CampGen release
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Make sure you correctly filled in the 4 pathes in the configuration, right now they are not auto detected. If you click on "Windows defaults", it should give you an idea what the pathes mean. Especially, one of them points to the .exe of Wesnoth's editor, which is run when you click on "Edit map".
The window from the screenshot is in the events editor (at least in version 0.19, make sure you got that one). Select an event, e.g. the prestart or start event, then click on edit.
The window from the screenshot is in the events editor (at least in version 0.19, make sure you got that one). Select an event, e.g. the prestart or start event, then click on edit.
- TheChosenOne
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- Joined: April 7th, 2006, 8:26 am
- Location: Royal Palace, Weldyn St. 01, Wesnoth 123 456
Thanks dude.
Numbers do not win a battle
---Konrad III
(A loyal member of the pro-loyalists)
Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation
---Konrad III
(A loyal member of the pro-loyalists)
Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation
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- Posts: 47
- Joined: June 12th, 2006, 6:20 pm
Variables set with [set_variable] automatically carry over to all future scenarios unless specifically cleared with [clear_variable]. I hope that's what you were asking.greywolfexcel wrote:Is it possible to create global variables in the event editor, or are all the variables only related to each individual scenario?
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
I made two screenshots of a short test scenario for a bug report about this, which should make clear how it works. This is from scenario 1, where I ask the user an option, and set the variable "got_advisor" to 1 or 0:
And this is from scenario 2, where a message appears depending on the value of "got advisor":
And this is from scenario 2, where a message appears depending on the value of "got advisor":
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- Posts: 47
- Joined: June 12th, 2006, 6:20 pm
Yes, that is exactly what I meant, scott and allefant. Thanks for your help.
However, I've noticed that there isn't a for...next loop in the event editor. Perhaps this could be incorporated into the next release? I'd be happy to make a bug report if that would be easier.
Edit: And is there an ability to make arrays? I haven't noticed any so far.
However, I've noticed that there isn't a for...next loop in the event editor. Perhaps this could be incorporated into the next release? I'd be happy to make a bug report if that would be easier.
Edit: And is there an ability to make arrays? I haven't noticed any so far.
Yes, I'm not quite sure yet how to handle arrays. Can I get a simple testcase which uses them? I guess with some small tweaks CampGen should be able to load/save/modify scenarios with some simple use of arrays and looping over them.greywolfexcel wrote: However, I've noticed that there isn't a for...next loop in the event editor. Perhaps this could be incorporated into the next release? I'd be happy to make a bug report if that would be easier.
Edit: And is there an ability to make arrays? I haven't noticed any so far.
In general, if CampGen really is to be used for more complex scenarios dealing with arrays (or even just variables) and such things, I will probably try to incorporate a text editor widget, where you can attach custom WML (guarded by CampGen specific marker comments when saved). That way even macros could be used.
Main goal for now is still to allow creation of technically simple campaigns, without needing any WML.
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- Posts: 29
- Joined: August 1st, 2006, 7:52 pm
Hi, I'm new to Wesnoth and one of the features that I really like is the ability to easily create new campaigns/maps for the game. I have the latest version of CampGen and I have a few questions:
What do the assign role and recall commands do?
I was studying the Orcish Incursion campaign in CampGen to look at useful commands and how to execute them, and I found that there was an advisor role assigned to an elvish scout, and then immediately after there was the recall advisor command. What do they do?
How do I create two different teams that will work together? For example:
Team 1:
Side1: Elves
Side2: Dwarves
Team 2:
Side3: Orcs
Side4: Undead
If they both have the same team name specified, will that do it? Or do I have to do something else?
P.S. I have checked the tutorial, it doesn't give me any helpful information whatsoever. So please don't post asking me to check the tutorial.
What do the assign role and recall commands do?
I was studying the Orcish Incursion campaign in CampGen to look at useful commands and how to execute them, and I found that there was an advisor role assigned to an elvish scout, and then immediately after there was the recall advisor command. What do they do?
