Jump to content

[RELEASE] Dune 2000 Mission Editor


Recommended Posts

So the „%“ parameter ensures that the delivery will be repeated? What if I try the other options? I mean the „=“, „<“, or „>“... Btw, what is the difference between „Timer“ and „Interval“? Gosh, this great program has so many options... it really needs some thorough tutorial!

"<"=Less then

">"=greater then

"="= equals

"%"=remainder

% is the only option that allows an event to continue to reoccur. Ex: =3600 would make an event happen when the timer hits 1 minute, where as %3600 would happen every minute.

Link to post
Share on other sites

Yeah, I’ve already tried it out on the first enemy reinforcements in the O9V1 mission. I chose „2“, and it was quite funny to see those 5 Harkonnen Trikes returning home :laugh: Btw, what exactly does the „Unit spawn“ event represent? From what I’ve observed, it ensures the appearance of units (enemy or the player’s) from the very beginning of the level, right? But, there’s a bit of a catch... For exaple, when I checked the Mercenary starting units in the aforementioned O9V1 mission, I’ve noticed that, in the editor, there are only 3 Troopers, 1 trike, and 2 Combat tanks mentioned, though in reality, there are another 2 Troopers + 1 Missile tank present in the Mercenary base when the level starts. These 3 units seem to be in guard mode (or, in other words, they don’t leave the base), so I guess that may be the reason why they’re omitted in that list... Please correct me if I’m wrong!

Well, you're right. Unit spawn event makes the specified units to be "magically created" on the map. But they can be created anytime, not only at the beggining of the level. They appear at the beggining in O9V1 because the condition is "Timer = 1", so they are created in less than a second. Unit spawn is useful only for AI. why? because for human players you can put the units using Klofkac's Map editor. If you put units for AI with the map editor, they will always be in guard mode, so they won't move. Unit spawn will make the units to move around the base. The AI actually uses them as in-base defense. But the DeployAction?= is very important for Carryal and Unit Spawn. If you set it to "0" in Unit Spawn, the units will be in guard mode, exactly like if you put them with the mission editor. To make the AI to move those units you must use DeployAction? = 2. Note that sometimes the AI does not move that units even if it's set to 2, but that is very very rare (I found myself ony 2 times, after several testing. It's a small bug, restart mission will solve it). Using "1" for Unit Spawn will NOT make the units to attack in Unit Spawn. At least for me this didn''t work. They attacked only 1 unit and after that moved to a remote location and stopped there (I've made an "escorting mission", where I had to escort a group of Fremens to the Sietch: actually, the mission is from my own Atreides Campaign, mission 5). For carryal reinforcements, 0, 1 and 2 all work.

Link to post
Share on other sites

Well, you're right. Unit spawn event makes the specified units to be "magically created" on the map. But they can be created anytime, not only at the beggining of the level. They appear at the beggining in O9V1 because the condition is "Timer = 1", so they are created in less than a second. Unit spawn is useful only for AI. why? because for human players you can put the units using Klofkac's Map editor. If you put units for AI with the map editor, they will always be in guard mode, so they won't move. Unit spawn will make the units to move around the base. The AI actually uses them as in-base defense. But the DeployAction?= is very important for Carryal and Unit Spawn. If you set it to "0" in Unit Spawn, the units will be in guard mode, exactly like if you put them with the mission editor. To make the AI to move those units you must use DeployAction? = 2. Note that sometimes the AI does not move that units even if it's set to 2, but that is very very rare (I found myself ony 2 times, after several testing. It's a small bug, restart mission will solve it). Using "1" for Unit Spawn will NOT make the units to attack in Unit Spawn. At least for me this didn''t work. They attacked only 1 unit and after that moved to a remote location and stopped there (I've made an "escorting mission", where I had to escort a group of Fremens to the Sietch: actually, the mission is from my own Atreides Campaign, mission 5). For carryal reinforcements, 0, 1 and 2 all work.

since you are one of the few others besides me and mvi that understand the program, mind explaining the interval setting? I Personally never used it.

Link to post
Share on other sites

since you are one of the few others besides me and mvi that understand the program, mind explaining the interval setting? I Personally never used it.

Interval is somehow similar to timer. I never tested the 2 options: "Interval" and "Start Delay" . I mean that I always used the same value for both, so I don't know what will happed if they're not the same. Probably I will test it, when I'll have time. I used the value "999999" at the Run Value because in my first few days with the Mission Editor I was using "Interval" for reinforcements and Starport deliveries. That value is similar to the "%" parameter from "Timer", because the delivery (let's suppose that it's a delivery) will need to happen for 999999 times for the event to stop. This is somehow imposible, you have to wait too much time for this, even with a "Interval" value set to 1. I think that the only interesting options in "Interval" condition are "Interval" and "Start delay". I know that I didn't help with much information, but I also didn't use "Interval" very much, only 1 or 2 days. :)

Link to post
Share on other sites

Start delay is the time before the first time the condition is true, interval is the time between each run afterwards.

