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Xavier Wise

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Reply with quote  #46 
Fantastic! Thank you for updating... now on with getting the TSN Sandbox up-to-date!
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Dave Thaler

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Reply with quote  #47 
Artemis Mission Editor v2.7.1 is now released, which includes more additions for Artemis 2.7.  Changes include:
  • Added commands set_monster_tag_data, set_named_object_tag_state
  • Added conditions if_monster_tag_matches, if_object_tag_matches
  • Added nebType attribute to create/destroy nebulae
  • For actions/conditions that affect AI ships or scannable objects, only show the object types that are allowed
  • Remove player_slot from set_damcon_members since it doesn't work
  • Automatically convert obsolete values: ELITE_AI to SPCL_AI, countECM to countEMP, missileStoresECM to missileStoresEMP
  • Automatically convert incoming_comms_text "side" to "sideValue"
  • More improvements to "Potential Problems" checking

The "compare with source" and "find potential problems" checks are much better though still not complete, so expect more improvements to those in future releases.  I've been testing them on the missions that come with Artemis 2.7.  There are also still a few new attributes not yet in this version (e.g., "beaconEffect", "beaconMonsterType", etc.).
Mike Substelny

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Reply with quote  #48 
Quote:
Originally Posted by Darrin
Ran into an issue with Derelicts in my 2.6 mission when I upgraded to Artemis 2.7 (currently using Mission Editor 020602). A new monster has been added as monsterType 7, something named Sensiem Roeinanae... little green blobby thing. If you've got a mission that creates derelicts, it will show up as these green blobbies. You can put the derelicts back in by manually editing the monsterType="8".
 


Hi Darrin! The little green blobby thing is Thom's new Space Jellyfish. I've been trying to think of an inter5esting use for them in an adventure.

The introduction of the jellyfish means that all mission scripts that spawned wrecks must be edited and re-released.

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Newcommerin

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Reply with quote  #49 
Haven't been here for a while, hell I wouldn't know what to do without this editor...

Thank you so much!!!

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ryleyra

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Reply with quote  #50 
Quote:
Originally Posted by Mike Substelny

Hi Darrin! The little green blobby thing is Thom's new Space Jellyfish. I've been trying to think of an inter5esting use for them in an adventure.


I'll note that Jellyfish appear to be a new type of prey species, like the Whale, that do not travel in pods. They are transparent, and are killed by only one hit, just like Whales. A mission could be built around protecting them from predators.

Quote:

The introduction of the jellyfish means that all mission scripts that spawned wrecks must be edited and re-released.


There are some other inconsistencies in 2.7, which means that most mission scripts will probably have to be rewritten. I've been trying to collect them all here: https://artemis.forumchitchat.com/post/scripting-incompatibilities-between-2-7-and-2-6-9659767

One of my suggestions was to introduce a new spawn wreck command, just a shortcut for the create monster command, which would eliminate the need for this edit in the future.
ryleyra

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Reply with quote  #51 
Wait, Dave, is the compare attribute of if_in_nebula mandatory, as you note in the wiki? Since the "0" value tests for "not", it would seem that there is no way to test if the object is in ANY nebula, not one of the three individual types. Leaving out the attribute would test for this.

I will probably be testing this out myself, but I thought I'd give you prior warning so you can test it yourself for use in the wiki and the editor. Assuming you didn't, of course.

Also, if true this is another inconsistency for the post above. (if you leave out the nebulaType all nebulas will be purple, as in previous versions, but you will HAVE to add the compare="1" attribute to all if_in_nebula calls or the script will break)

Dave Thaler

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Reply with quote  #52 
Quote:
Originally Posted by ryleyra
Wait, Dave, is the compare attribute of if_in_nebula mandatory, as you note in the wiki? Since the "0" value tests for "not", it would seem that there is no way to test if the object is in ANY nebula, not one of the three individual types. Leaving out the attribute would test for this.

I will probably be testing this out myself, but I thought I'd give you prior warning so you can test it yourself for use in the wiki and the editor. Assuming you didn't, of course.

Also, if true this is another inconsistency for the post above. (if you leave out the nebulaType all nebulas will be purple, as in previous versions, but you will HAVE to add the compare="1" attribute to all if_in_nebula calls or the script will break)


Yes I did indeed test that before updating the wiki and if "compare" is absent, the condition is never true.  So I put in the wiki that it takes 3 events to test whether you're in ANY nebula, and the "compare" attribute is mandatory.
ryleyra

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Reply with quote  #53 
Quote:
Originally Posted by Dave Thaler

Yes I did indeed test that before updating the wiki and if "compare" is absent, the condition is never true.  So I put in the wiki that it takes 3 events to test whether you're in ANY nebula, and the "compare" attribute is mandatory.


