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Thread: Ids Habbening

  
  1. #11

    Default Re: Ids Habbening

    Having trouble getting the campaign to work. It fails to load the level entirely.

    Code:
    Sync: reenter_video_mode: Switched video to 640x480x32 (mode 28)
    Warning: Map file "map00000.txt" doesn't exist or is too small.
    Error: load_level_file: The level "map00000" doesn't exist; creating empty map.
    Sync: Created menu ID 1 at slot 0, pos (0,0) size (140,400)
    Sync: Created menu ID 2 at slot 1, pos (0,0) size (140,400)
    Warning: Map file "map00000.txt" doesn't exist or is too small.
    Warning: update_dungeon_scores_for_player: Total score for turn is too low!
    Warning: update_dungeon_scores_for_player: Managing score for turn is too low!
    Sync: set_player_as_lost_level: Player 0 lost
    Sync: Created menu ID 38 at slot 1, pos (0,0) size (140,400)
    Sync: Created menu ID 8 at slot 2, pos (236,170) size (308,120)
    Sync: Created menu ID 10 at slot 3, pos (258,172) size (264,116)
    Warning: parse_campaign_common_blocks(line 19): Levels list empty in "MULTI_LEVELS" command of Campaign config file.
    I don't know why it's trying to load "map 00000". I have this in the .cfg which is just the default with the name changed. Clarity will come later.

    Code:
    NAME = Sir Denten
    LEVELS_LOCATION = campgns/sirdenten
    LAND_LOCATION   = campgns/sirdenten_lnd
    CREATURES_LOCATION = campgns/sirdenten_crtr
    ;CONFIGS_LOCATION = campgns/sirdenten_cfgs
    ; If you wish your campaign to have custom in-game speeches or movies, you should set their location
    MEDIA_LOCATION = ldata
    ; Single player level numbers, and bonus levels for 'Reveal hidden land' boxes
    ; Note that, for now, only up to 6 bonus levels is supported
    SINGLE_LEVELS =   1   2   3   4   5   6   7    8   9  10  11  12  13  14  15  16  17  18  19  20
    BONUS_LEVELS =    0   0   0   0   0   0   0  100 101   0   0   0   0   0 102   0 103 104   0   0
    ; Multiplayer level numbers (you may also define multiplayer levels using .LOF files)
    MULTI_LEVELS = 50 51 52 53 54 60 61 62 63 64 70 71 72 73 74
    ; Extra levels: full moon, new moon
    EXTRA_LEVELS = 105
    
    [map00001]
    NAME_TEXT = Siege
    NAME_ID = 202
    ENSIGN_POS = 808 546
    ENSIGN_ZOOM = 808 546
    PLAYERS = 1
    SPEECH = good01 bad01
    LAND_VIEW = rgmap01 viframe01
    OPTIONS = tutorial
    Last edited by Woudo; February 8th, 2015 at 12:01.

  2. #12

    Default Re: Ids Habbening

    Do you have the folder names exactly match how you've configured them?
    Also, perhaps try shorter names,... your names are longer then the other campaign folder names,...

  3. #13

    Default Re: Ids Habbening

    nvm fixd it

    Spoiler


    It loaded the original DK map just fine but caused errors with the actual levels. Figures it'd be the other way around.

    Code:
    IF(PLAYER0,TIMER0 >= 1500)
    	IF(PLAYER0,BATTLES_WON <= 60)
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GRETCHINS,-4,1)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER0,TIMER0)
    	ENDIF
    ENDIF
    Let's talk about basic script. I want to talk about layered IFs, sort of.
    In the above it says that party will keep spawning every 1500 ticks until the player has killed 60 creatures overall. When the player has killed 60 creatures, that script 'dies'.
    Is there a way I can turn that script into spawning a different party after the 60-kill limit is used up, sort of like an ELSE command (which I know the script doesn't support) by layering IFs a bit better?

    I'm just looking at the script so far and it's very basic in what it does.
    Last edited by Woudo; February 8th, 2015 at 14:43.

