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CattailNu

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Posts: 77
Reply with quote  #1 
http://cattail.nu/artemis_mission_wizard/

The Artemis Mission Wizard is for non-programmers (and programmers) to create complex, story-centered missions, using simple mad-lib style, fill-in-the-blank prompts.

This version adds support for Artemis 2.2/2.3, task-dependencies (do this first, and THEN this happens, and THEN do this), new snippets (selectable objects/tasks), and has an easier-to-use interface.

Requires Microsoft Access 2007+.

The attached advanced jump drive skill-building mission for the solo ship Intrepid was created without XML editing or programming, simply by filling in prompts like:

Start Message From (Required. Who is the Comms message from?):
Corvus Station to Intrepid

Start Message (Required. What do they say?  This is a short Comms message, not a long dissertation. Use a ^ start a new line.):
We're really glad to see you!  Please tell us you didn't come alone?  COME DOCK WITH US and we'll fill you in on the details.

Hope to see you at the Armada !!!!

 
Attached Files
zip MISS_jumpDrive.zip (47.87 KB, 35 views)

Garion

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Posts: 5
Reply with quote  #2 
Hi CattailNu, 

Great mission editor! Lovely to use.

Is there a way of changing where it is looking for its ships etc... I use the TSN Expansion. My Artemis is saved in;

Vanilla: C:\Program Files (x86)\Artemis\ArtemisVN
TSN: C:\Program Files (x86)\ArtemisTSN

Is there away of putting the TSN stuff into your wizard?

Many thanks, 

__________________

Ensign - Terran Stellar Navy

Helm Officer - TSN Ravan (CB-014)

CattailNu

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Posts: 77
Reply with quote  #3 
To save to a different directory, there's an "Edit Folder List" menu midway down on the main menu, on the right.  Add yours, make sure to include the final \.  Then restart or reload the menu form, and pick it.

If you'd like to change the default ship names to your "usual" ones so you don't have to change it each time you create a mission, see this graphic:
http://cattail.nu/artemis_mission_wizard/artemis_mission_wizard_change_default_ship_names.png
(sorry it's not easier - I'll have to think on that)

"TSN stuff" is kind of a broad area.  You'll see some specifically added USN maps in the 'select snippet' screen, because I got a request to make them easy to add, along with "Here's the code that creates the maps we want".  So if you have specific static code, yes, it's fairly easy and I can toss it into the next update, under a snippet category 'TSN'.

Creating a dynamic snippet that gives you fill-in prompts and such is harder, with significant difference between a simple "place selectable object at selectable x/y/z" and a full task to "pick up escape pods".  I have an outdated dev document that's pretty ugly on how to go about creating snippets.  Feel free to peruse the Wizard Snippet Dev Menu, and the various snippets.

Because the wizard creates unique variable names, you should be able to copy/paste wizard-generated code in with your normal TSN mission script file without fear of conflicts, and vice versa.
Menbailee

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Posts: 48
Reply with quote  #4 
Love the interface!  There's a lot to tackle, but it's a heck of a lot easier than writing code.

So far, every XML that I save and try to run in Artemis just gives me a blank space screen on the server and nothing on the client.  This includes saving the jumpDrive mission that the game starts with.  Attempted with both 2.1.1 and 2.3 - there must be something obvious I'm missing!
CattailNu

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Posts: 77
Reply with quote  #5 
Blank space is... correct.

That's the new multiship code Arrew gave me.  You connect a client, choose your ship (make sure you've compiled for the right # of ships in the first set of story items if you go beyond ship 1), and select 'Main Screen', and your console of choice.  When you connect that, the player ship will spawn.  It makes it easy for players to select/configure their ships at runtime, instead of within the script.  The GM's text file that generates with the mission in the MISS_xxxx folder will have a nice step-by-step.

The latest video linked on the page (for version 5) also shows the connection sequence at 10:54:
http://cattail.nu/artemis_mission_wizard/artemis_mission_wizard_5.mp4

I'm working on a way to use the newest slot/color accent with a "picked" ship as an option, and pondering a "Dock with Station to Start Mission", as a simple way to put the script into a holding pattern until all the players are ready.

- T
Menbailee

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Posts: 48
Reply with quote  #6 
Interesting!  I'm finding that I have to hit "Ready to Play" after hitting start on the server, in addition to someone needing to pick Main Screen, in order to get the player ship to spawn.  This means we can't have everyone actually just "Ready to Play" and then start the game in the way we're accustomed.  Would be nice to have that fixed (and leave less risk of timed mission briefings from skipped), but I see the point of it, and thanks for cluing me into how this works right now.
Garion

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Posts: 5
Reply with quote  #7 
Quote:
Originally Posted by CattailNu

So if you have specific static code, yes, it's fairly easy and I can toss it into the next update, under a snippet category 'TSN'.
.


Brilliant, thank you. I will see about getting that code. I am really enjoying using your mission maker. 