Well, it just occurred to me that there was no such condition previously, so there's no need for backward compatibility. It is still odd that the condition is never true with no "compare" attribute, although it could simply be defaulting to "0". It is SUPPOSED to be detecting if the ship is not in any nebula, but that code is bugged, whether it is default or specified.

Alternately, it could be trying to return if the ship is in any type of nebula, but again, is bugged. Hopefully Thom can get it working as intended.

Dave Thaler

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Reply with quote  #54 
Artemis Mission Editor v2.7.2 is now released, which includes more additions for Artemis 2.7.  Changes include:
  • Added if_in_nebula
  • Added player_slot1 and player_slot2 attributes to if_distance
  • Added space junk anomaly type
  • Added jump attribute value on create player
  • Added beaconMonsterType and beaconEffect attributes on create beacon
  • Added "Potential Problems" warning if a mandatory attribute is missing
  • Fixed set_special command display
  • set_ship_text now works with generic meshes and can rename other types
  • Make property name in set_object_property case insensitive per Artemis behavior
  • More improvements to "Potential Problems" checking
  • Fixed bug where "hasSurrendered" values > 1 were treated same as "0" instead of "1"
  • Fixed display of if_fleet_count when countSurrendered is absent
  • Removed player_slot from set_player_grid_damage and warning_popup_message and made name optional
  • Don't allow configuring pod number on monsters other than whales and piranhas
The "compare with source" and "find potential problems" checks are now working well, so please report anything unexpected.  I've been testing them on the missions that come with Artemis 2.7 and I believe they now correctly report actual bugs in those missions.
 
Mike Substelny

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Reply with quote  #55 
Quote:
Originally Posted by ryleyra
There is no Drone option in set_special, Unless I'm missing something.


You're not missing anything, Ryley. Paul and I have been trying to use the latest mission editor, but it won't allow us to set the DRONES elite ability. The editor does work for just about every other bit of mission scripting vocabulary, though.

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Dave Thaler

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Reply with quote  #56 
Hadn't noticed that before, but trivial to fix, so done!

Artemis Mission Editor v2.7.3 is now released.  Changes include:
  • Added Drones ability to set_special
  • Added isTagged and tagOwnerSide object properties
  • Added a "Potential Problems" warning for unknown property names
  • Fixed bug where set_variable showed negative values as invalid
  • Fixed bug where addto_object_property didn't work with some global properties
  • Fixed bug where {set,if}_object_property wanted an object name for global properties
  • Fixed bug where "Potential Problems" would treat expressions with unary "-" operator as invalid
LawsonThompson

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Reply with quote  #57 
http://artemiswiki.pbworks.com/w/page/66838900/command_incoming_comms_text says the type and sideValue are optional, but editing in the mission editor and not selecting a type results in a JIT crash. 

Clicking Continue lets the editor stay running, but the value of the type doesn't change to "None".

Pretty sure this was working before 2.7.3?

Not a huge deal, and only noticed this because I was using comms messages as placeholders for recorded narration bits.

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Mike Substelny

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Reply with quote  #58 
I like what you've done with it! Paul and I are both using the Mission Editor fairly effectively, even though we're working in a Beta version of Artemis that isn't released yet (it will be soon after a little more testing).

FWIW when I add AI in the editor I can add to a convenient list of Neutrals or Enemies but with Monsters there is no convenient list.

Thanks for everything you do, Dave!

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Mike Substelny

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Reply with quote  #59 
Also, Dave, when Artemis 2.71 hits (shortly) you will need to add a new integer attribute "age" to monsters. Possible values are 1 (young), 2 (mature) or 3 (ancient). This was supposed to be in Artemis 2.7. Setting age is really important for making balanced missions, especially with Dragons and Sharks.
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Xanthus

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Reply with quote  #60 
Greetings! I'm relatively new to coding Artemis Missions, and have been using this amazing tool a lot the last week! I found an issue with named objects' positions not being loaded correctly on the space map immediately after saving / loading (although this is fixed by clicking a different event) , so I created a quick bugfix on github. I'm not 100% sure if my solution has any unintended issues or if the issue should be fixed differently, so I forked the project and made a pull request for you to look over.  I also updated the forum link to  this one, since the old one doesn't work anymore.

I also have a handful of other ideas to enhance/improve the editor, and I'd be glad to continue to help contribute to this project if you have any interest (or any issues you'd like for me to try to look into)!
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