How do I create two different teams that will work together? For example:
Team 1:
Side1: Elves
Side2: Dwarves
Team 2:
Side3: Orcs
Side4: Undead
If they both have the same team name specified, will that do it? Or do I have to do something else?
P.S. I have checked the tutorial, it doesn't give me any helpful information whatsoever. So please don't post asking me to check the tutorial.
Basically, "role" will allow to tag units as having a role, e.g. "advisor", and then you can just refer to units by their role, instead of their name.PsychoticMuffin wrote:Hi, I'm new to Wesnoth and one of the features that I really like is the ability to easily create new campaigns/maps for the game. I have the latest version of CampGen and I have a few questions:
What do the assign role and recall commands do?
I was studying the Orcish Incursion campaign in CampGen to look at useful commands and how to execute them, and I found that there was an advisor role assigned to an elvish scout, and then immediately after there was the recall advisor command. What do they do?
"recall" will recall one of your units, just as if you do it yourself inside the game. If no unit matching the filter is found (in this case, any unit who has the "advisor" role), then nothing happens.
In the specific case above, it simply will first tag one of your units as being the advisor, then automatically recall it. The idea of the original campaign author was that it is nicer if one of your own units talks to you, than having the narrator talk - but it's not a feature that is terribly useful otherwise.
Nothing else, that's what the team name is for. Everyone on the same team is allied.How do I create two different teams that will work together? For example:
Team 1:
Side1: Elves
Side2: Dwarves
Team 2:
Side3: Orcs
Side4: Undead
If they both have the same team name specified, will that do it? Or do I have to do something else?
Yes, it's very incomplete, the original idea being that CampGen shold be self explanatory. CampGen got much more stuff by now than the initial design, so especially the events editor is not self explanatory at all anymore. Feel free to expand the tutorial if you find out anything useful, or fix the current text where it is unclear or outdatedP.S. I have checked the tutorial, it doesn't give me any helpful information whatsoever. So please don't post asking me to check the tutorial.
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- Joined: June 12th, 2006, 6:20 pm
Is there any way to detect in the event editor what difficulty is set with a particular command? And is there a way to define teams in the event editor? I know you can do limited things with both difficulty and teams outside of it, but I'm modifying all that mid-scenario, so the starting teams won't help.
No, but should be easy to add, best to file two feature request with details what you need.greywolfexcel wrote:Is there any way to detect in the event editor what difficulty is set with a particular command? And is there a way to define teams in the event editor? I know you can do limited things with both difficulty and teams outside of it, but I'm modifying all that mid-scenario, so the starting teams won't help.
For team, I'm not actually sure what you mean, but I can add support for e.g. the [gold] tag.
And for difficulties, I think I can simply add something like:
#ifdef EASY
[set_variable]name=difficulty value=0[/set_variable]
#endif
And then you can check that variable in [if] tags.
CampGen 0.20 has been released.
See here to read about changes: http://www.wesnoth.org/wiki/CampGen/OldVersions
And here to download for Windows, OSX, Linux: http://www.wesnoth.org/wiki/CampGen
See here to read about changes: http://www.wesnoth.org/wiki/CampGen/OldVersions
And here to download for Windows, OSX, Linux: http://www.wesnoth.org/wiki/CampGen
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- Posts: 47
- Joined: June 12th, 2006, 6:20 pm
CampGen 0.21 has been released, with lots of bugs fixed and some new features implemented. Enjoy!
Download (get either Windows/OSX/Linux one): http://www.wesnoth.org/wiki/CampGen
Changes since 0.20: http://www.wesnoth.org/wiki/CampGen/OldVersions
Report bugs: https://savannah.nongnu.org/bugs/?func= ... up=campgen
Download (get either Windows/OSX/Linux one): http://www.wesnoth.org/wiki/CampGen
Changes since 0.20: http://www.wesnoth.org/wiki/CampGen/OldVersions
Report bugs: https://savannah.nongnu.org/bugs/?func= ... up=campgen