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Question about using objects and people in the danger room

Started by JLAfan2001, October 23, 2008, 03:35:15 PM

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JLAfan2001

I had the idea of re-creating the mutant massacre story as a short misson in the danger room. Is it possible to add the morlock meshes that I have as non-player background characters? Is it possible to add objectives in the danger room? I would like to request help on installing Tommyboys objects of power in danger room missions too please and thank you.

Previsionary

yes it is possible. You just need to set them up as civilians in ffedit and they'll just hang out in the background and run from danger. No, you can't add objectives in the danger room as far as I know. Installing which of tommy's objects? All those details are probably in the readme, no?

What you probably should do is go the ezscript route rather than coding/writing skirmish missions.

JLAfan2001

I've never used the FFedit before so I am not sure how to set them up as civilains. Any help? The objects that I mentioned are the twelve objects of power from the JLA/Avengers crossover found on Tommyboys site. It does say where to put the files but I don't know how to get them set up as objects for a danger room game. I'm guessing I might need FFedit for this too (and some help). I would like to use the EZscript but I'm told it's for FFvTTR and I'm using FF1 (forgot to mention that).

Previsionary

there's a tutorial on using ffedit and adding characters in the tutorial thread. It is also explained more thoroughly in Irrational Games's modding faqs which you can find on freedom fans or on your HD once you install ffedit. Also, yes, you will need ffedit to add new objects to the game.

For objects:

Open ffedit (make sure the correct game you're adding the objects to is selected)
Go to the templates tab
Click New and name the new object
Select the correct class
Select the material
By "example nif", click the browse button and find the object nif you want to add.

Save.

Advanced:

You can set up a few more attributes by changing the attribute overrides.

See:



As far as your scenario, I haven't played with FF1 in a few years, but I don't think you can make that scenario in FF1 as precise as you may want it. You can add objects and morlocks to your hearts content, but you won't have any of the story value, unfortunately.


*the gems you see above are tiobe's version, not tommy's...just for credit's sake*

JLAfan2001

OK. I have followed the instructions above and managed to create a couple of objects (as far as I know). When I go to play in the danger room and want to play the "walk in the park" map, how do I import the objects or characters I have created to be part of the map? I would like to do what you mentioned before. I want to import the morlocks into the map and have them run away at the sign of danger. I know doing it this way loses the story but it's a start. I would like to eventually learn how to make a mod but the scripting (and some tutiorials) look confusing.

catwhowalksbyhimself

When you set up the morlock hero stats in ffedit, set the AI to civilian.

JLAfan2001

Would setting them up as a civilian automatically import them into a danger room scenario? When I play the danger room maps, it doesn't give you any options on selecting what objects you want in the game. So how do I tell the game I want these specific objects in this danger room map that I want to play? I want to set up the sewer map in FF and I want the morlocks as part of it so when I select the map in the danger room, the morlocks are there as civilians. Thanks for the tip on creating objects and civilians but I am unclear on how to bring them into a game. Sorry if I sound like an idiot on this subject but I am fairly new to the whole FFedit thing.

catwhowalksbyhimself

Open up the map in the editor and just place the morlocks in random locations on the maps.

JLAfan2001

I've installed the sewer map and createad a morlock as a civilian. Now when I try to open the edit in-game tab to open the sewer map I get this message:

leveledit.exe - Application eror
The instruction at "0x7c911563" referenced memory at "0x00000038". The memory could not be "written"

What does that mean. I have also been trying to follow a tutorial for making a mod in the tutoruial section and I get a similar message.

GogglesPizanno

Just a thought, check and see if the map folder and its contents are set to "read only"

qazwsx

You do not need to set them up as Civilians. Simply put the "allies do not fight" or "allies do not move" actions in your encounter. Oh wait, are you not writing a story with EZscript? I've been tackling this myself, but got caught up with ambition and the mod will take a while.

