Register Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 3 of 3      Prev   1   2   3
Richard

Registered:
Posts: 105
Reply with quote  #31 
Quote:
Originally Posted by Dave Thaler
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. 


Hi Dave,

While experimenting with the editor, i´ve noticed it can't use the type attribute for comms and had to fix it manually in the .xml

For instance the following code in the xml:

<incoming_comms_text type="ALERT" from="Starfleet">Enemies incomming, all ships engage the enemy. ^</incoming_comms_text>


... once opened in the editor looks like this:

<incoming_comms_text from="Starfleet">Enemies incomming, all ships engage the enemy. ^</incoming_comms_text>

(the type="ALERT" is missing)


Unfortunately I don´t have the skills to correct the editor, but perhaps one of you or some other guy can. 

[smile]


Spirit02

Registered:
Posts: 7
Reply with quote  #32 
Hi Richard,

I've just tried to replicate your issue and don't seem to be able to.

I copied the line:
<incoming_comms_text type="ALERT" from="Starfleet">Enemies incomming, all ships engage the enemy. ^</incoming_comms_text>
into my xml file, saved it, then loaded it in the editor and it appears like so:
Clipboard01.jpg   
I then made an unrelated change, and saved it. The editor swaps the order of the 'from' and 'type', so it becomes:
    <incoming_comms_text from="Starfleet" type="ALERT">Enemies incomming, all ships engage the enemy. ^</incoming_comms_text>

The type is definitely still there though.

Are you sure you're using the latest version?

Richard

Registered:
Posts: 105
Reply with quote  #33 
Quote:
Originally Posted by Spirit02

Are you sure you're using the latest version?


Hi,
I´m so stupid... I downloaded the last version (that you kindly shared) but I has using an old one!

Sorry!

Dave Thaler

Registered:
Posts: 340
Reply with quote  #34 
I've made a couple more fixes to the Artemis Mission Editor (pushed to the same place on GitHub) and created an installer file for it.  I've also updated the wiki page.

Changes since August 24th when Spirit02 posted a zip file in this thread are:
* Fixed bug with podnumber in the Space Map
* Fixed more typos
* Added an installer and check for version updates (if there's an update in the future, the program will tell you so when you run it)
* Updated version to 2.6 to match Artemis version
Dave Thaler

Registered:
Posts: 340
Reply with quote  #35 
An updated version of the Artemis Mission Editor is now available for download.

Changes include:
* Changed events to use "name" instead of "name_arme" to fix F7 debug screen event display
* Added support for clear_player_station_carried
* Fixed some more typos
* Fixed bug in update available detection (yeah, this means the "check for version updates" I added recently had a bug and doesn't detect this update, you have to install it from the link above)
* Incorporated changes from Fish Evans:
  - Added support for set_player_carried_type to force fighter name/type carried by a playership
  - Added support for set_player_station_carried to force a fighter name/type that will be picked up as a replacement from a station by player ships
  - Added a drop down list for selecting comms types
Dave Thaler

Registered:
Posts: 340
Reply with quote  #36 
A couple more fixes are now released in Artemis Mission Editor v2.6.1:
* Added sideValue and countSurrendered arguments to if_fleet_count
* Added value2 argument to TARGET_THROTTLE AI block
* Added support for multiple message types in the same comms message
* Fixed some more typos
JSpaced

Avatar / Picture

Registered:
Posts: 107
Reply with quote  #37 
Thank you for this and continuing to update it. It's really appreciated.
__________________
"Universal law is for lackeys. Context is for kings."
notsabbat

Avatar / Picture

Registered:
Posts: 1,127
Reply with quote  #38 
Agreed. WhileI don't do much with custom missions, I know stuff like this tends to get used without replying to the thread and it is this sort of dedication that makes this community so great.
__________________
-Captain of the TSN Gungnir JN-001, AKA the Snackbar (Dayton, OH)
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Dave Thaler

Registered:
Posts: 340
Reply with quote  #39 
In anticipation of the upcoming update to Artemis, I made some more updates to the Artemis Mission Editor to catch up with some things already in Artemis 2.6 before there's new stuff to add.  So the following changes are now released in Artemis Mission Editor v2.6.2:

* Added add_ai support for monster AI blocks
* Many improvements to "Potential Problems" checking
* Fixed some more typos
* Cleaned up code so it builds without any compiler warnings

ryleyra

Registered:
Posts: 2,599
Reply with quote  #40 

I've found the following issues with the Mission Editor's Potential Problems and Compare with Source functions. You may already have noticed these yourself, but I thought I would go ahead and make a list of them for reference:

Find Potential Problems:

Variables supplied as arguments startAngle, endAngle, radius and randomRange to command create are not counted towards the error "Variable named X is set, but never checked".

Shuttles and fighters created with set_player_carried_type (argument name) and set_player_station_carried (argument singleSeatName) are not counted towards the error "Object named X is referenced in a statement, but never created".

