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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]
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171 replies
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DwayneShaffer said May 19, 2012 04:17:26
Hissatsu 1st i like to say I love this mission scripting it make thing alot easier and quicker. I was just wondering is there a way to create boxes and sphere using this program.
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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aodendaal said May 19, 2012 14:19:52
This looks like a great tool! It loaded my previous mission with no hassle and I think the Space Map is going to make it a lot easier to develop missions for, without having to load the game each time to see if the coordinates are right.

I especially like that it shows where I was using a depreciated function and suggests a newer one.
hobbyist game developer
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Hissatsu said May 20, 2012 20:11:25
2 Mike:

As for converting to commentaries, its done for nodes and will be done for statements. I understand this is important and will be done.

As for not recognizing, what do you mean? I do have those in "All objects" in add, set or copy statement.

2 DwayneShaffer:

Erm... sorry i think i dont understand.

If you mean "if_inside_box" etc statements - yes you can edit them on space map, use Ctrl+F2 or right click -> Edit statement on space map. You can edit anything that specifies three coordinates or boundaries of space object on a space map (things like "add ai point throttle"...)

Or do you mean something else?
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DwayneShaffer said May 21, 2012 01:22:05
Sorry for not clarifying what I meant. Yes I was referring to the "If_inside_box" statement I don"t know were the statement is located in the editor. I am probably just missing it. Or do I have to manually add the statement in.

Thanks for the quick response.
[Last edited May 21, 2012 02:13:53]
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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Hissatsu said May 21, 2012 06:29:59
The statement is called "object is located" and from there you can chose inside/outside sphere/box. Or edit everything on space map.

My editor supports all statements that the mission scripting language has. But some of them are called differently, which probably can confuse people who used to write scripts by hand. However, i do think that in the long run, this way is better - you dont have to chose from "inside_box" or "outside_sphere" - you just specify that you need to check for object location, and then chose wether you need a box or a sphere, inside or outside...
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Hissatsu said May 23, 2012 17:43:45
New version 12.05.23.1

* Added ability to enable/disable events
* Added ability to comment/uncomment statements

* Fixed bug (timer names from if_timer_finished conditions were not included in the dropdown timer names list)

Mike, please see if this helps you with "commenting parts of missions"
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name4026 said Jun 04, 2012 16:45:45
Hi! I've been using the Artemis Mission Editor, and it's a fantastic piece of work: makes mission scripting much easier. But I've got a bug to report, I'm afraid.

I was having some trouble while working on some code to do with Damcon teams, and I discovered that the Mission Editor is using "index" instead of "team_index" for the if_damcon_members condition.

It's probably pretty easy to fix, but I thought It'd be worth reporting, since no-one else seems to have mentioned it yet. I'm using v120515.1, btw.
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Hissatsu said Jun 04, 2012 17:45:32
Thanks, fixed! Dunno how i missed that.
Get the lastest version and it will work correctly.
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DwayneShaffer said Jun 07, 2012 08:18:54
Hissatsu quick question is there a set number of ships that can be loaded in to the hull id drop down menu for the editor if so is there any why to fix it so it is unlimited?
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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Hissatsu said Jun 07, 2012 09:17:25
Hmm, are you asking a theoretical question or are you having a problem with the editor?
Ships are loaded into that list from vesselData.xml. There should be no limit at all, save for your computer memory (but then it should allow you to load thousands before you run out of memory).

If you have any particular problem, where not all of the vessels from the xml are shown, please provide a screenshot, so i can understand what exactly is happening.
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DwayneShaffer said Jun 08, 2012 04:26:51
Sorry it was my error nothing to do with the fine editor that you have made. One little error in the vessel data of one ship. I forgot to add the X cord. for one of the ships and the editor was picking up on it. even the build in checker of my xml program didn't catch it. Love this editor.
[Last edited Jun 08, 2012 05:54:14]
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
avatar
Hissatsu said Jun 08, 2012 07:07:18
Hmm, you forgot to add an attribute? Meaning you specified y but not x coordinate for something? It should have still parsed the file all right (and anyways, coordinates arent used by the editor currently). Everything else was still in place, right, and xml file was standart-conformant?

