Is it still possible to run a mission whilst in the editor ? I tried just now and the map loaded but the .dll didn't run , or can you only edit maps in the editor now ?
I liked being able to study what the AI was doing by viewing them in shift - F9 mode I found it quite useful for diagnosing problems with custom missions , if this feature is no longer available it's gonna make things a little more difficult .
If you can still do it would someone mind telling me how please .
DLLs don't work right in the editor because they are linked for use with bzone.exe, not bz2edit.exe. I think it is possible to change that in the DLL, but I am not positive.
This is something that probably needs addressing then. I understand why the editor was seperated from BZone.exe, and is lower priority but surely it should still be fully functional. To be honest I still edit in 1.2 cos my custom configs are all broken in 1.3 - just haven't gotten around to making new ones yet - rather be usin the editor than configuring it ;)
From my understanding it has to be addressed from the DLL side. AKA, tell the DLL to link to bz2edit.exe while using it in the editor, then link it back to bzone.exe when you are done with the map.
This might be a phenominally stupid question but can't we rename bz2edit.exe to bzone.exe while editing? Rename both files back to their real names afterward?
-Av-
I have no clue. Never tried it. Might work. Might not work.
Why doesn't someone try it and tell us?
I would but I'm working on straightening out my CCA pilot. I think he's been hitting the rocket fuel, he's walking like a drunk hippo... :)
Which reminds me. The Editor now takes forever to build objects if the MSH isn't present. Don't think you're locked if it goes off to la-la land for awhile when making a bunch of MSH files.
AND...
The Editor will build a new MSH file based on file creation dates. If the XSI is newer than the MSH it'll make a new MSH, saving you from flushing the BIN directory each new build. I THINK this only checks the SKEL or top level XSI, though. If you're having trouble with an object with multiple XSI's it might still be a good idea to flush the BIN directory.
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Now THAT is neat.
Whut? That CCA Pilots dring Rocket Fuel?
:lol:
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well this is a bummer I've got missions that work perfectly fine in 1.2 but are giving me trouble in 1.3 and I'm having a lot more difficulty tracking down the source of the problem .
I hope things can be altered for 1.3 final , I really do , or I may have to reconsider the singleplayer campaign for FS .
Seems like a hammer to crack a nut scenario , I know the editor was removed from the main .exe to prevent MP editing , but this practice has only ever been carried out by a very small minority , it seems a little unfair to punnish the many modders of this game because of the indiscretions of a very small minority .
This is what I wanted to ask just now, but I saw this topic.
I don't know how place a custom unit in 1.3, and I have a new race to finish!!!
HELP ME!
I remember someone suggesting that the two exes bzone.exe and bzedit.exe should have their names switched so you can edit the map and still run the dll at the same time. I think the person said the trick worked. I would test this myself but my computer is dead so I won't be able to test it until next week, hopefully.
Whut? That CCA Pilots dring Rocket Fuel?
Yeah man, that military grade hi-octane hoot will keep you nice and toasty on those long lonely Europa nights. Can't taste worse than vodka anyways :P
lol..
I think we've finally figured out WHY the Golems sound like that...
"CRRRRRUUUSSSSHING ENEMY." 'hic'
I think the ISDF Constructor is tipping a few, too... :)
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I've contacted BSer with regard to the editor issues and has said he will look into it , he has suggested some things to try , I'll test them and see if they work .
Any information whatsoever regarding this problem will be of help , let's hope we can figure something out . :D
I'm starting to suspect that bz2edit.exe simply cannot run the DLLs, no matter what you do in the code.
Has anyone had any first-hand success at getting the editor to run the DLLs?
I tried and little or no response form DLL's Of course Multiplayer dll's need network vars and stuff, but I would have atleast liked to see IA and SP maps play.
Nathan actually answered on my same questions a few beta builds in the past.
His answer was that the dll has to be linked to bz2edit.exe instead of bzone.exe
This couldnt be done via dll scriptor so I could never try it.
So I asked him if the rename trick might work. and thats where he answered, it might. So I tried that and no, it didnt work, as I thought I had posted already but it seems not.
so there :)
I might go and try linking the c++ instant dll to bz2edit.exe just to see if it works. has anybody attempted that yet?
(yes I am learning c++ for bz2...)
I did try to relink it to bz2edit, unfortunitally the actual editor is saying the dll is not being run, ergo I am not sure if it is even being loaded, it may be loaded, just not executed, even the script run id (which I think belongs to the dll) is set to a FALSE state in the editor. I do think it is being loaded, but there might be a command or something to execute it...
/noscript & /nodll are run automaticly in the editor most likely what is cuaseing not to run.
And I have as of yet not been able to figure out how to turn it back on...
what does mission.run do? Could it start anything?
In the editor, just press CNTRL~E and you should go ingame. I have tried this with 1.3
He wants the dll to run as well. Currently the dll's do not work when you use the editor.