Members | Sign In
All Forums > Mission Scripting
avatar

Artemis Mission Editor (old topic, up to ver. 13.01.11.1)

posted Apr 19, 2012 15:41:59 by Hissatsu
Greetings!

This is a complete Mission Editor environment for Artemis!
It provides GUI interface for editing the mission, adding and editing objects and conditions on a graphical space map, editing commands and conditions as statements presented in plain english, and more...

This program will allow you to:

- Create and edit missions in a Windows Forms interface
- Edit your commands and conditions in a graphial user interface with dropdown input suggestion, context help and lots of keyboard hotkeys for fast operation
- See and operate mission conditions and statements as plain english text, meaning you dont have to study the help files to know what commands or conditions are available to you or what the exact command or condition you encountered in mission file will actually do in game, you just chose commands or conditions from the list, and see everything in plain english, like "Create enemy at point (x, y, z) bearing 35 degrees with name..."
- Structurize your mission's events into folders, making it MUCH easier to navigate bigger missions
- Convert deprecated statements (like "direct") into their new versions (direct => add_ai point_throttle/target_throttle)
- Edit "create object" statements in events and start blocks using a graphical space map, which termendously helps positioning objects around
- Edit coordinates / spheres / rectangles on space map too (used in statements like direct, add_ai, if_inside/outside_sphere/box, destroy_near,...)
- See the logic flow and event dependency (which event triggers which event or requires which event to be triggered, etc.)
- Quickly find errors in your mission, like missing attributes that will crash the game, etc.
- Use all the quality-of-life features you expect to have. Copy/paste (you can even copy/paste to/from a text editor), undo/redo, autosave into a separate file so you dont lose unsaved work in the case of unexpected shutdown, smart find/replace, etc.
- Tweak it to your liking by modifying an extensive settings list.

You can find instructions, tutorial videos, latest version download links on the artemis wiki:
http://artemiswiki.pbworks.com/w/page/53389687/Mission%20Editor

Screenshots:




I am currently taking a break from Artemis, so I dont think I will develop this program further anytime soon. I will still make sure to visit this thread at regular basis and fix all bugs found, or update the editor to work with new Artemis versions, so please keep the feedback coming!

ATTENTION: If anyone would like to take over this project, to develop the editor further, I would gladly share the source codes (VS2010 C# project) and explain the inner workings of the code I wrote.

The new topic for this editor is here http://www.artemis.eochu.com/?page_id=28#/20130130/artemis-mission-editor-2347979/ as it is now updated by RussJudge
[Last edited Jan 31, 2013 07:47:42]
page   first prev 1 2 3 4 5 6 7 next last
171 replies
avatar
dhmholley said May 05, 2012 00:24:19
Hissatsu, my hat is off to you sir. This is an incredible tool you've created.
The unofficial Artemis Wiki - your handy reference guide to just about everything.
avatar
Hissatsu said May 05, 2012 05:35:01
Glad to hear that! :)

If you find it useful, please tell me how i can improve it further. Tell me if you find something that is awkward to do. Tell me if you find something that you'd really love to be able to to but you can't. Tell me if you have to constantly do some monotonous repetitive action that could be merged into one button. And of course, tell me if you find some bugs.

And maybe advise this tool to your friends who make missions if you have some.
[Last edited May 05, 2012 07:26:40]
avatar
Hissatsu said May 05, 2012 10:58:04
I have moved version history, download list and everything to the artemis wiki. I will update that page with links to new versions from now on, leaving this topic only for discussion and questions.
http://artemiswiki.pbworks.com/w/page/53389687/Mission%20Editor
avatar
edmundrw said May 05, 2012 18:04:44
Just watched your tutorial videos, Hissatsu. Can't wait to download and try this tomorrow. Looks like you've done an incredible job. I don't think it will be long before a wave of new missions starts rolling in.
avatar
edmundrw said May 07, 2012 17:54:44
Apologies if I'm missing something, but I have installed the latest version of Artemis and v12.05.05.1 of the mission editor and I can't seem to access the Space Map. In the videos it appears to be a menu between 'Edit' and 'Tools' but in the screenshots and on my version (downloaded here), it is not there - nor can I find it by right clicking on any create statements.

Have I downloaded the wrong version? Or is there something else I need to do; is the Space Map a separate program?
avatar
edmundrw said May 07, 2012 19:19:25
I tell a lie, I can actually get to the Space Map if I right click
avatar
Hissatsu said May 07, 2012 20:04:35
I am sorry if this is confusing, but I decided to remove most functionality that is specific to the left or the right tree view from the main menu. Do you think it should be there?

