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Post by ubiquitous on Dec 27, 2011 0:09:40 GMT -5
Ok so I didn't want to post it on here since I don't know how far I will get with this but I need assistance. I am gonna attempt to make a mission editor / maker but I want to limit user error to a minimum. The help I need from you guys for you guys to provide me mission hierarchy of what can go with what.
For example cMissionDefinition SomeMission can contain: { -cMissionObjective can contain: -{ --cMissionObjectiveEvent
--cMissionObjectiveGiveItemToNPC can contain: --{ ---cMissionCinematic --}
-}
-cMissionOnEnter can contain: -{ --cMissionSendEvent --cMissionSetChuckState
-}
}
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Post by anno1404 on Dec 27, 2011 3:50:47 GMT -5
Good luck finding an answer!
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Post by ubiquitous on Feb 16, 2012 5:06:40 GMT -5
Well was bored and had some time so decided to start this project myself since I did not get any replies xD Anyways still no real functions as I am still not sure on the layout I want to go with but may use this layout for now. It seems like it would be capable of basic functions while not being terribly complicated. I hope to eventually have the program make it easy for even those who know nothing about making missions be capable of making their own missions. Mission Maker Alpha 1.0Only functions found in this file are - Loading of missions.txt. - Displaying all missions and allowing deletion of entire missions or just sections of a missions. - Create very basic mission header - Contains a list of all ChuckStates found in DR2 and DR2:OTR which will be used later with the Mission creation functions - Search function to search for mission names (Search locates the very first entry containing keywords if you want to look for more click the next and prev buttons) Things needed to add: - Save function (0%) - Section adding function (Create objectives, rewards, triggers, dialogues, etc...) (0%) - List of effects with descriptions (ex. 1 = blood, 55 = explosion, etc...) (0%) - List of Achievements that can be awareded through ChuckStates (?%) - List of items allowed to be aquired through ChuckStates (0%) - List Dialogues in missions.txt (0%) I'm sure there is a lot more that can be added but it is late right now and that is all I can think of at the moment.
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Post by ubiquitous on Feb 21, 2012 17:19:05 GMT -5
I am not sure if this is possible but maybe someone could help me out since I got a new idea for my project. I was wondering if it would be possible to get all dialogues in .wav clips if they aren't already. Basically I want for a user to be able to choose the dialogue (for example Dialogue0 = "2234") in the program and then it plays it so the user can see what will be the sound clip used in the game.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 21, 2012 21:15:36 GMT -5
Aren't they in .adw format? If so renaming the file to .wav works already.
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Post by ubiquitous on Feb 22, 2012 2:13:38 GMT -5
I never messed with sound files so I wasn't sure if they were already in a specific format or not and if all ingame dialogues were already sound clips but I will take a look at it when I get some time.
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