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Dave Thaler

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Posts: 506
Reply with quote  #106 
Quote:
Originally Posted by nschlein
Or is it already in there, and just located somewhere I haven't noticed it?


Yes it's already in there.   When editing a "Set variable" statement, you can click on the word "to" and change it to "to a random integer" or "to a random float".
nschlein

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Posts: 57
Reply with quote  #107 
Got it!  That seemed like such a strange thing to be missing.
DizzyKungFu

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Reply with quote  #108 
I want to say that I use the Editor all the time, it is great! My Great Space Race was written from scratch in the Editor!

If I may be so bold, I have a couple suggestions for improvements in the next version:
1) Can we make Integer=yes the default for a Set Variable statement? 98% of the time I am setting a variable, I want an Integer, and so it's always an extra click to get that. It would save time to just switch to Float on the rare occasion that I do actually want that.
2) Can we add drop-down choices for the new specials: TeleBack and ShldReset ?
nschlein

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Reply with quote  #109 
I will second the request to make integer the default.
Dave Thaler

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Reply with quote  #110 
Artemis Mission Editor v2.7.15 is now released.  Changes include:
  • Added TeleBack and ShldReset elite abilities added in Artemis 2.7.2
  • Make set_variable default to integer when adding a new statement
  • Added canLaunchFighters and canShoot as station properties added in Artemis 2.7.4
Dave Thaler

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Reply with quote  #111 
Artemis Mission Editor v2.7.18 is now released.  Changes include:
* Added support for get_object_property command added for Artemis 2.7.5
* Added player_slot support for {get,set,if}_object_property added in Artemis 2.7.5
* Added player_slot support for if_player_is_targeting, if_not_exists, set_damcon_members, set_player_grid_damage, and warning_popup_message
* Added player_slot support for destroy, copy_object_property, and set_relative_position
* Fixed crashing bug when pasting invalid XML
nschlein

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Reply with quote  #112 
Mission Editor Bug Report

The new fields for ship name/slot number are showing up as mandatory, and throwing flags in the error checker. 

However, Artemis 2.7.1 does not seem to register the field (at least for pop-up messages) if you leave it blank.  I have not yet tested in 2.7.5, but suspect that ship name/player slot is not a mandatory field for things like pop-up messages there, either.


Feature Request
Any chance we can get a toggle to allow the editor to switch between writing for different Artemis versions?  I completely understand if that's way more work than it's worth.
Mike Substelny

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Reply with quote  #113 
Quote:
Originally Posted by nschlein

Feature Request
Any chance we can get a toggle to allow the editor to switch between writing for different Artemis versions?  I completely understand if that's way more work than it's worth.


While I can't speak for Dave Thaler, I will point out that Artemis 2.7.5 might be the last version to make changes to the XML scripting. Thom has publicly announced that Artemis 3.0 will use a different scripting language. In between, if Thom sees a need for an Artemis 2.8 the changes might not affect scripting at all. With that in mind, it might be worthwhile to have a Mission Editor that can switch between Artemis 2.x versions.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
Dave Thaler

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Reply with quote  #114 
Quote:
Originally Posted by Mike Substelny
With that in mind, it might be worthwhile to have a Mission Editor that can switch between Artemis 2.x versions.


I asked about this in post #70 in this thread, and the responses (71-72) indicated that people in general thought it was fine to just install an older version of the Editor in order to write a mission for an earlier version of Artemis, so I hadn't considered it since then.
Dave Thaler

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Posts: 506
Reply with quote  #115 
Quote:
Originally Posted by nschlein
The new fields for ship name/slot number are showing up as mandatory, and throwing flags in the error checker. 

However, Artemis 2.7.1 does not seem to register the field (at least for pop-up messages) if you leave it blank.  I have not yet tested in 2.7.5, but suspect that ship name/player slot is not a mandatory field for things like pop-up messages there, either.