Could you please send me the file with that coordinate missing (if you still have it) so i could check what was the problem?
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DwayneShaffer said Jun 08, 2012 12:08:27
The corrected code:

<vessel uniqueID="6002" side="6" classname="OldBaseStar" broadType="carrier">
<art meshfile="dat/bsg_mod/msh/COB.dxs" diffuseFile="dat/bsg_mod/txt/COB.png"
glowFile="dat/bsg_mod/txt/COBGlow.png" specularFile="dat/bsg_mod/txt/COBSpec.png" scale="0.45" pushRadius="1000"/>
<shields front="500" back="450" />
<performance turnrate="0.002" topspeed="0.03" />
<carrier complement="10" />
<fleet_ai commonality="25" />
<beam_port x="0.06" y="-1.16" z="58.64" damage="5.0" arcwidth="8.0" cycletime="8.0" range="500"/>
<beam_port x="8.42" y="61.06" z="0.23" damage="5.0" arcwidth="8.0" cycletime="6.0" range="500"/>
<beam_port x="8.73" y="-60.87" z="0.41" damage="5.0" arcwidth="8.0" cycletime="8.0" range="500"/>
<drone_port x="-7.60" y="-31.58" z="237.31" damage="10.0" cycletime="40.0" range="5000"/>
<drone_port x="6.80" y="29.66" z="237.31" damage="10.0" cycletime="35.0" range="5000"/>
</vessel>

The bad one:

<vessel uniqueID="6002" side="6" classname="OldBaseStar" broadType="carrier">
<art meshfile="dat/bsg_mod/msh/COB.dxs" diffuseFile="dat/bsg_mod/txt/COB.png"
glowFile="dat/bsg_mod/txt/COBGlow.png" specularFile="dat/bsg_mod/txt/COBSpec.png" scale="0.45" pushRadius="1000"/>
<shields front="500" back="450" />
<performance turnrate="0.002" topspeed="0.03" />
<carrier complement="10" />
<fleet_ai commonality="25" />
<beam_port x="0.06" y="-1.16" z="58.64" damage="5.0" arcwidth="8.0" cycletime="8.0" range="500"/>
<beam_port x="8.42" y="61.06" z="0.23" damage="5.0" arcwidth="8.0" cycletime="6.0" range="500"/>
<beam_port x="8.73" y="-60.87" z="0.41" damage="5.0" arcwidth="8.0" cycletime="8.0" range="500"/>
<drone_port x="-" y="-31.58" z="237.31" damage="10.0" cycletime="40.0" range="5000"/>
<drone_port x="6.80" y="29.66" z="237.31" damage="10.0" cycletime="35.0" range="5000"/>
</vessel>

This one line was missing x=" "

<drone_port x="-" y="-31.58" z="237.31" damage="10.0" cycletime="40.0" range="5000"/>
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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Hissatsu said Jun 08, 2012 14:06:38
Ah i see. I expected to have a float there, and not finding one made the whole vesseldata.xml parsing algorithm to halt and spit errors, right?
What do you think, should it work as it is now (essentially helping modmakers find errors in their vesselData.xml files) or ignore mistakes (allowing to use vessel in mission as long as race/hull information was parsed)?
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DwayneShaffer said Jun 09, 2012 06:05:49
Yes I would leave it like it is if this did not happen it might have taken me a while before even realizing that I even had an error like this. It is what made me double check the vesseldata.xml. I was able to narrow down the problem by moving around some of the ships at the bottom of the xml and deducing that it had to be an error on my xml.

Ex: when I move the oldBattlestar code down the all the ships that were above it showed up in the editor that's how was able to determine which ship it was. After taking a closer look at the code for it, was able to figure out the problem and correct it.

Thou it might be nice to add this info to the help menu so if it does happen the mission writer would know what the problem was and be able to correct it.

Thanks Again
Dwayne Shaffer C.O.
Vidar GSR 3701
C.D.F. 7th Fleet
http://vidar-gsr-3701.webs.com/
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