Learnt How To Make Missions -1 reply

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#1 11 years ago

However, I'm having issues with the Legacy Mission Editor. I want to make maps a bit more sophisticated, yet when I put the Bethesda ME in the STL directory, I keep getting that it's not responding.

Windows 7 Stock Legacy Visual C++ 2009

What am I doing wrong? I believe it is the LabelMap XML file that is causing the error.

However, I have learnt to make a mission (exploration) in Aftermath and install it in the game with Thumbnail and correct naming. I intend to release the Utopia Planitia Exploration map sometime next January.




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#2 11 years ago

I'm not following what exactly do you mean by error?

The Legacy Mission Editor relies on a few files being setup right..

1. LabelMap.. NO Duplicates. 2. Objectives Localized ... No Duplicates I believe. 3. Legacy or is it LegacyMissions.xml I can't think off the top of my head which of the two it uses.

It gets really mad at you if you have duplicate entries.

Also do NOT use Puncuation in your Mission Name that you enter in the LabelMap... The next time you open the LegacyMissionEditor it will crash as well as each time after that until you fix the LabelMap entry manually and check the Legacy.xml that it's formatting isn't messed up.

That could be fixed so it didn't happen but I quit working on the LeagacyMissionEditor as I prefer the LMTools that I wrote after that for mission editing. If you are interested in trying the LMTools it's proven for me atleast to be a big improvement for mission making. I can pack it off and send it over to you. I have to get around to writing up a proper readme and stuff so it can be packaged and have a general release for it. Mission creation is the same, but the flow is more fluid.

---

If the LegacyMissionEditor is giving you an error message I can probably help sort it out if you post it here or email it. That is if it's not just using Punctuation (including commas which are the most likely) in the Mission's Display Name.




MARKYNCC

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#3 11 years ago

It is 'Legacy Missions' that the editor uses.

Always run the mission editor tool with 'administartor privileges' otherwise it cant alter the mission folder inside 'Legacy' and you will get an error message. :)




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#4 11 years ago

MARKYNCC;5166620It is 'Legacy Missions' that the editor uses.

Always run the mission editor tool with 'administartor privileges' otherwise it cant alter the mission folder inside 'Legacy' and you will get an error message. :)

I'll try the suggestions.

Does the mission editor from Bethesda work similarly to the UU one?




MARKYNCC

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#5 11 years ago

It is 'Muldrfs modified Legacy mission editor' that I use.

For the actual scripting, I use Visual studio to do all the scripting, it is far more user friendly than the editor itself. I just go back to the editor tool when I want to 'build' the mission, as this tells you if you have made any errors.




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#6 11 years ago

There is no UU Mission Editor. There is the one that I updated based on Bethesda's with some improvements which is the one MarkyNcc uses : Muldrf's Modified Legacy Mission Editor, Star Trek: Legacy Downloads, Star Trek: Legacy Modding Tools It prevents some errors over the Bethesda Release, and gives some notices about "what's wrong" with some things that cause startup errors.

The other option is the LMTools written by me. They do more that just mission building, but it is one of the primary functions it handles. Neither tool is "commissioned" by CJG, although both have been used in the development of UU. UU2.0 has the LMTools included in it, but I don't think your a huge UU fan and all and probably don't want to download a 3gb mod to get ahold of a single small exe file. I can pack it up and mail it off, I sent it to Gdata a few weeks ago, maybe I wrote some small readme/instructions for it already I forget.. reasonably complete documentation needs written up. The LMTools is more than a Missionbuilder, but that's the only thing I'm talking about here, although you might find some of it's other functions useful. http://forums.filefront.com/stl-modding-mapping-editing/402896-legacy-mod-development-tools-lmtools.html

But as far as making missions with the LMTools, if you can use the LegacyMissionEditor to make missions, you can use the LMTools, it's function is similar but "disconnected" for a better flow. It also uses Visual C++ to edit the script files instead of that awful little text window in the LegacyMissionEditor.. I still have some minor work I want to do, but it's fully functional short of Mission Deleting because of it's more "disconnected" nature. It does require the Legacy Mission Editor to be installed well more accurately it needs the 2 parse exes and the \Include folder from the Legacy Mission editor not it's actual exe.




