[OFFICIAL] OFDR Mission Editor Expansion

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Post by tvig0r0us on Wed 23 Jul 2014, 19:53

[OFFICIAL] OFDR Mission Editor Expansion Edexim10

Thanks for stopping by the official OFDR EDX thread.
Here you will find a powerful addition to the mission editor that will allow even novice mission creators to construct complex missions through the use of modular scripts that make creating missions as easy as importing a module and placing a few objects on the map, with minimal scripting. The way the EDX works is by replacing the waypoints script, which is a dynamically generated script that handles the commands for waypoints placed in the mission editor as well as reading and initializing data from other elements of the mission editor interface. The EDX script adds many functions to the scripting library and makes them all available to the autocomplete resources of the mission editor. In addition, the EDX makes almost all of the native event handlers from the game available to all of the secondary scripts you use in your mission. For advanced scripters, this allows the creation of autonomous scripts that can be used to write modules that serve one specific purpose in a mission. By creating a modular scripting environment, your modules can be shared with other users by importing your script into their missions with seamless functionality. If you're new to mission creating in OFDR or an experienced mission maker, the EDX can make creating scenarios immeasurably easier and more efficient.

Download Links
For now, the latest EDX will be exclusively here, but in the future a moddb page will be created.
Download OFDR EDX version 20141114 here

Installation Instructions
To install the EDX simply extract the folder named "Mission Editor" to the main game folder. When prompted, select overwrite existing files. That's it. When you open the mission editor, the EDX will be active and ready to go. To uninstall the EDX you just need to extract the original root script into the "Mission Editor/Script Generation2" folder.



Last edited by tvig0r0us on Fri 14 Nov 2014, 13:36; edited 3 times in total


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Post by tvig0r0us on Wed 23 Jul 2014, 20:31

EDX Modules

Modules are sets of self contained scripts and entities that can be imported into the mission editor and used as long as the EDX has been installed. The modules are in the form of a marker collection file and can be imported into the mission directly through the mission editor's interface. The marker collection files will be named with the following format 'MarkerCollectionName.markerscollection.xml'.

How to import a module:
1. Put the marker collection file in a familiar folder on your hard drive.
2. In the mission editor go to the file menu and navigate to 'File> Markers Collection> Load...'.
3. In the file browser that opens in the editor, navigate to the marker collection file.
4. Select the file and click 'open'.

That's it! You should now have all of the scripts and entities from the module in your mission. For further instructions about a specific module, refer to the instructions included by the author of the module or place your inquiries with the author.

The EDX quickstart module
In any mission using the EDX, there are a handful of settings that can be configured in the level script. It is also useful to create a mission script to use for scripting elements of your mission and setting up general mission settings (ie- registering player entities to the edx, setting weather and time). To help with this I've created the EDX quickstart module. This includes the core configuration setting for the edx (level script) and mission settings to help ease the process of getting started (mission script). To use it just download the file from the link below and follow the instructions above.

Download the EDX quickstart module v02 here

Cheers Very Happy


Last edited by tvig0r0us on Tue 05 Aug 2014, 00:12; edited 1 time in total


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Post by tvig0r0us on Mon 04 Aug 2014, 23:48

EDX updated to version 20140804.

Changes:
- fixed error involving player echelon registration to EDX

Download version 20140804

Cheers Very Happy


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Post by tvig0r0us on Fri 14 Nov 2014, 13:39

EDX updated to version 20141114.

Changes:
- added code to accommodate player respawn in coop missions where player entities were being removed from the player table due to latency in the connections.
- updated autocomplete for new menu module (hint, hint Wink )

Download version 20141114

Cheers Very Happy


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Post by John J. Stevens on Sun 16 Nov 2014, 21:06

you have been a busy little beaver! - Thanks!


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Post by tvig0r0us on Tue 18 Nov 2014, 01:25

John J. Stevens wrote:you have been a busy little beaver! - Thanks!

Don't be fooled Wink There's a lot of pecking in there.


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Post by mongo on Sun 05 Nov 2017, 17:23

links are dead ?

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Post by John J. Stevens on Sun 05 Nov 2017, 18:33

there is a repository here in a thread - lots of other stuff/code too - but EDX is the better foundation to build with


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Post by mongo on Mon 06 Nov 2017, 05:31

repository ? my english is not so good...

i just wanted to adjust the great mission from --sakurad-- Operation Chavin, a bit, (to start earlyer at daytime) and read that edx can do that(?) :-)

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Post by John J. Stevens on Mon 06 Nov 2017, 09:20

if that is all you want to do there is a line of code (shown in the help file) showing how. EDX is more like a toolbox.
So dig into the Mission Editor Help file (its in the Mission Editor folder)
There are a bunch of good SetConditions hiding in the Appendix

setTimeOfDay(hours, minutes, seconds)

That should get you happy - have fun learning


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Post by mongo on Mon 06 Nov 2017, 12:18

ok but help me how to open it (theres no mssn file in it??)
it would be awesome if i could convert it back to a mssn file

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Post by John J. Stevens on Mon 06 Nov 2017, 12:24

bummer about the missing MSSN - the only other way would be to access the LUA code IF it wasn't compressed during the compile (not everyone did it) - other than that, it's all anyones got


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Post by mongo on Mon 06 Nov 2017, 13:07

theres only xml and lub and dat files in it ?

i did only find the setTimeOfDay in the waypoint.lub?

maybe i should give up, a pity because that mission is the best of them all because of the mounted site on the pumpgun and tracers - i can hit the enemy over 1000m that is fun :-)

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Post by John J. Stevens on Mon 06 Nov 2017, 13:36

Yeah, LUB is the compiled LUA - mission design in OFDR can be rewarding but time consuming - better to do ARMA mission design in a strictly infantry squad based format - their AI and patrol randomization is much better but ARMA would be a perfect segue if designers didn't put everything in it.

Meanwhile, you might try this - a great mission putting you in an advancing situation (lots of push and pull)
http://operationflashpoint.forummotion.com/t233-sp-coop-peacewalker-vengeful-spirit


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Post by John J. Stevens on Mon 06 Nov 2017, 14:30

meanwhile the "repository" has been moved to the link below - plenty of missions and MSSNs to keep you busy

https://drive.google.com/drive/folders/0B2078XgKyQM9TEswVXFtcnBnWDg

All Travel Guides are great sweep and clear missions





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Post by mongo on Mon 06 Nov 2017, 17:09

so it is impossible to, at least, change the time in Chavin ?

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Post by John J. Stevens on Mon 06 Nov 2017, 17:15

you can always try using a HEX Editor and see what happens


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Post by mongo on Tue 14 Nov 2017, 17:17

thank you, and i tried it, it works, i changed the 3 og 4 to ones and the sun is shining now :-)

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Post by mongo on Tue 14 Nov 2017, 17:20

and aim between the mark 3-4 when hitting close to 1000m, and shoot fast 2 times - the first one hits and they go down and the next hits them in the head - dead :-)

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