc_c.req?
Re: Campaign Help (@Mav)
Posted: Sun Nov 17, 2013 6:36 pm
by AQT
Unless you went through the trouble of renaming all of the related stock Death Star world files to
SKN, the name of the map .lvl file and layer it uses for campaign should remain the same. In other words, change the stuff in red:
ReadDataFile("dc:SKN\\SKN.lvl", "SKNc_c")
back to what it was originally.
Re: Campaign Help (@Mav)
Posted: Sun Nov 17, 2013 7:39 pm
by JimmyAngler
ok no I get the Fatal could not open MISSION/SKNc_c.lvl
Is there a foolproof way of making a campaign with the mission scripter?