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Ensign - Terran Stellar Navy

Helm Officer - TSN Ravan (CB-014)

Arrew

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Reply with quote  #8 
Awesome! Great work!
Arrew

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Reply with quote  #9 
Awesome! Great work!
CattailNu

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Posts: 77
Reply with quote  #10 
I've been toggling 'Ready to Play' after starting for so long, I don't even think about it any more; even the sandboxes seem to be requiring it.

All of the task snippets check for the existence of the ship doing the task before 'task start on [your choice]' is triggered, so the start messages wont get missed.  The task 'spawn objects on [your choice]' requires at least 1 player ship (and sometimes the specific ship).

I find that adding a 15-30 second delay (using the story items "Start Timer Seconds"/"Spawn Timer Seconds") on the first task generally gives comms enough time to catch messages.  Coordinate the first task with the main screen title timer.

The "task linkers" also check for at least 1 player ship connected before triggering, so you could use one of those as your "first task" if you choose to go with a mission controller value flow (where one task triggers the next and so on).  Just set that linker's MCV to 0, and it's Next MVC to another task's non-0 value.

The tasks and linkers are all "run once and never again", so you don't have to worry about things getting mucked up (if you do want them to run a second time, you're going to have to manually add some code that toggles the variables around, per the comments with the variables in the Start XML block).

- T
ralphhogaboom

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Posts: 15
Reply with quote  #11 
Just wanted to throw a shout out for the mission wizard. I use this to generate the basic mission stuff, then use Notepad++ to go in and tweak ship names, and my Comms messages. 

It makes the process about 10 times faster, and the code is significantly more reliable than my hand-written code (yes, I have templates saved, but this is just better). 

It's constantly being updated, and - the best part - when I send a suggestion to Cattail, she just ADDS IT RIGHT IN THERE. It's pretty flippin' fantastic.

__________________
I'm one of the founders of the United Stellar Navy, and we have a great storyline unfolding. Join us for Sunday or Wednesday games!

http://unitedstellarnavy.net
mandash

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Posts: 27
Reply with quote  #12 
Hi-

I've been playing Artemis awhile now, but this is the first time I've really tried to make my own script. The Mission Wizard is great!

One issue I kept running into is that I'd get the "-space_size" error when ever I added random environmental items. I think it could be that I had the wrong version selected (I"m still on 2.2)

Is there a way to move snippets down in the list? So I went through and deleted all my environmental items. I need to add them all back in, but now they appear on top of all my missions. I'd like if all the environmental stuff was down at the bottom, then the mission items went in order.
CattailNu

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Posts: 77
Reply with quote  #13 
Mandash - sorry, I missed your post.  Good catch on the random including 2.3 instead of 2.2 items. The super-secret easiest way to remove the randomly added items is to delete the offending records in tblMissionSnippets (it will cascade to any other tables).  Sorting by the first column will have the newest entries at the bottom, and you can select multiple rows with the grey bar on the left.  txtName and txtArtemisVersion fields will help you identify the offenders.  Let me know if you need more help with this; I can put up a video.
heavymetalelf

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Posts: 3
Reply with quote  #14 
Hi there! My first post. Sorry to practice thread necromancy. I registered recently because my friends and I have gotten into Artemis, but we'd really like to have some plot and a sense of advancement, so I decided to work on some missions to that end. 

With that in mind, I downloaded the much praised Mission Wizard, but I'm finding that Access 2007 just spits an error at me every time I try to open it, "Unrecognized Database Format". I've also given it a shot with LibreOffice Base, but no luck. LibreOffice acts like it's going to work, right up until the last moment when it tells me it too does not recognize the database.  

Am I overlooking something obvious or an important step? CattailNu, I checked your Mission Wizard page but I didn't see anything in the 'How to Use' or 'Q & A' that indicated that anyone else is having this problem. 

It's a fresh install of Access, which I typically don't use, so there shouldn't be anything but default settings there. I'd really like to give AMW a try. Any help anyone could offer would be appreciated. Thanks for all the hard work I know went into this! [smile]

error.png 

CattailNu

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Posts: 77
Reply with quote  #15 
Access 2007 should open it just fine.  LibreOffice is not going to work (at least I expect not - never used it, the wizard is heavy VBA).  

1. Have you unzipped the file?  Your screen shot suggests so (my tech support experience hopes for the obvious).

2. Try putting it in your documents directory - sometimes security can block desktop files.

3. I downloaded it to verify my upload wasn't corrupt, and poked through the settings.  I'm using 2010, and I found an option for 2010 caching, which I turned off, and uploaded it again.  The file is supposed to be 2007 compatible.  Try the "new" download and let me know if that works.

4. Try "opening" the file while holding down the shift key, which will skip any VBA execution.  If it opens then, but still not normally, try a Compact and Repair which might flush any remaining 2010 nonsense.

5. If it still doesn't work, I'll try to dig up an access 2007 installation and whack the application into submission and upload again.
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