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# 1
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Campaign Menu Item Mod (currently v0.62)
Campaign Menu v0.62
Created: March 2004 by Mikail Last updated: 9/11/05 Homepage: http://isometricland.com/homeworld/homeworld.php Discussion: http://forums.relicnews.com/showthread.php?t=29956 ========================================================================== INTRODUCTION This mod adds a "Campaign" menu item to the main menu enabling you to select a single player campaign and mission to play. Currently, the Ascension and Tutorial campaigns are listed, as well as the Postmortem campaign, which is included. The Postmortem campaign was created by following WyvernNZ's SP Campaign tutorial. Here's a link to the tutorial: http://forums.relicnews.com/showthread.php?t=21997 DOWNLOAD http://www.geocities.com/Area51/Qua...4/homeworld.htm INSTALLATION Extract this archive into your "Homeworld2\Data" directory. Copy the included shortcuts to your desktop. ========================================================================== CHANGE LOG v0.62 * Added a 12th mission. In this mission, the CPU player behaves just as it would in multiplayer/skirmish. v0.61 * Moved campaign data from "ModCheckList.lua" to "CampaignScreen.lua". * Moved mission data from "ModCheckList.lua" to each campaign's ".lua" file. * Removed "ModCheckList.lua". * Made menu generation more automatic by reading mission titles and descriptions directly from each campaign's ".campaign" file. * Mission thumbnails now have to be listed in each campaign's ".lua" file. * Added several new missions to the "Postmortem" campaign. * Most recently played mission now selected by default. v0.5 * Initial Release TO DO * Figure out how to get rid of the "Tutorial" and "Singleplayer Game" buttons. * Make it so that the list is initially scrolled to the selected mission. Last edited by Mikail : 5th Dec 09 at 7:32 PM. |
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# 7
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Update to v0.61
I've updated the mod to v0.61.
CHANGES IN 0.61 * Level descriptions no longer have to be specified explicitly. The mod now reads the necessary information directly from the "*.campaign" files. * The file "ModCheckList.lua" has been removed, as it is no longer required. * Added several new missions to the Postmortem campaign. * Can't remember what else... Double Post Quote:
Can I execute this from within a LUA file? Won't it cause problems if there are two instances of HW2 running at the same time? Last edited by Mikail : 27th Sep 04 at 4:51 PM. |
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# 8 |
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Guest
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@Loki: I think this is for choosing custom campaigns created by modders
@Mikail: some link to files on your page seems to be dead. Specifically, "Map Thumbnail Replacements 1.2", and "Campaign Menu Item Mod 0.61", the URL of the latter says "...CampaignMenu_v0_91.zip", shouldn't it be version 0.61? Can you fixed that please? btw, what is this "Postmortem campaign"? |
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# 9
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Quote:
Fixed. Thanks for telling me! "Postmortem" is a continuation of WyvernNZ's campaign mod, which is an implementation of the "Postmortem" tutorial found in the Relic documentation. |
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# 11
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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I've been thinking about a random campaign generator (all done in LUA)...
You'll notice that the Postmortem campaign in my mod has many missions, with each mission requiring that a separate action be done in order to complete the mission. I've been considering how these "parts" might be assembled into a whole. But, the solution hasn't presented itself, yet. There would need to be an unbalanced, player-vs-computer map generator, as well. I had another thread discussing this, elsewhere, but without the search function I can't find it! |
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# 14
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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I've tried experimenting with the 'execute' function in order to get another instance of Homeworld running, except with the desired campaign and level. But, so far I havan't had any luck. Maybe I got the syntax wrong. Any ideas?
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# 15
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Member
Join Date: Nov 2002
Location: Netherlands
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Mikail...
I don't think you can use the statement directly.. Since it would obviously create a second hw2.exe But could it exit the current HW2.exe and start a new HW2.exe with the new custom parameters to fit the selected campaign... Here by I will also like to donate my current campaign.. Which I created together with WyverNZ (he ain't around much anymore) and I stopped working on it and thus lost interest, because I hit a AI problem I couldn't fix, after many defferent attempts... (also the lack of interest in the community for editing SP campaigns is a problem in helping finding anwsers, and the Devs are mostly working on DoW now) PastRelics DEMO 0.99c BETA I stopped working on 4 months ago... But should somebody could help me on the AI fix then I will probably start working on it again... |
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# 18
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Member
Join Date: Nov 2002
Location: Netherlands
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Hmm, had a detailed description at an old thread...
In general the Ai is meant to assault the player... I had an incomming fleet which was scripted to move/attack the player (several different commands used)... The commands weren't carried out... Modding the ai also doesn't work.. Second the AI doesn't do anything untill you attack them.. The are only resourcing, after an attack they will start to pruduce ships... |
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# 19
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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Could you be a liitle more specific about what it is that you want? You're still being kind of vague.
A) what is that you want them to do,... B) what is that they are doing,... C) what is it that you can't get them to do. In my experience, they will build ships regardless of whether you attack them or not. Also, if you set their tactics to aggressive, then they will eventually attack you. They won't be as aggressive about controlling the map as they are in multiplayer, though. |
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# 21
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Lost in the Web...
Join Date: Jun 2003
Location: %HW2_ROOT%
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I was able to get the AI to behave the way it does in multiplayer, so I added another mission featuring this, and updated the mod to v0.62.
(At some point previously I had made four additional missions and added them to the campaign. However, I seem to have misplaced them, as they weren't in the archive last time I checked.) |
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