Ok folks im looking at uploading a bin template file for you all to use so you can do:
Custom briefings
Waypoint names
AI names
Objective text that can be used in events.
Now i should have this template up for you all tommorow ith full instructions on how to use.
chrislew200 Jonathan - 9-24-2005 at 10:44 AM
Sounds great Chrislew200.
You might want to add a warning about using this for coop missions. Cause people that log onto a server running a custom mission, and didn't d/l the
mission, won't see the correct waypoint names, goals, or briefing.
I wound up redoing 3 of my coop missions cause I didn't realize this. Kept wondering why folks were running amuck in my coop missions. Eagle_Eye - 9-24-2005 at 06:02 PM
That's why the bin file template must contain the standard waypoints, and mission objectives if you want to add a briefing, or named locations which
do get sent to all players..
ie..
'[Mission Dialog]'
STRDLGLINE000 = "Alpha 1 is down.";
STRDLGLINE001 = "Alpha 2 is down.";
STRDLGLINE002 = "Charlie 1 is down.";
STRDLGLINE003 = "Charlie 2 is down.";
'[info]'
Title = "Eagles Run";
briefing = "Mission<-uco>
Test Coop Mission by Eagle Eye.
Ive just been looking at it more and i actually got a map with custom bin to work with the bin file only being txt and not converted but im not sure
how reliable this is going to be.
chrislew200mr tarzan - 10-1-2005 at 02:32 AM
Quote:
Originally posted by chrislew200
Ive just been looking at it more and i actually got a map with custom bin to work with the bin file only being txt and not converted but im not sure
how reliable this is going to be.
chrislew200
Sounds cool. Will it work for players who hasn't got the map files downloaded on their computers (people that just join a server)?
mr tarzan :DLegionnaire=M= - 10-27-2005 at 10:20 PM
I tested .bin w/ J.O ver1.6.7.13 before.
[info], [Title](included in "info" category), [LOCATIONS], [AINAMES],
they worked fine for MP.
Clients (not installed .bin) could see them.
Unfortunately,
[WPNames], [WinConditions], [LoseConditions], [Triggered Text],
they didn't work.
They weren't indicated correctly for clients.
It seems medmssn.bin work for clients.
I haven't tested w/ DF:X and J.O. ver1.6.9.2 yet.
Anyone report, please.Eagle_Eye - 10-27-2005 at 10:54 PM
This is why my template above has the standard waypoints and objectives from the medmssn.bin in it..
I tested this over the net the day before I made the above post..
Thanks for posting the official names for what isn't transfered..
I created a test Coop, with something from everything in the bin included..even triggered text..I served it to Iceman while I had him on the land
line..had the same results that you posted..
Funny how some things transfered, and some are not..bit of a half assed effort on Nova's part..but, nevermind, at least we know..
EELegionnaire=M= - 10-28-2005 at 05:08 AM
Thx for your testing and report. cougar6 - 3-6-2006 at 10:46 AM
I decided to jump into the map-making arena and used XMED to create a COOP map with custom objectives, triggered text, etc. and, like was posted, I
couldn't play the map. It appears that AI events work (AI dies and triggers 5 minute countdown timer) but player events do not (player cannot stop
timer - I tried using the Player event trigger as well as the SSN - 10000 trigger but nothing worked). So, I can DEFINITELY confirm that the behavior
is still present in 1.6.92. And having the .bin file doesn't help because it is on both my server and my workstation and nothing. I wish I would
have seen this post before converting all my text and player-triggered events from the .wac into the XMED.
Cougar6Eagle_Eye - 3-6-2006 at 02:46 PM
Ok..just a few things..
ssn10,000 is and always has been for SP missions only..you need to use group 1 as the trigger, they player is always in group 1, and you can't change
it.
As for custom bin files, only parts are transmitted..
As I said above. you must leave the waypoint names, the custom objectives and the win/lose messages alone, as they are not transmitted..
You can put in a briefing, and named locations, which are transmitted..
It always pays to have a look through the forums if your a new mapper, it can save hours of frustration that we already suffered figuring all this
out..LOL..
EEcougar6 - 3-7-2006 at 10:21 AM
Amen!leif_dk - 4-25-2006 at 07:01 PM
were do i find a tut. for making COOP maps in DFX????Eagle_Eye - 4-25-2006 at 07:04 PM
There are no Real tut's, just forums with a lot of answered questions..
Some of the maps in the Data Base come with .mis files, you can take a look at some of those..
Try Tarzan, I think he supplies mis files..
EEWolfe_GEKO - 8-30-2006 at 07:01 AM
so do i paste the template into the bin file? and where exactly?(im used to NILE)Serenity - 10-31-2006 at 08:14 PM
Hello Eagle Eye,
I am also trying to understand this but I am confused and I am new to DFX map building so please be patient with this novice.
DFXMED under Edit/Briefing has an area where you can type in text but I am not sure on where it goes. I assumed that the text would display as a
Mission Briefing when a player joins the game or when the "O" key is pressed during play as explained on page 8 of the DFX Mission Editor Manual. but
it does not seem to work. In reading this Forum string, it seems that I have to use a BIN file to contain the custom Briefing message with Eagle Eyes
template. I tried this with a copy/paste to a BIN file with the same name as my map and I get a program dump when opening the DFXMED program and
selecting my map. Thinking about this I realize that I need to convert the text to a binary format in the BIN file. Is it really this complicated to
put custom Briefings in maps? NILE seems to have this built in where you can type text and it will create the BIN file. Do I use NILE to copy/paste
the template to create the BIN file? Is it better to communicate mission information in your maps to players by using a WAC file with console
messages? Thanks in advance for your help.
Also, I really appreciate the information that you and the rest of the great guys and gals have provided for the DFX mapping and playing community. I
have been hosting a 16 slot game server to the DFX playing community for the last 8 months and enjoy providing pure free fun. Map building brings the
fun to a new level.
Best Regards
Malcolm Reynolds www.ocserenity.comEagle_Eye - 11-1-2006 at 01:51 PM
You'll need to recode the text file back into a bin file, and name it the same s your game file.
ie..
MyMap.bms, MyMap.bin
The devilsclaw tools are available stand alone, in the BHD section I think, or... they are in the unofficial JO mod tools.
There are 2 programs, text to bin, and bin to text, simple to use.
Using a wac to display is best.
Text will appear at the bottom, console text at the top.