If your start delay was 3000 but your interval was 1500, then after 3000 frames (50 seconds) the condition (and dependent events) would be true for the first time. Then it would be true every 1500 frames (25 seconds) until the run count is complete.

Link to post
Share on other sites

If you put units for AI with the map editor, they will always be in guard mode, so they won't move. Unit spawn will make the units to move around the base.“

Re: the first sentence, well, I’ve noticed that too. But I didn’t know about the „Unit spawn“ event making the enemy units to move around the base. That’s great news! Btw, WHERE exactly will be these units positioned in the beginning of the level if I assign them as „Unit spawn“? In other words, what determines their placement in mvi’s editor? Those „X“ and „Y“ fields? As far as I understand, these are some kind of coordinates, right? Then, how exactly do I find out where to place an enemy unit which is supposed to move around the base and guard it? A shot in the dark?

Link to post
Share on other sites

Just tried to add 2 new houses to the O8V1 level: Smugglers & Fremen. Assigned them as enemies to Ordos & Mercenaries, which worked fine. Then I made an „Unit spawn“ event to both these new houses (some Combat tanks, Missile tanks, Trikes, etc) with „Deploy action“ set as 2, but as soon as the level started, they began firing at Emperor & Harkonnen (who should be their ally). Interesting, though, that the Emperor & Harkonnen didn’t respond to the fire at all. They were just moving their units and Smugglers & Fremen were simply firing at them (and also at their structures). Also, despite their “Deploy action” set as 2, they acted as if they were in guard mode (i.e. they were moving only when an unit from another clan was too close to them). And lastly, when I tried to fire at the Fremen’s buildings, they weren’t repairing it at all – even though I added 50 000 solaris of spice as their “Starting money”… Any ideas?

Link to post
Share on other sites

Just tried to add 2 new houses to the O8V1 level: Smugglers & Fremen. Assigned them as enemies to Ordos & Mercenaries, which worked fine. Then I made an „Unit spawn“ event to both these new houses (some Combat tanks, Missile tanks, Trikes, etc) with „Deploy action“ set as 2, but as soon as the level started, they began firing at Emperor & Harkonnen (who should be their ally). Interesting, though, that the Emperor & Harkonnen didn’t respond to the fire at all. They were just moving their units and Smugglers & Fremen were simply firing at them (and also at their structures). Also, despite their “Deploy action” set as 2, they acted as if they were in guard mode (i.e. they were moving only when an unit from another clan was too close to them). And lastly, when I tried to fire at the Fremen’s buildings, they weren’t repairing it at all – even though I added 50 000 solaris of spice as their “Starting money”… Any ideas?

you need to set the allegiances of all houses with each other, as well as import AI for them to use.

Link to post
Share on other sites

Just tried to add 2 new houses to the O8V1 level: Smugglers & Fremen. Assigned them as enemies to Ordos & Mercenaries, which worked fine. Then I made an „Unit spawn“ event to both these new houses (some Combat tanks, Missile tanks, Trikes, etc) with „Deploy action“ set as 2, but as soon as the level started, they began firing at Emperor & Harkonnen (who should be their ally). Interesting, though, that the Emperor & Harkonnen didn’t respond to the fire at all. They were just moving their units and Smugglers & Fremen were simply firing at them (and also at their structures). Also, despite their “Deploy action” set as 2, they acted as if they were in guard mode (i.e. they were moving only when an unit from another clan was too close to them). And lastly, when I tried to fire at the Fremen’s buildings, they weren’t repairing it at all – even though I added 50 000 solaris of spice as their “Starting money”… Any ideas?

Your new houses don't have AI. In other words, this is the reason that they don't repair the base. They won't do any unit and won't attack.

Fremen and Smugglers attack Hark & Emp because Hark & emp are allied to them, but they are not to harkonnen and emperor. Just check the diplomacy again. Keep it in mind: In order that an alliance to work, you have to set it from both sides. (example: Ordos -> allied to Atreides: [this will make the ordos not to attack atreides, but Atreides will attack ordos] and Atreides -> allied to Ordos: [this will make the 2 houses to be completely allied])

In order to give AI to a computer controlled side, you must use the "Export AI from file" first. Open a .mis file where you know that you can find good AI (like O9V1.Mis). After this, choose the side from where you want to extract AI. The side is represented by the number shown in "Index Allocations" and is the following:

