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[Obsolete] Artemis Map Tool (ver.

posted Mar 26, 2012 11:03:21 by Hissatsu
I have made a fully-capable mission editor that incorporates space map tool. Get it here


This is a sort of "map editor" for Artemis. Requires .Net Framework 4.0

It allows you to load objects from mission xml file, change them / add new.
You can edit anything and everything (that is inside <create> tags)
When you are finished, it provides you the XML code to put into your mission to create those objects.

Instructions included inside. Screenshot attached.


Download Link:
(fast download without any captcha or other nuisances)
File hosting:
(for those who are affraid of sites that end with .ru because of cold war propraganda =)

PS: This version is semi-final, in that it supports editing of all objects from <create> tags and all their attributes (except the mystic "hulltype" that is probably just a typo). Once i'll have more time to work on it, I hope it will evolve into a full mission editor (supporting editing of all other possible statements and causes within <event> and <start> tags of the mission xml file).

Source code:

[Last edited Apr 23, 2012 07:00:44]
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16 replies
edmundrw said Mar 26, 2012 11:20:02
What a hero you are! I will play around with this tonight.
EvanHawman said Mar 26, 2012 18:52:41
So I opened it but all I could do was open vesselData.xml and then highlight a ship selection. All other options were grey. I couldn't place a ship through clicking on the map, double-clicking on the map, or double clicking on the ship design I wished to place.

That said, from your description this kind of thing is exactly what we need and you should definitely continue work on it!
Hissatsu said Mar 27, 2012 05:07:26
You place ships/objects by clicking numbers 1-8 (only 3 and 5 work now) while pointing on the map. Just like in Module_3_bases.

If you have placed (using numbers) an object and selected it (a red arrow/white dot is present and a white square around it, like on screenshot), and it says "1 object selected" (or more) in the bottom right, you can now add hullkeys, racekeys etc to it, name it, etc.

Checklists and textboxes become "Enabled" (possible to interact with) only when you select something.

"Apply" and "Discard" buttons become non-gray only after you make some change to the object's properties.

PS: After you understand how to do what you couldnt understand, please tell me where in my Instructions.txt i missed something or was misleading. I thought i explained all basics on how to work with the program in the attached instructions file. But english isnt my native language and i was writing the instruction file in haste so...
[Last edited Mar 27, 2012 05:25:52]
Hissatsu said Mar 27, 2012 10:19:48
New version 12.03.27

* now you can add: station, player, enemy, neutral, anomaly, monster
* now you can set properties first (with nothing selected) and then spawn an object - it will have the properties assigned to it
* now spawned object is automatically selected, deselecting whatever was selected before. If you hold shift while spawning, it will be added to the selection instead.
* now you can clone already existing objects by selecting them and then spawning a new object
* now it will comment in the XML file which create statements are illegal (and will crash the server when it tries to execute them) because they are missing required fields like name for stations
* now property windows will be disabled if they are unappropriate for current selection (like, if you select a monster - hullkeys, racekeys and fleetnumber will not be available)

Updated links in first post.
ThomRobertson said Mar 27, 2012 21:14:59
Very cool!
Creator of Artemis
Hissatsu said Mar 28, 2012 10:44:40
New version 12.03.28

* now supports everything from "named objects" create statement (can create everything except nebulas, asteroids, mines)
* hotkeys to move objects and save changes
* you can import objects from existing mission xml file (havent tested this thoroughly yet, but seemed to work on all stock Artemis missions)

Can someone tell me how hullID and hulltype work? Supplied txt file says that hullId is used to specify exact ship ID, but then doesnt list hullID in the attributes for create node! hulltype is present there but it doesnt seem to work for me (tried hulltype=5003 didnt get an executor to spawn)

Is hulltype a typo or is it actually a parameter that does something? Is hullId obsolete (and to be removed in future versions) or is it a valid attribute when you want to spawn a ship by ID?
[Last edited Mar 28, 2012 11:51:58]
Mike_Substelny said Mar 29, 2012 13:17:57
I love it, Hissatsu! Assuming you have no objections, I plan to use it at Notacon9.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
Hissatsu said Mar 29, 2012 15:21:16
I'm a pirate :) Meaning, i am against any form of "copyright" (though i have no problem paying for job well done, like Artemis for example). Meaning, you can use my program, exploit it, "steal" it, break it, profit off it, whatever you like :) I'd be glad if it'd be of use to anybody out there.

Giving credit (where appropritate) is appreciated though :)
[Last edited Mar 29, 2012 15:24:02]
EvanHawman said Mar 29, 2012 16:13:03
This just popped into my head.

[Last edited Mar 29, 2012 16:13:30]
Hissatsu said Mar 29, 2012 16:54:33
Hehehehehehehehe :)
EvanHawman, were you able to resolve your issues with the editor? Does it work all right now?
EvanHawman said Mar 29, 2012 17:01:27
Yes it does. I derped hard and quit reading as soon as I ended the "instructions" section, completely missing the stuff about the hotkeys. It was totally my fault.

Btw, this stuff is amazing! Keep it up!
Hissatsu said Mar 29, 2012 19:37:01
New version 12.03.29 + 12.03.30 + +

* object's Y position is now displayed graphically, you can change this in Settings
* mousewheel now moves objects on y axis (+ctrl moves em faster)
* ditched checklists and textboxes for a propertyGrid, editing object properties's supposed to be easier now
* added context menu to the map
* added option to move objects to the end or to the beginning of the object list (in context menu)
* added object list, you can now select/deselect objects from a list instead of clicking on a map
* added support for hullID property
* can now edit any object the game can <create> - named and nameless
* new hotkeys
* no more "flickering" of the map
* selection rectangle is now shown

This is going to be it for a while. I'll only update it if some bugs are found. When i'll have a load of time at my hands again, i'll redo this into a complete mission editor. So far, hope it will be of use to somebody :)

PS: EvanHawman, yes i understand instructions are probably not very well written right now, lack of in-program help doesnt do any good either. But first priority if the functionality right now.

When it can edit missions as whole - then i'll make it all fancy, customizable, and with many help tips etc...
[Last edited Mar 31, 2012 13:31:31]
Hissatsu said Apr 05, 2012 19:12:09
I'd like to give an update on the progress. I have finished my damn study and paper (i'm a "candidate" now, its like an equivalent of PhD) so i can get back to work on the editor :)

I'm making the complete mission editor right now. I thought about not inventing the wheel and going with an interface made by professionals: i'm trying to mimick Starcraft II editor's event interface.

Here is how it looks:

You can add folders for the events and commentary (and folders inside folders etc) so you can have your mission structured and all tidy, when you select an event, you can see its details - if's and actions on the right, and edit them in a very comfortable way (basically you see it in plain text and click, or use hotkeys, to change parts of the text, like, you click on timer name and you can chose any timer used in the mission or make a new name).

You will be able to open any event's create statements in the space map editor, edit it there, and then apply changes to the event in the mission editor.

Well, thats all i have to say for now. Tell me if you got any feedback or ideas, since i'm making this for those guys who write missions (and i am unfortunately not a good writer myself, though i did some modules for target practice of my crew but thats it...) so i'd love to hear what you want implemented, what you feel as useful or not-so-useful for the purpose of making missions, etc etc.
[Last edited Apr 05, 2012 19:28:34]
ThomRobertson said Apr 22, 2012 17:28:51
This looks amazing, Hissatsu!
Creator of Artemis
Mike_Substelny said Apr 23, 2012 02:31:58
Fantastic, Hissatsu! I haven't tried it yet but I will this week.
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
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