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Author Topic: Hello ROF friends  (Read 9500 times)
TX-Gunslinger
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« on: April 18, 2010, 07:26:29 pm »

Just registered Capt Darling and Naked Squirrel!  Welcome to our home Smiley

Let me get the missions off the server and I'll put all of mine up (there's one that I can't because someone else made it).

Back soon with the goods.....

S!

Gunny
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« Reply #1 on: April 18, 2010, 07:38:27 pm »

TX-Gunslinger's 1.011 Cooperatives:

Ok fellas - I'm sure you already know this - but just in case:

1) These files all go in /data/Multiplayer/Cooperative - https://webspace.utexas.edu/joem/ROF-releaseable/My%20Shared%20Missions/TX-Gunslingers-ROF-1.011-Cooperatives.zip

2) Go ahead and load these up in M.E. and check them out a bit.  If you have any questions - post here.  When you feel like you can make it, let's get together and spend 30 mins or so on comms and I can get you started.

3) If you have not started the M.E. prior - just navigate to the /bin_editor/release directory and double click on the ROFEditor icon.

- It takes a little while to start - you'll probably get errors the first time you start - don't worry just click through them until you get to the actual editor.

- The editors default file directory is always /data/Missions - so you have to point it to the /data/Multiplayer/Cooperative directory just about every time you use it. 


More later,

S!

Gunny
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Capt.darling
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« Reply #2 on: April 19, 2010, 09:15:57 pm »

Hi Gunny!
Thanks for the files and the info and thanks for having us.
Squirrels been using the ME today and has managed to get quite far with it but im still unable to work alot out being alot more dense than he is.  Embarrassed
If you can spend some time on comms with us that would be great just let me know when is convenient for you as I know your a busy man.
S!
Capt.D
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TX-Gunslinger
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« Reply #3 on: April 20, 2010, 09:51:20 am »

Great to see you Capt D!  Squirrel's a smart one, I'm sure he's gonna surprise us with his creations.

S! - gotta run, off to work

Gunny
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« Reply #4 on: April 25, 2010, 06:06:44 pm »

S! All - just dropping a note to say hi (thanks for the register Gunny).
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« Reply #5 on: April 26, 2010, 08:02:53 pm »

Welcome, Oesau to our humble abode:

Yes, and for the last few minutes I thought about what I could do with links of timers and counters, but could not get "there from here".

I hope they can find a way to do it, because that would let us scale.  A scalable and adaptable mission in real-time.

I have to hurry up and finish testing assignments early this week, so I can get to DF missions.

Great to see you and welcome!

S!

Gunny
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« Reply #6 on: April 27, 2010, 12:05:47 am »

Welcome here Oesau and capt, go ahead and drop some notes Wink
« Last Edit: April 27, 2010, 01:12:05 am by GOZR » Logged

-GOZR
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« Reply #7 on: April 27, 2010, 12:38:08 am »

Howdy guys, nice to see you here.
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« Reply #8 on: April 29, 2010, 01:48:01 am »

Thanks for the help I seem to have everything all worked out except for the very simple task of making text appear on the screen.  Is this only a multiplayer option?  Because it does not seem to work even when copied straight from another mission and inserted into mine.

Anyhow, I've been playing with triggers.  I have a game mode in mind which is basically 4-5 missions stacked back to back.  Recon escort,  attack behind enemy lines, and then an attack on the front. After you win a mission, you move on to the next phase, you win once you've completed all 3 missions in a row.  It was tricky, but I finally figured out how to set up a string of triggers to activate/deactivate objects in order, now I just have to stack these missions on top of each other without getting lost lol.

Gameplay should be a little nicer than CTF *crossing fingers*, and Recon/Bomber flights will be important, so the fighting doesn't have to be stuck on the deck.   I hope to make these simple enough that people can tweak them easily and put their own missions into the mix. (looking at the crazy web of triggers there are, I'll have to hope really really hard.)

I've done a mini-mission in this format and it works great.  If anyone is interested and wants to learn how to make a mission like this, let me know.  It sounds complicated, but it's really not, hell I could figure it out, so just about anyone can do it I'm sure.
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TX-Gunslinger
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« Reply #9 on: April 29, 2010, 09:52:15 am »

Hi Squirrel,

Look under the MCU section for "Translator:Subtitle".

If you look in my missions you'll find many of these.  Linked to timers, counters, etc....

Advanced properies allow control of which teams see the subtitle, and it's size, location on the screen, etc....

There is a text box at the bottom of the Advanced properties dialog, for this MCU in which you actually type the text....

As with most commands/objects - the first click on the icon brings up the basic properties and a double click will bring up the advanced properties....

Let me know if you have any probs with this and I'll add some screenshots from ME.....

S!

Gunny
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« Reply #10 on: April 29, 2010, 09:54:22 am »

If you happen to finish any of these missions and would like to "share", I'd like to look at them to host possibly on our server.

I'm very, very far behind in TDM missions for the upcoming 1.012 release and don't have anyone else in our squad working on missions.

S!

Gunny
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NakedSquirrel
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« Reply #11 on: April 29, 2010, 01:03:13 pm »

Hi Squirrel,

Look under the MCU section for "Translator:Subtitle".

If you look in my missions you'll find many of these.  Linked to timers, counters, etc....

Advanced properies allow control of which teams see the subtitle, and it's size, location on the screen, etc....

There is a text box at the bottom of the Advanced properties dialog, for this MCU in which you actually type the text....

As with most commands/objects - the first click on the icon brings up the basic properties and a double click will bring up the advanced properties....

Let me know if you have any probs with this and I'll add some screenshots from ME.....

S!

Gunny

Very odd, I have all of this done, but no joy on text appearing on the screen.  It may just be that it doesn't appear in SP mode.  I'm still working the logic in SP to get the logic finished.

I came up to a slump where I found that the spawner separates AI from their waypoints/logic, so there won't be any back-and-forth.  It will just be a long string of missions.

Anyhow, I will set all of the "Missions" up side by side on the map so the trigger logic is easy to see in one version.  The final version is just going to be a confusing mess with everything on the battlefield.
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