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#7 11 years ago

Muldrf;5167290There is no UU Mission Editor. There is the one that I updated based on Bethesda's with some improvements which is the one MarkyNcc uses : Muldrf's Modified Legacy Mission Editor, Star Trek: Legacy Downloads, Star Trek: Legacy Modding Tools It prevents some errors over the Bethesda Release, and gives some notices about "what's wrong" with some things that cause startup errors.

The other option is the LMTools written by me. They do more that just mission building, but it is one of the primary functions it handles. Neither tool is "commissioned" by CJG, although both have been used in the development of UU. UU2.0 has the LMTools included in it, but I don't think your a huge UU fan and all and probably don't want to download a 3gb mod to get ahold of a single small exe file. I can pack it up and mail it off, I sent it to Gdata a few weeks ago, maybe I wrote some small readme/instructions for it already I forget.. reasonably complete documentation needs written up. The LMTools is more than a Missionbuilder, but that's the only thing I'm talking about here, although you might find some of it's other functions useful. http://forums.filefront.com/stl-modding-mapping-editing/402896-legacy-mod-development-tools-lmtools.html

But as far as making missions with the LMTools, if you can use the LegacyMissionEditor to make missions, you can use the LMTools, it's function is similar but "disconnected" for a better flow. It also uses Visual C++ to edit the script files instead of that awful little text window in the LegacyMissionEditor.. I still have some minor work I want to do, but it's fully functional short of Mission Deleting because of it's more "disconnected" nature. It does require the Legacy Mission Editor to be installed well more accurately it needs the 2 parse exes and the \Include folder from the Legacy Mission editor not it's actual exe.

I'm using the UU2.0 version. It's a remarkable resourse. I'm going through gdata's tutorials so hopefully I'll have a big mission to release soon! Thankyou!




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#8 11 years ago

Okay, I'm getting just one Fatal Error.

L:\My Ext HD Files - Archive\Program Files (x86)\St Legacy UU\missions\utopiaborg>link.exe utopiaborgr.obj /OUT:"utopiaborgr.drl" /INCREMENTAL:NO /NOLOGO /DLL /SUBSYSTEM:WINDOWS /IMPLIB:"utopiaborgr.lib" /MACHINE:X86 /ERRORREPORT:PROMPT kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib "utopiaborgs.lib" LINK : fatal error LNK1181: cannot open input file 'utopiaborgr.obj'

the sol file is UtopiaBorg.sol

the script is utopiaborgs.scr and the rule file utopiaborgr.rul

what Am I doing wrong? I have edited the Objectives aswell.

I also noticed this problem:

L:\My Ext HD Files - Archive\Program Files (x86)\St Legacy UU\missions\utopiaborg>cl.exe utopiaborgr.cpp /O2 /Ob1 /I "..\..\Include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_WINDLL" /D "_CRT_SECURE_NO_WARNINGS" /GF /FD /EHsc /MT /Gy /W3 /nologo /c /errorReport:prompt utopiaborgr.cpp utopiaborgr.cpp(29) : error C2065: 'WE_NEED_TO_BEGIN_MISSION' : undeclared identifier utopiaborgr.cpp(47) : error C2065: 'MISSION_IN_PROGRESS' : undeclared identifier utopiaborgr.cpp(65) : error C2065: 'MISSION_IN_PROGRESS' : undeclared identifier utopiaborgr.cpp(71) : error C3861: 'Mission_Failure': identifier not found



gdata

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#9 11 years ago

The first error is a result of the second. The second means that you did not include a hot_int declaration for your identifiers. If you uploaded your script, I could take a look at it.




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#10 11 years ago
gdata;5167494The first error is a result of the second. The second means that you did not include a hot_int declaration for your identifiers. If you uploaded your script, I could take a look at it.

shall I include it in a spoiler on here?

if yes:

Spoiler: Show

///////////////////////////////////////////////////////////////// // Mission File Information / // File: tkm01S.rul / // Author: Muldrf / // Title: Default Script File / // / // Description: Simple Default Sample Script / /////////////////////////////////////////////////////////////////

// ************************************************************** // * Context * // ************************************************************** CONTEXT utopiaborgS //@TODO: Replace "SimpleTemplateS" with your mission basename + S END_CONTEXT

