Eolk is too new-school to do mission editing by hand in the file. The 'easier' argument seems to be losing bearing by the post, though.
Placing generator, inventory in simgroup, activating power, stripping fields and saving.
or
Inserting inventory in .mis, finding a good position.
Besides, if he wanted he could add one in game, copy a few positions, and make multiple inventories with just copy + paste in the file. Heck, he could even make them vehicle pads by changing the datablock to "StationVehiclePad", or get the position off of a deployed inventory and never even have to open the editor.
Eolk is too new-school to do mission editing by hand in the file.
Nuh-uh! I sometimes edit by hand in order to remove any lingering file objects and whatever scriptobjects some scripts make. So, I'm perfectly capable.
Besides, if he wanted he could add one in game, copy a few positions, and make multiple inventories with just copy + paste in the file. Heck, he could even make them vehicle pads by changing the datablock to "StationVehiclePad", or get the position off of a deployed inventory and never even have to open the editor.
Who's quitting? Just run in a window and copy out the values of the two fields, takes about two seconds. Then save the mission file.
If you want to stay in the game, just close the editor and play. If you want to make sure they load up in the right spot, just reload the mission.
In the end you have a clean file with inventory stations, and it only takes you about 30 seconds plus the time it took you to load the game. You don't need to know any functions, and you don't even need to know where to find the objects to add them.
But, honestly, isn't that what the editor is for? You open a menu, you click "Inventory", you move it until you get it where you want it. No mission changing, etc. When you want everything lit, use the console command. When you're about to exit the map, type "StripChars();" so it'll be clean when you get back. Not so much mission changing...
and it only takes you about 30 seconds plus the time it took you to load the game
The "easy" method takes less time, since all you have to do is expand menu and click... When you're done placing all of your power-needing objects, repower simgroup. Since ID numbers are next to objects in the tree, it's pretty easy to repower the simgroup.
Ideally, yes. However, the game being pushed out led to the editor being... sub-par, to say the least. It didn't even arrive at it's current state until the patches post-release. The editor is fine for the terrain, or adding interiors and staticshapes, but for much else you tend to have to check the mission file just to have it working as it should. Suffice to say, it's the difference between building an intricate box out of matchsticks by hand and leaving it up to gravity.
You don't reload the mission, you just load it once, same as ever. You change the attributes in the file - which should already be open for things the editor is notoriously bad at, such as the sky, water, mission details, and element arrangement (as well as terrain naming if you're doing a serverside map) - save it, hop in, and play.
If you add them in the file and then move them, they're already there, and fully functional. Nothing more is required.
Sure, it works to save it in the editor, but it doesn't care what's in the missiongroup, where it should be, or if you can ever find it again. It just grabs it and throws it in a pile for you to sort out on your own. I can't recall the number of times I've had to sort through a mission file for someone because they couldn't get their objects working.
Ideally, yes. However, the game being pushed out led to the editor being... sub-par, to say the least. It didn't even arrive at it's current state until the patches post-release. The editor is fine for the terrain, or adding interiors and staticshapes, but for much else you tend to have to check the mission file just to have it working as it should.
I do agree with you there. Some things you just can't edit in the editor without having problems.
Sure, it works to save it in the editor, but it doesn't care what's in the missiongroup, where it should be, or if you can ever find it again. It just grabs it and throws it in a pile for you to sort out on your own. I can't recall the number of times I've had to sort through a mission file for someone because they couldn't get their objects working.
I've never had that problem. Of course, I always keep my objects in neat little simgroups which helps me find everything (either that, or I label them, but, I don't usually distribute with object labels unless a script uses that object label).
You're right - it doesn't care what's in the MissionGroup (except for MissionCleanup; it doesn't save MissionCleanup), however, most unwanted things that were saved with the MissionGroup can be deleted later in the editor. I usually clean up the mission file through direct editing (with notepad), though.
Open your .mis file with notepad or another text editor and find the line "terrainFile". You should come to something that looks like this (this is an example):
Okay, now remember this is called "RAndom Qestions" thread because this is random. My friend has Windows XP and his sound is distorted and the troubleshooting isn't helping, the distortion sounds like a high pitched echo/reverbrication. Please do help, you guys are the most knowlegable people of computers I know.
p.s. This is going to drive me insane! Oh and if you can't help its good.