0 - Atreides

1- Harkonnen

2- Ordos

3- Emperor

4- Fremen

5- Smugglers

6- Mercenaries

7- Presumed sandworm

I don't know if 7 can be used to extract AI, never tried this. In other words, I don't know exactly what kind of AI has 7 index. Finally, let's presume that you want to give the emperor AI. Well, you can export emperor AI from O9V1 or just use another AI from any file. I mean that you can also use the Harkonnen AI from A5V1, for example. The house from where you extract AI is NOT important, is important if that house HAS an active AI. After the file is exported (a .misai file), you must open your .mis file (the one that you're editing) and use "Import AI from file", then browse and open the .misai file that you've extracted. Don't forget that you have to overwrite the old AI, if the house had AI. When it asks which side to overwrite, use the numbers above. Now the emperor should act as the house from where you've exported AI, if everything was done ok.

Also, in order that your new houses to work, make sure that the tech level and starting money are NOT set to 0. At least 1 for each.

I hope that I helped you :)

  • Upvote 1
Link to post
Share on other sites

Thanks Gruntlord6 & aKaFedaYkin!

About the allegiance settings, well, you’re perfectly right. It has to be set in both ways – i.e. Harkonnen & Emperor loyal to Smugglers & Fremen, and Smugglers & Fremen loyal to Harkonnen & Emperor.

About exporting & importing the AI, do you have to do that from the original (i.e. unaltered) .mis files which were installed with the game or it doesn’t matter?

Link to post
Share on other sites

One more question:

Why aren’t the Harvesters & Carryalls (enemy or friendly) which appear in the very beginning of the level mentioned in any „Unit spawn“ event in mvi's editor? I’m asking this because, when you add another Carryall or Harvester to an enemy clan via Klofkac’s map editor, the AI of this clan will somehow ignore it. By „ignore“ I mean that, once you destroy it (either the Carryall or the Harvester), the AI won’t bother to build it again. In other words, it will rebuild only the Harvesters & Carryalls which were assigned to them in the original (i.e. unaltered) levels. Example: in the O8V1 mission, the Harkonnen have originally 4 Harvesters & 2 Carryalls, and you add, say, 1 more Harvester & Carryall to them. If you destroy this one Harvester & Carryall, the AI won’t build it again. It will start rebuilding only if the number of their Harvesters & Carryalls drops below 4 & 2, respectively. I suppose it’s an AI related thing, but who knows, maybe the „Unit spawn“ event can be the solution? I’ll give it a try...

Link to post
Share on other sites

One more question:

Why aren’t the Harvesters & Carryalls (enemy or friendly) which appear in the very beginning of the level mentioned in any „Unit spawn“ event in mvi's editor? I’m asking this because, when you add another Carryall or Harvester to an enemy clan via Klofkac’s map editor, the AI of this clan will somehow ignore it. By „ignore“ I mean that, once you destroy it (either the Carryall or the Harvester), the AI won’t bother to build it again. In other words, it will rebuild only the Harvesters & Carryalls which were assigned to them in the original (i.e. unaltered) levels. Example: in the O8V1 mission, the Harkonnen have originally 4 Harvesters & 2 Carryalls, and you add, say, 1 more Harvester & Carryall to them. If you destroy this one Harvester & Carryall, the AI won’t build it again. It will start rebuilding only if the number of their Harvesters & Carryalls drops below 4 & 2, respectively. I suppose it’s an AI related thing, but who knows, maybe the „Unit spawn“ event can be the solution? I’ll give it a try...

I'm not sure about this fact. MVI and Gruntlord said that they are still working on AI. Up to now the only posibility that we have is to copy an existing AI. They are researching AI and maybe will release a version where we can edit AI, after they fully understand how it works. but MVI is busy these days. We will have to wait :)

About from where to extract AI: well, i suggest to use the original ones. But I understood that this is the first time that you use the AI exporting & importing. So, all your .MIS files should have the original AI. Even if you edited the events and conditions, tech level or money, the AI is still the same until you change it with the Export & Import.

Sincerely, about Harvesters.. I didn't notice that. At least for me the mercenaries rebuilt all their Harvesters, including those that I've put on map using Klofkac's map editor. Maybe I'm wrong, but for me they rebuilt everything, and I think that with their original AI.

