I'm trying to create a regular map for Armada II with one exception. The map has scripts. I'm making this post here because I found out that Legacy uses the same engine as Armada 2 and if anyone has Legacy with the mission and map editors, they could create the scripts for me in Legacy, then convert it to Armada 2. The vessels used by the Borg that will appear on this map are (by odf name): bassault bbattle1 bbattle2 bbattle3 bbattle4 bcolony bconst bcruise1 bcruise2 bcruise3 bdestroy bfreight bfrigate bscout bspecial Would what I'm asking be possible.
TCR_500;5246792I'm trying to create a regular map for Armada II with one exception. The map has scripts. I'm making this post here because I found out that Legacy uses the same engine as Armada 2 and if anyone has Legacy with the mission and map editors, they could create the scripts for me in Legacy, then convert it to Armada 2. The vessels used by the Borg that will appear on this map are (by odf name): bassault bbattle1 bbattle2 bbattle3 bbattle4 bcolony bconst bcruise1 bcruise2 bcruise3 bdestroy bfreight bfrigate bscout bspecial Would what I'm asking be possible.
Sounds more like a 'scripted mission' than a 'map'.
Well, technically, it could be called that. But other than the Borg intrusion, it's just a regular map.
TCR_500;5247754Well, technically, it could be called that. But other than the Borg intrusion, it's just a regular map.
The thing with this is, if you make a map and use the stock 'Legacy' map scripts, such as 'Deathmatch', the player has options of choosing what race 'he is' and what race 'his enemy' is.
To have the same specific enemy do the same thing all the time, but only give the player the option of choosing his fleet, be it 'Federation', 'Klingon' or whatever, a scripted mission, is probably the only way to achieve what you have asked for.
I have scripted a lot of missions for 'Legacy' but I am unfamiliar with 'Armada' or other related games, but if it follows the same layout as 'legacy' you will probably have to create a 'mission' as opposed to a map. Otherwise the player can choose his enemy.
Hope this helps a bit :)
Well, I can't do anything because I don't have the necessary tools to do it. Armada 2 doesn't have any script editors that I can find. And I don't have Legacy (and really can't afford it right now). I can create a playable map without scripts, but that's all.
I have put the player 7 slot as 'ai_mission' and not 'player' so they will not be able to choose what the enemy is. Slot 8 is set to 'empty.' Only slots 1-6 can have players.
Legacy uses a modified Armada Engine. Legacy uses a modified Armada Mission Scripting Engine. But the odds are that Armada will be unable to use Legacy script files, there were certainly a fair number of additions and alterations when they updated it for Leagcy. I don't know if you stick to the functions that did exist in Armada's days if it would work or not. Then again there is no way of knowing what existing in Armadas days.
Also I don't see what your trying to accomplish by adding a mission script to the map.
You don't need Legacy to create or compile Legacy Mission Scripts. You need the LegacyMissionEditor extracted to a folder for it's various resource files, and my LMTools which is capable of compiling the scripts just fine without Legacy itself installed. Also you must have Microsoft Visual C++ Express 2008 installed.
Still I don't think it's possible to use Legacy Scripts in Armada 2, but don't know if anyone else has tried, also I don't have any of the armada games myself and never played them except the demo for about 10 minutes a good while back.
Visual C++ 2008 is already installed. I have the Legacy Mission Editor, but it says it's missing "Objectives_localized_Strings_EN.xml" and it immediately closes. I did a search for LMTools and one of the results directed me here. Is this the correct location? By the way, the only thing I'm trying to accomplish is to get a Borg AI to enter the map and set-up a foothold in the map and bring reinforcements as necessary.
Muldrf is correct when he says you dont need Legacy to compile scripts, however, without the game, there is no way of testing the script to see if it actually does on screen what you asked for. Also there is no guarantee that if you make a 'Legacy Based' script, that it will even work in Armada, the functions may not be the same, or may not be worded the same.
LMTools can be found here. The Ultimate Universe Mod for Star Trek: Legacy: Downloads / Star Trek Legacy Mod Tools / Muldrf's Legacy Mod Tools Suite I haven't had the time to finish up the documentation well enough to submit to ff.. I only released them separately so people wanting to use them aren't required to download UU2.0 just to get them. I planned to finish up some documentation and stuff and submit them, but I just don't have much time these days..
You can look at Gdata's mission script tutorials to see if your getting proper output from the LMTools output windows. He made them for the LegacyMissionEditor, but the LMTools output windows are virtually identical.
You can't compile with the LegacyMissionEditor without Legacy because it reads some of the various xml files for identification of map names etc. There is some other interaction but it's all basically looking up little bits of info that have no bearing on the final .drl or dsl files themselves.
Like I said, I doubt a legacy script will work in armada, but I guess it doesn't hurt to try.
I figure that commands such as "Attack();" "SearchAndDestroy()", "Patrol()" are Legacy specific. The Armada Equivalents are all embedded into the "AICommand()" function. In Legacy you see the AICommand function used to cause a ship to Dock, as well as maybe a few other things, but it can still initiate an Attack, Patrol, or Search and Destroy as well other functions.
To see if it's even possible to do I would take and make a simple script that does nothing but place a single chat message on the screen. If that could be made to work then other things should be possible, but if you can't even get something that simple to work then I'd say it's most likely hopeless.
I would have never thought of using a text message for a test run. I was so concerned with getting the AI to just 'activate' their vessels. Thanks for the tip.
By the way, one of the paths takes the Borg vessels directly into a nebula that disables the sensors and shields (ships can also hide in them). Will the AI actually be dumb enough to into that nebula?