Nuh-uh! I sometimes edit by hand in order to remove any lingering file objects and whatever scriptobjects some scripts make. So, I'm perfectly capable.
*Looks around for Blnukem*
Uhh.... Lol... Who would do such a thing as add useless and a large number of scriptobjects to a map?
(Damn Tracer ECM...)
Only if the chip socket differs from what you previously had. For example, you can't put an AM2 processor in an LGA775 board, but if you are upgrading from an LGA775 processor (say, an entry-level Celeron) to another more powerful LGA775 processor, you'll be fine.
The same for RAM - you can't put a stick of 184-pin DDR memory in a 240-pin DDR2 slot.
Shoot over any details you know about what you have now and what you want to get and I can tell you if it will work.
Okay, I thought about making a new thread, but nah. Okay, you now see on the server list; Krypton Construction. Well, Sloik needs a little help with the doors. They dont save properly and the owner only and admin only doors dont work right, they let anyone through. There will be further questions on this server soon...
Here's a puzzler. 97% of College graduates cannot guess this riddle, but 84% of children in Kindergarten classes can answer it correctly! Can you solve it?
I turn polar bears white
and I will make you cry.
I make guys have to pee
and girls comb their hair.
I make celebrities look stupid
and normal people look like celebrities.
I turn pancakes brown
and make your champane bubble.
If you sqeeze me, I'll pop.
If you look at me, you'll pop.
Can you guess the riddle?
Comments
Placing generator, inventory in simgroup, activating power, stripping fields and saving.
or
Inserting inventory in .mis, finding a good position.
Besides, if he wanted he could add one in game, copy a few positions, and make multiple inventories with just copy + paste in the file. Heck, he could even make them vehicle pads by changing the datablock to "StationVehiclePad", or get the position off of a deployed inventory and never even have to open the editor.
If you want to stay in the game, just close the editor and play. If you want to make sure they load up in the right spot, just reload the mission.
In the end you have a clean file with inventory stations, and it only takes you about 30 seconds plus the time it took you to load the game. You don't need to know any functions, and you don't even need to know where to find the objects to add them.
You don't reload the mission, you just load it once, same as ever. You change the attributes in the file - which should already be open for things the editor is notoriously bad at, such as the sky, water, mission details, and element arrangement (as well as terrain naming if you're doing a serverside map) - save it, hop in, and play.
If you add them in the file and then move them, they're already there, and fully functional. Nothing more is required.
Sure, it works to save it in the editor, but it doesn't care what's in the missiongroup, where it should be, or if you can ever find it again. It just grabs it and throws it in a pile for you to sort out on your own. I can't recall the number of times I've had to sort through a mission file for someone because they couldn't get their objects working.
You're right - it doesn't care what's in the MissionGroup (except for MissionCleanup; it doesn't save MissionCleanup), however, most unwanted things that were saved with the MissionGroup can be deleted later in the editor. I usually clean up the mission file through direct editing (with notepad), though.
What you need to do is change 'terrainFile = "AgentsOfFortune.ter";' to a valid terrain. This is what it would look like if I changed it to Katabatic.
p.s. This is going to drive me insane! Oh and if you can't help its good.
*Looks around for Blnukem*
Uhh.... Lol... Who would do such a thing as add useless and a large number of scriptobjects to a map?
(Damn Tracer ECM...)
The same for RAM - you can't put a stick of 184-pin DDR memory in a 240-pin DDR2 slot.
Shoot over any details you know about what you have now and what you want to get and I can tell you if it will work.
What is wrong with what's wrong about being wrong when wrong things go wrong?
(my dialup is a n00b)
I turn polar bears white
and I will make you cry.
I make guys have to pee
and girls comb their hair.
I make celebrities look stupid
and normal people look like celebrities.
I turn pancakes brown
and make your champane bubble.
If you sqeeze me, I'll pop.
If you look at me, you'll pop.
Can you guess the riddle?