// *********************************************************************** // * * // * =/|\= Variable Definitions * // * * // ***********************************************************************

// Okay, this is where we define global (accessible in every part of the // script and rule-file) variables

DEFINITIONS // These Mission Definitions store either the value 0 or 1 (in our case) // This will help to assign rules that depend on the current game state // and avoid that some events are fired more than once and loop (more info // in the rule-file). Right now they don't have a value yet

hot_int MISSION_BEGUN hot_int MISSION_END

hot_int BEGIN_MISSION

//These definitions are typical variables as you may know them from your //Maths lesson. They store a integer (numeric) value;

int PLAYER_TEAM int ENEMY_TEAM

END_DEFINITIONS

// *********************************************************************** // * * // * =/|\= Initialize Variables * // * * // *********************************************************************** INITIALIZATION

// Now we assign some values. 0 means false/no and 1 means true/yes // Nothing of this has happened, yet.

MISSION_BEGUN = 0; MISSION_END = 0; // Now we will assign actual integer values to our teams. // If you want to refer to your player team you can write // PLAYER_TEAM. Of course you could also simply say team 1, // but this will keep your code clean and easily changeable.

PLAYER_TEAM = 1; // Player ENEMY_TEAM = 2; // Enemy

//Now with everything initialized we begin the mission BEGIN_MISSION = 1; END_INITIALIZATION

// *********************************************************************** // * * // * =/|\= In Game Events * // * * // ***********************************************************************

////////////////////////////////////////////////////////////////////////// // -------------------------------------------------------------------- // // =/\= Start Mission // // -------------------------------------------------------------------- // ////////////////////////////////////////////////////////////////////////// ACTION Start_Mission

SCRIPT WORLD

// As already mentioned this is to prevent that the following // actions are performed twice or even more often. More info in the rule file.

BEGIN_MISSION = 0;

// This is something you don't need to understand, but it's important...MadDoc ;) DisableAllAITeams();

// Let's Rock'n'Roll JukeBoxPlaySpecific( "ST_FireStormBattle2.ogg" ); // This will allow damage for all teams (-1 equals all teams!) AllowDamage( -1, true);

// Let's see whether we need to add player ships // First we check whether number of units in the player team equals 0 // If this is true we will create a handle for a ship. // And then we will build the ship from the odf "F_NX01" for the player team // at the path "Camera_1" (needs to be on the map)

if (CountUnits(PLAYER_TEAM) == 0) { Handle PLAYER_SHIP; PLAYER_SHIP = BuildObject("F_NX_01", PLAYER_TEAM, "Camera_1"); }

// Let's see whether we need to add enemy ships // Same as above just for the enemy team, other ship and at another location

if (CountUnits(ENEMY_TEAM) == 0) { Handle ENEMY_SHIP; ENEMY_SHIP = BuildObject("R_Battlehawk", ENEMY_TEAM, "Camera_2"); }

//Tell the game that we've begun the mission and all ships are on the map MISSION_BEGUN = 1; END_SCRIPT

END_ACTION

////////////////////////////////////////////////////////////////////////// // -------------------------------------------------------------------- // // =/\= Mission Success // // -------------------------------------------------------------------- // ////////////////////////////////////////////////////////////////////////// ACTION Mission_Success

SCRIPT WORLD

// This is to prevent looping again MISSION_END = 1;

// This will end the game (as success) after 6 seconds SucceedMission( GetTime() + 6.0 ); // The player should know that he won the mission // The first three values define the color as RGB value (0.0 to 1.0) ShowChatMessage( 1.0, 1.0, 1.0, "Mission Success!");

END_SCRIPT

END_ACTION

////////////////////////////////////////////////////////////////////////// // -------------------------------------------------------------------- // // =/\= Mission Fail // // -------------------------------------------------------------------- // ////////////////////////////////////////////////////////////////////////// ACTION Mission_Fail

SCRIPT WORLD

// This is to prevent looping again MISSION_END = 1;

// This will end the game (as failure) after 6 seconds FailMission( GetTime() + 6.0 );

// The player should know that he lost the mission // The first three values define the color as RGB value (0.0 to 1.0) ShowChatMessage( 1.0, 1.0, 1.0, "Mission Failed!");

END_SCRIPT

END_ACTION

Edit, could I have done the context wrong?