JLAfan2001

I get that same meaasge no matter what map I try to edit. I'm not using EZscript. I'm using FFedit whaich is atrating to become FFannoying. Here is a basic breakdown of what I'm doing:

I've placed the sewer_system folder in the missions folder
I've placed the tectues__sewer_system folder in the art/library/area_specific folder
I click on the missions tab in FFedit and load the missions file in the sewer_system folder
I click the edit in-game tab and get an error message

I did notice that there is no level.txt for this map. The layout file line in the missions tab says:

C:\Program Files\Irrational Games\Freedom Force\Data\Art\level layout\17_Destruction_Production\17_Destruction_Production\level.txt

There is no folder named 17_Destruction_Production in the level layout folder. Could that be the problem?

GogglesPizanno

Shouldn't be, the level layout files only become an issue if you make changes to them and try and reimport the layout. If you are just trying to open a map and edit it, it should have no bearing.

Is this being done for FF1 or FFvTR?
And does the sewer map work in game if you play it in a regular rumble room session?

JLAfan2001

The map is for FF1 and I can play it in the danger roon fine. I tested the map before I went through all this. I want to open the map to add the morlocks as civilains as mentioned in one of the previous replies. Then when I load the map in game, the morlocks will be running around while the x-men are beating up the marauders.

Previsionary

do you have SP2 installed? IIRC, SP2 and the map editor don't get along all that well. If not, you should try to open another map just to see if the problem is program related or map related.

qazwsx

Quote from: JLAfan2001 on October 24, 2008, 06:12:32 PM
The map is for FF1 and I can play it in the danger roon fine. I tested the map before I went through all this. I want to open the map to add the morlocks as civilains as mentioned in one of the previous replies. Then when I load the map in game, the morlocks will be running around while the x-men are beating up the marauders.
Haha that would be hilarious, running around like bloody chickens!

JLAfan2001

I believe I have SP2 but I have installed the FF patch 1.2 and 1.3. I thought that was supposed to take of the quarrel between the two. I've also tried opening other maps and they are having problems as well. So I guess this program related. Is there another patch for this?

Previsionary

nope. The patch lets the game work with SP2...it doesn't do anything for the tools.

catwhowalksbyhimself

Yes, I've seen that error too.  It is indeed the conflict between SP2 and FFEdit.  The patch does not effect FFEdit, so your only recourse is to get someone to do it for you.

JLAfan2001

Thanks, Bill Gates. I guess I won't be trying to make mods or map edits anytime soon. Is EZscript compatible with SP2 or do I need window vistamillenium9598XPABCD for that?

qazwsx

I'm not sure if there's an EZscript for :ff: actually. Initially I thought you had the third reich. But yes, for what you're doing you won''t have to use FFedit with Ezscript if you don't want to. I suggest you get  :ffvstr: so you can play my awesome mod when it comes out :lol:

Previsionary

no ezscript isn't for ff1 as the OP himself pointed out several posts ago. Ezscript should be fine in SP2. FFVTTR is fully compat in sp2 actually so you should see if you can pick it up since it's only...5 or so bucks. Just make sure to avoid the Digital Jesters version if you don't live stateside.

JLAfan2001

Yeah, I guess I'll just have to bite the bullet and get it some time soon. I just don't like the idea having to manually install the FX. The EZFX pack for  :ff: has 900 while the pack for  :ffvstr: has only 180. I would also have to convert the sewer and x-mansion map over to make it playable. On the plus side, I couls use EZscript and play benton's DCU mod. Actually, can existing mods like the teen titans or JLA be converted to :ffvstr:?

Previsionary

That's a lot of work to do and I wouldn't suggest it to a person new to modding. besides, a good deal of the maps are already converted to ffvttr thanks to goggles and Ren's map packs. FX aren't all that hard to install, but yeah, you will have to manually install most of them since there isn't a dat file out there with most of them installed (like the ff1 days) and ezfx most likely will not be updated any time soon.