  4. #14

    Default Re: Ids Habbening

    Quote Originally Posted by Woudo View Post

    Code:
    IF(PLAYER0,TIMER0 >= 1500)
    	IF(PLAYER0,BATTLES_WON <= 60)
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GRETCHINS,-4,1)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER0,TIMER0)
    	ENDIF
    ENDIF
    Let's talk about basic script. I want to talk about layered IFs, sort of.
    In the above it says that party will keep spawning every 1500 ticks until the player has killed 60 creatures overall. When the player has killed 60 creatures, that script 'dies'.
    Is there a way I can turn that script into spawning a different party after the 60-kill limit is used up, sort of like an ELSE command (which I know the script doesn't support) by layering IFs a bit better?

    I'm just looking at the script so far and it's very basic in what it does.
    Not really no, the only variables you have are flags, but in your situation it would just add another IF statement. In some situations the below would be more efficient though:

    Code:
    IF(PLAYER0,BATTLES_WON <= 60)
    	SET_FLAG(PLAYER0,FLAG1,1)
    ENDIF
    
    IF(PLAYER0,FLAG1 == 0)	
    	IF(PLAYER0,TIMER0 >= 1500)
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GRETCHINS,-4,1)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER0,TIMER0)
    	ENDIF
    ENDIF
    
    IF(PLAYER0,FLAG1 == 1)	
    	IF(PLAYER0,TIMER0 >= 1500)
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,MUGLINS,-4,1)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER0,TIMER0)
    	ENDIF
    ENDIF
    Last edited by YourMaster; February 8th, 2015 at 16:55.

  5. #15

    Default Re: Ids Habbening

    Code:
    IF(PLAYER0,FLAG0 == 1)
    	SET_TIMER(PLAYER0,TIMER0)
    	SET_TIMER(PLAYER0,TIMER1)
    ENDIF
    
    IF(PLAYER0,BATTLES_WON >= 60)
    	SET_FLAG(PLAYER0,FLAG1,1)
    ENDIF
    
    REM ######################################################
    REM ######################################################
    REM ##	GRETCHINS -> GROTZ HARASS ##
    
    IF(PLAYER0,FLAG1 = 0)	
    	IF(PLAYER0,TIMER0 >= 1500)
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GRETCHINS,-4,1)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER0,TIMER0)
    	ENDIF
    ENDIF
    
    IF(PLAYER0,FLAG1 = 1)	
    	IF(PLAYER0,TIMER0 >= 1500)
    		NEXT_COMMAND_REUSABLE
    		ADD_PARTY_TO_LEVEL(PLAYER_GOOD,GROTZ,-4,1)
    		NEXT_COMMAND_REUSABLE
    		SET_TIMER(PLAYER0,TIMER0)
    	ENDIF
    ENDIF
    
    REM ######################################################
    REM ######################################################
    It's adding both parties simultaneously, as if it's ignoring the FLAG call.

    EDIT: Fixed
    IF(PLAYER0,FLAG1 = 1)
    should be
    IF(PLAYER0,FLAG1 == 1)
    Last edited by Woudo; February 8th, 2015 at 16:51.

  6. #16

    Default Re: Ids Habbening

    Yes sorry, was wrong in my example.

  7. #17

    Default Re: Ids Habbening

    How do you give a creature a unique name? I remember reading somewhere that you could do that, but I don't remember where.
    I think it might have been the .cfg.

    Code:
    ;   ONE_OF_KIND - Only one creature of that kind may exist on a specific map. Creature name is set to kind name.
    "Creature name is set to kind name". Okay, how do I go about doing that?

  8. #18

    Default Re: Ids Habbening

    I think you misunderstand. The avatar has this property, so his name is avatar because there is only 1 avatar. If you give this property to a Spider, all spiders would just be named 'Spider'.
    And you go about that by setting the one of a kind property in spider.cfg.


    You can't decide you want a Spider called 'Susan'.

  9. #19

    Default Re: Ids Habbening

    But if in Avatar.cfg I change it to "NAME = CAPTAIN BUTTPIRATE", then he'll be a buttpirate. Correct?

  10. #20

    Default Re: Ids Habbening

    Nope. It would still be called avatar ingame, but you would have to introduce buttpirates in your level scripts.

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