You are correct, I just fixed the bug for warning_popup_message, and checked the fix into github.  I'm sure you're right that there are other commands where it should be optional too.   If you have some in particular you're running into let me know, it's easy to fix.
Dave Thaler

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Posts: 506
Reply with quote  #116 
Artemis Mission Editor v2.7.19 is now released.  Changes include:
* Added use_gm_selection and target_slot attributes to if_player_is_targeting
* Added player_slot, accent color, and drive type to player ship properties on space map
* Fixed bug where player_slot, accent color, and drive type would be lost from create commands after accepting space map changes
* Fixed bug where if_player_is_targeting didn't treat player_name as optional
* Fixed spurious warning about warning_popup_message with no ship name
Dave Thaler

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Posts: 506
Reply with quote  #117 
Artemis Mission Editor v2.7.20 is now released.  Changes include:
* Added ability to use variables with  warpState, difficulty, damcon team number, and damcon member counts
* Added a warning if blocksShotFlag or triggersMines properties are used since they do not work with any recent version of Artemis
* Added a warning if the same variable name is set as an int and a float
* Added a warning if get_object_property is used with an int variable since get_object_property only supports float variables
* Removed warning about multiple player ships in the Start block not working since that was fixed in an earlier version of Artemis
* Fixed bug where ship special value 3 wasn't disallowed even though Artemis removed it long ago
* Fixed bug where "from" attribute wasn't required in incoming_comms_text
* Fixed spurious warning about a variable never being checked when it was just used in an incoming comms message, big_message, or comms or GM button, or referenced inside text strings in various statements
* Fixed bug where player ship race/hull keys were lost from create statements after accepting changes made from the Space Map
* Fixed bug where set_player_station_carried didn't show race/hull information as required but the server will crash without it

Dave Thaler

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Posts: 506
Reply with quote  #118 
Artemis Mission Editor v2.7.21 is now released.  Changes include:
* Fixed crash in space map when viewing properties of an object with an arc of size 0
* Removed bogus warning about using an old vesselData.xml file
* Removed bogus warning about variable never checked if the variable name contained an underscore
* Removed bogus warning about variable never checked when the variable was checked in an if_object_property condition
* Added warning if script tries to set angle when creating a genericMesh or station since Artemis does not support it
* Added ability to convert setting angle when creating a genericMesh or station to the set_object_property method that Artemis supports
* Display monsters on spacemap with a pointer indicating direction, as was previously only done with whale objects
* Podnumber is now displayed on spacemap for whales and piranhas, where previously it was only displayed for type whale objects before whales were converted to monster types
* Fixed bug where the whale color configured in settings wasn't being used for whales, where now it is used for whales and jellies
* Added warning if the mission version is left at the default of 1.0
nschlein

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Reply with quote  #119 
Crash Bug in 2.7.21
 
EEK!  This was unfortunate.  I tried to use 2.7.21 for my 6/20/20 mission writing class for the library, and the whole operation blew up every time we tried to edit or add objects on the space map.  The obvious trigger was adjusting objects to a particular heading, but I don't think that was the only problem.  I got a big red X at one point, and my online attendees had similar problems (I couldn't see their screens, so I can't say for sure). 

I had them all back up to the prior version, but couldn't do that myself.  I avoided the space map from then on and had no further issues.

I am using an unzipped, flashdrive-to-computer transfer of the software on System 10, without running the installer on this machine (due to IT lockdown).  I don't think that's the cause, since everyone else crashed, too.
Dave Thaler

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Posts: 506
Reply with quote  #120 
Quote:
Originally Posted by nschlein
I tried to use 2.7.21 for my 6/20/20 mission writing class for the library, and the whole operation blew up every time we tried to edit or add objects on the space map.  The obvious trigger was adjusting objects to a particular heading, but I don't think that was the only problem.  I got a big red X at one point, and my online attendees had similar problems (I couldn't see their screens, so I can't say for sure).


I have been unable to reproduce the problem so far.  If you have a reliable way to reproduce the problem, can you send me the steps?
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