Or maybe i should make new set of videos that show the new version and explain all the features in a logical, not chronological order...
[Last edited May 07, 2012 20:11:50]
avatar
edmundrw said May 07, 2012 21:39:11
I have got to grips with this now, it makes sense to place things on the map by clicking 'add objects to map' within the statement. I'm not sure how I missed it when I first looked. I guess I was just thrown by it not being on the main menu. A new set of videos is probably not necessary just for that.
avatar
dhmholley said May 08, 2012 12:14:35
As far as UI goes, redundancy in ways to select options is always good.

Having stuff duplicated in the main menu is good because people will expect to see a comprehensive list of options there, while they'll expect to see contextual options in the main body of the application itself.

I'm writing a new mission over the next couple of weeks, so I'll give you some feedback once I've seriously sat down with the tool.
[Last edited May 08, 2012 12:15:18]
The unofficial Artemis Wiki - your handy reference guide to just about everything.
avatar
Hissatsu said May 09, 2012 19:30:04
Well, maybe you're right, but for example, i have an option to rename selected node, it has hotkey of F2 (since F2 stands for EDIT usually in the interfaces) and same F2 hotkey is used for editing on space map. Showing two actions with same hotkey would confuse people, and showing no hotkey would make them think "since it has no hotkey i can only access this option from here".

I'll think about it anyways...
avatar
Paulus said May 12, 2012 20:29:47
Has anyone had any success installing the editor with Wineskin? I'm on a Mac, and am not even sure where to begin.
avatar
Hissatsu said May 13, 2012 08:10:40
Generally if you wanna run .Net program on Wine, you install .Net framework first. Avbeeri ran my other .Net program just fine - meaning it didnt crash (http://www.artemis.eochu.com/?page_id=28#/20120510/artemis-engineering-preset-manager-ver-120510-2-1570156/) but there were problems with the GUI.

I am sorry but i'm not very skilled at programming GUI's in C++. I tried and the pace at which i was able to produce the program was awful. So, i'm stuck with coding in .Net, at which i am somewhat skilled.

I didnt know its THAT hard to run .Net program on Wine (i heard that Wine emulates almost every windows program that doesnt use some undocumented stuff or rely on windows bugs). I thought its easy. However, now i saw that it cant emulate even the simpliest stuff.

All i can say is that if you know what i can do in my program to make it work better on Wine, tell me and i'll try to do it. So far, it seems that Wine emulates the gui part awfully (once again, look http://www.artemis.eochu.com/?page_id=28#/20120510/artemis-engineering-preset-manager-ver-120510-2-1570156/, you see labels are out of place, but in code i'm just rotating the text by 90 degrees and moving it 1/2 the height of the label, relative to the center of the control, so there should be NO way it can be out of place, but it is, which means... something is screwed with .Net on Wine).
avatar
Hissatsu said May 15, 2012 10:34:17
New version 12.05.15.1

* Added ability to set bg node from the context menu
* Made "Move In/Out" functionality work more naturally (moving in moves into folder on top, if folders are present on both sides, moving out moves node under the folder, not over it)
* Hotkeys for statement treeview will work when focus is on one of expression labels

* Fixed bug - loading a mission from malformed xml cancelled the opening process, but displayed file name as mission name
* Fixed bug - certain combination of actions could screw the selection of nodes (actions like delete would stop working)
* Fixed bug - copy/paste/cut functionality on space map worked when focus isnt on space map, which made it impossible to copypaste inside the property grid
* Fixed bug - angles in create statement were considered integer (while they are actually float)
* Fixed bug - end points of nameless objects were not saved correctly if they matched start points, which made mision unstable
* Fixed bug - quotes were doubled at the end of text message body display
avatar
Mike_Substelny said May 19, 2012 03:11:47
I am using the latest version right now, Hissatsu, and it has helped me find some bugs in "Party Crashers."

I really like it as a programming environment and debugging tool. But here is something that annoys me:

I do not see a way to easily change a code block into a comment and back into a program block. Frequently when I an debugging my code I will comment out some statements and use the process of elimination to find the bug. With your tool I can see the comments, even the raw XML, but I cannot easily change comments into code and vice versa.

Thanks for all your hard work.
[Last edited May 19, 2012 04:29:38]
"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).
avatar
Mike_Substelny said May 19, 2012 03:33:14
Also it is not recognizing the properties deltaX, deltaY, and deltaZ. These are real properties that do work in Artemis.
"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).
Login below to reply: