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ron77

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Posts: 11
Reply with quote  #16 
I have tried it before and after registering with the forum - I even rebooted my computer and tried again.

Your link works just fine, though. Thanks!
anwoke8204

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Posts: 171
Reply with quote  #17 
ok, apparently I am having issues.  I am trying to use this to create a missing for the TNG mod, and I have it set up to the right location so it pulls the vessel dat from the tng mod, but I can't seem to figure out how to get it to insert a enemy ship.  Not sure what I am doing wrong.  I am trying to insert a tactical cube, but I can't seem to figure out what im doing wrong, or how to assign what key to use.  I am attaching my test script for reference

Can someone look at this and tell me what I am doing wrong?

 
Attached Files
zip MISS_Test.zip (978 Bytes, 4 views)

Richard

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Posts: 70
Reply with quote  #18 
My friends,

Is there an mission editor 2.5.1 update?
Fish Evans

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Posts: 344
Reply with quote  #19 
no there are no changes from 2.4 - 2.5 scripting system that I am aware of
Dave Thaler

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Posts: 282
Reply with quote  #20 
I have some bug fixes to the editor to contribute.  Fish, how would you like me to contribute them?  I think Russ's version was in GitHub and you could do a pull request.  Do you accept pull requests somehow?
Richard

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Reply with quote  #21 
Quote:
Originally Posted by Fish Evans
no there are no changes from 2.4 - 2.5 scripting system that I am aware of


Good to know, thanks
Dave Thaler

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Posts: 282
Reply with quote  #22 
I created a GitHub fork from Russ's version, updated it to have the sources from Fish's version, and then submitted my subsequent fixes there.  Also sent Russ a pull request.  Changes since Fish's version include:
* Added support for GM and Comms buttons (the latter will be new in Artemis 2.6 as discussed by Mark Bell in this thread)
* Fixed several bugs in "Find potential problems"
* Fixed some bugs with global properties
* Fixed various typos
MarkBell

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Reply with quote  #23 
Fantastic!  The Mission Editor is a super useful tool, and I'm glad you're able to update it.  

Did you include support for spawn_external_program as well?

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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
Dave Thaler

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Reply with quote  #24 
Quote:
Originally Posted by MarkBell
Did you include support for spawn_external_program as well?


I just pushed an update to the sources that adds support for it.
kidkissinger

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Reply with quote  #25 
Will this function with 2.6 at all?
MarkBell

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Reply with quote  #26 
Either the 2.4 version or the fork that Dave Thaler created will create functioning scripts for Artemis 2.6.  The 2.6 fork will have more of the new functionality like external program calls, GM Buttons and Comm buttons, but the 2.4 version should still create functional scripts.
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Note - this is in no way intended to be an official position of Thom or Artemis, as I am not an official representative of the creator or game.
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