Variables that include variable formatting in their names (D|number|) also are not counted towards the error above, but I think that's too difficult to validate, so I would ignore it.

Compare with Source: (since this alters the code, this is a bigger issue)

The integer argument is removed from set_variable commands that use randomIntLow and randomIntHigh. These arguments generate integer numbers, but DON'T force the variable to be integer type. This results in the variable being created as a float if it wasn't previously initialized.

The player_name argument is removed from if_docked and if_player_is_targeting. Since the player_name and player_slot arguments are iffy at this time, I can understand not implementing them, but I'm not sure about removing them from code. Maybe they should be ignored if added manually. (if not ignored in commands in which they are confirmed to be implemented, and yes I know that hasn't been tested since Artemis 2.4)

Dave Thaler

Registered:
Posts: 340
Reply with quote  #41 
Quote:
Originally Posted by ryleyra

I've found the following issues with the Mission Editor's Potential Problems and Compare with Source functions. You may already have noticed these yourself, but I thought I would go ahead and make a list of them for reference:

Find Potential Problems:

Variables supplied as arguments startAngle, endAngle, radius and randomRange to command create are not counted towards the error "Variable named X is set, but never checked".



Yep, already fixed yesterday.

Quote:

Shuttles and fighters created with set_player_carried_type (argument name) and set_player_station_carried (argument singleSeatName) are not counted towards the error "Object named X is referenced in a statement, but never created".


Also fixed yesterday.

Quote:

Variables that include variable formatting in their names (D|number|) also are not counted towards the error above, but I think that's too difficult to validate, so I would ignore it.


Not fixed, as you might imagine.  What I could do is ignore what's in || and verify that some variable of that form IS counted.  It wouldn't detect cases like setting D|1.0| and testing D|1|, but it might be more usable.

Quote:

Compare with Source: (since this alters the code, this is a bigger issue)

The integer argument is removed from set_variable commands that use randomIntLow and randomIntHigh. These arguments generate integer numbers, but DON'T force the variable to be integer type. This results in the variable being created as a float if it wasn't previously initialized.

The player_name argument is removed from if_docked and if_player_is_targeting. Since the player_name and player_slot arguments are iffy at this time, I can understand not implementing them, but I'm not sure about removing them from code. Maybe they should be ignored if added manually. (if not ignored in commands in which they are confirmed to be implemented, and yes I know that hasn't been tested since Artemis 2.4)


Thanks!  I hadn't noticed these before since I haven't used Compare with Source myself, but I will look into it.  The player_name argument to if_docked does work and I added that attribute yesterday.

The sources are in GitHub but I haven't done a binary release yet, I figured I'd wait and combine a few more things first.

ryleyra

Registered:
Posts: 2,599
Reply with quote  #42 
Quote:
Originally Posted by Dave Thaler

Not fixed, as you might imagine.  What I could do is ignore what's in || and verify that some variable of that form IS counted.  It wouldn't detect cases like setting D|1.0| and testing D|1|, but it might be more usable.


Likewise, you couldn't detect if the string loops through 1 to 5, but only values up to 4 are declared. But I figure if you're doing that, you know enough about what you're doing to check it for yourself.

I've found some interesting rules about variable formatting, though. It appears to work in any form of name attribute, but it does NOT work for values. So for instance you can declare a sort of array variable with 'name="x|index|" value="y"', but you can't say 'name="x" value="y|index|".

You might have the editor check for where formatting is allowed and where it isn't.

I also think it might be helpful if you can tell if a variable has been declared as integer, or where it ends up being a float even if you use the "integer" attribute. That would take some complicated logic, but it would be helpful to be able to detect it.

Darrin

Registered:
Posts: 5
Reply with quote  #43 
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". 



 
ryleyra

Registered:
Posts: 2,599
Reply with quote  #44 
There is no Drone option in set_special, Unless I'm missing something.
Dave Thaler

Registered:
Posts: 340
Reply with quote  #45 
Artemis Mission Editor v2.7 is now released, which includes many additions for Artemis 2.7.  Changes include:
  • Added new brain stack blocks for Artemis 2.7
  • Added new monster names for Artemis 2.7 (includes the fix for the issue Darrin reported)
  • Added new player & station properties for beacons, probes, and tags
  • Added systemCur* player ship properties added in Artemis 2.6.3
  • Added mission_description and gm_instructions commands
  • Added conditions if_scan_level, if_external_program_active, if_external_program_finished
  • Added player_name attribute to if_docked and if_player_is_targeting
  • Added menu_w attribute to set_gm_button
  • Added sideValue attribute to incoming_comms_text
  • Subtitles are now correctly marked as optional in big_message
  • Preserve the string values of use_gm_position and use_gm_selection attributes
  • More improvements to "Potential Problems" checking
  • Corrected display of DEFEND ai block arguments
  • Don't lose integer attribute when setting a variable to a random int
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.