Link to post
Share on other sites

One more question:

Why aren’t the Harvesters & Carryalls (enemy or friendly) which appear in the very beginning of the level mentioned in any „Unit spawn“ event in mvi's editor? I’m asking this because, when you add another Carryall or Harvester to an enemy clan via Klofkac’s map editor, the AI of this clan will somehow ignore it. By „ignore“ I mean that, once you destroy it (either the Carryall or the Harvester), the AI won’t bother to build it again. In other words, it will rebuild only the Harvesters & Carryalls which were assigned to them in the original (i.e. unaltered) levels. Example: in the O8V1 mission, the Harkonnen have originally 4 Harvesters & 2 Carryalls, and you add, say, 1 more Harvester & Carryall to them. If you destroy this one Harvester & Carryall, the AI won’t build it again. It will start rebuilding only if the number of their Harvesters & Carryalls drops below 4 & 2, respectively. I suppose it’s an AI related thing, but who knows, maybe the „Unit spawn“ event can be the solution? I’ll give it a try...

Units can be created at the start either through a mission's unit spawn events or through a map's tile special values as you mention. Either way works, in O8V1 they have just picked the second option as an easier option. In this example, the AI player actually rebuilds the unit. There is no active build unit event present in the game so as you theorised, it is the AI data rather than the events/conditions which are causing the rebuild behaviour. Since the AI data in mission files is not currently understood this is not something that can be changed currently. However your research is very interesting and it should help me track down some of the AI data in O8V1 for those harvesters and carryals.

Link to post
Share on other sites

mvi: I understand what you’re saying. PLEASE, don’t take my remarks as some sort of criticism! I just try to add my observations – purely in order to (maybe) improve what has already been done by you & others. To be honest, I’m 1000 times happy to „just“ have tried your & Klofkac’s editor, both of which are A REAL TREAT (that’s a weak word!) for any Dune 2000 fan who wants to create some new single player levels! Managing enemy & friendly reinforcements, enemy & friendly Starport deliveries, adding buildings & units, transforming an existing AI to other houses, assigning deploy action to units, changing the starting money & tech level, etc. etc. – well, there isn’t that much more you can wish for, is it? Wish you good luck in your future Dune 2000 research!

Link to post
Share on other sites

Even if you edited the events and conditions, tech level or money, the AI is still the same until you change it with the Export & Import.

I assume that’s right, aKaFedaYkin.

At least for me the mercenaries rebuilt all their Harvesters, including those that I've put on map using Klofkac's map editor. Maybe I'm wrong, but for me they rebuilt everything, and I think that with their original AI.

Just tried to add 1 more Harvester to the Mercenaries in the O9V1 mission (using Klofkac’s editor). When the level started, I took the 6 Combat tanks which you have in the beginning, and, using force fire action, destroyed all 3 Mercenary Harvesters (remember they originally have 2 Harvesters, so 2 + 1 = 3). What happened in the next few minutes was that they rebuild only 2 of them. After that, they were building tanks only...

Update: I tried the same thing (i.e. adding 1 more Harvester to Mercenaries) using the "Unit spawn" event from mvi's editor, and the result was the same.

Link to post
Share on other sites

MVI do you plan to make some tutorials for the editor? If yes, if you want I can help you :) I'm planning to add more videos to my YouTube channel and I'd like to have tutorials for this editor.

Link to post
Share on other sites

MVI do you plan to make some tutorials for the editor? If yes, if you want I can help you :) I'm planning to add more videos to my YouTube channel and I'd like to have tutorials for this editor.

I am actually the one making the tut, but I would be glad to have your help if you are offering :)

Link to post
Share on other sites

I am actually the one making the tut, but I would be glad to have your help if you are offering :)

I am :) I just hope that I'll have time, I'm very busy these days (until next friday). But I'll try :D

Link to post
Share on other sites

mvi: I understand what you’re saying. PLEASE, don’t take my remarks as some sort of criticism!

I didn't, don't worry :-)

MVI do you plan to make some tutorials for the editor? If yes, if you want I can help you :) I'm planning to add more videos to my YouTube channel and I'd like to have tutorials for this editor.

I'm not planning on doing any video tutorials, so if you want to do some that would be great. I think it would be good to have video tutorials in addition to Gruntlord's written tutorial.

Link to post
Share on other sites

I'm not planning on doing any video tutorials, so if you want to do some that would be great. I think it would be good to have video tutorials in addition to Gruntlord's written tutorial.

Yes I will, but I think that it is enough if I write text near each part of the process. for example, if I want to show how to make starport deliveries, I will do them by myself and I will write near what I do some text in which I explain what to do and how to do. I mean that I don't think that a voice it's needed. Many times people don't understand the voice very well, especially if they don't know english. If I use text, even if they don't know english, they can use Google Translate. :)

Link to post
Share on other sites

mvi: Is there a limit for number of events in a given mission? For example in O8V1, your editor allowed me to do "only" 63 events.

The limit for events and conditions in missions is 64 and 48 respectively, but since events and condition numbers are listed from 0 that means the last numbered entry will be 63 and 47 respectively. This limit is from the game itself, so if you've found that you've run out of events try to reuse events/conditions where you can.

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...