Menu
 

New Skirmish/Sim Missions?

Started by thetommyboy2002, February 11, 2007, 08:39AM

Previous topic - Next topic
Yeah, found the commands. They're in the SCRIPTS/MENUS section; the XML2 commands are loadMapChooseTeam("mapname") or loadMapKeepTeam("mapname"), where mapname contains the full path from the game's root dir. Note that the quotes and ellipses ARE necessary.

Insert those into a script, then just call the script upon exit from a convo in which you trriggered the mission entry. POOF!

Now to figure out how to silently switch team members (i.e. so that the roster WOULD change, but without the player's consent; kinda like on entering the Simulator missions, y'know?)...

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

perhaps the answer lies in the beginning of the game, first stage of MUA. without the ability to load Saved Data or use Default settings, you start with the fabulous 4..

or the character challenge missions since you HAVE to use that one character.

February 26, 2007, 09:06AM #32 Last Edit: February 26, 2007, 11:20AM by Burning Rage
Quote from: Noelemahc on February 26, 2007, 08:32AMNow to figure out how to silently switch team members (i.e. so that the roster WOULD change, but without the player's consent; kinda like on entering the Simulator missions, y'know?)...

That's how it was done in XML1...  I'm sure you wouldn't have to change much to port that idea over to MUA.
Some day, someone will best me.  But it won't be today, and it won't be you.


The artist formerly known as Burning Rage.

Quote from: kfcrispy on February 26, 2007, 09:03AM
perhaps the answer lies in the beginning of the game, first stage of MUA. without the ability to load Saved Data or use Default settings, you start with the Fabulous 4.

That's funny, the Xbox version starts with Wolverine, Captain America, Spider-man and Thor.

Yeah, so does the PC...   :wtflol:
Some day, someone will best me.  But it won't be today, and it won't be you.


The artist formerly known as Burning Rage.

Yessssh... seeing as it is coded into charinfo....

Perhaps the whole 'team map entry' thing can be done there? (as they apparently did at e3)

Hey, what do we know about /packages/generated/maps/sim/omega3?  It's there, but it's not referenced in the simulator.

March 22, 2007, 07:16AM #37 Last Edit: March 22, 2007, 07:36AM by Teancum
Successfully added a sim mission to the Xbox.  Well, sortof.  I modified Thing's to get a Colossus mission.  The level loaded, but there were just a few default men to fight.  That and I could select my team.  I'm assuming all level-specific characters and settings, including which map to load, are all stored in cm____.fb.  I of course renamed Thing's fb to cmcolossus.fb but *if* I can get it to work properly the level will probably be exactly the same, having to fight Rhino and all.

I can tell you that *I think, away from my PC right now* the game chooses which characters start the game in charinfo.xmlb.  Spidey, Thor, Wolverine and Cap all have a variable called start_game, and they're the only ones that have it.

Hmmm... Speaking of which, apparently they had two more characters planned for the PSP, Iron Fist, and I forget the other one (at the bottom of the file).

Oh hey Tommy, can you post your simulator.engb that has the XML2 missions in it?  I played around with adding one but didn't have any success.

QuoteSpeaking of which, apparently they had two more characters planned for the PSP, Iron Fist, and I forget the other one (at the bottom of the file).
Longshot, yeah. Which is sad, really, as I'm a big fan.
Quote"I'm just a figment of your imagination." - "But I can talk to yeh, can't I?" - "How many fingers do I have on my hands?" - "Four?" - "That can't be real, can it? Toldja I'm a figment of your imagination."
-- Longshot One-Shot.

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Read through the topic again.  PSP missions on the PC?  My question is: Do they work?  If so, I'll try yet again to get PSP stuff working on the Xbox.

No, they don't. Ask Blizz, he'll give you the in-depth.
The cover stuff: the geometry format is different, same reason why PSP models didn't work on the Box. Pretty bad, huh?

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

March 22, 2007, 09:22AM #41 Last Edit: March 22, 2007, 09:30AM by Teancum
Yet another thought:  We have hero missions, so why not disable the hero to make it a VS mission.  For instance, I removed the Conversations, external objectives, and hero = to make Captain America's mission a Winter Soldier VS mission.

Here's what I did, pasted just before the Kurse VS mission:

   COURSE {
   arena = Helicarrier ;
   boss_damage_scale = 0.3 ;
   boss_health_scale = 8 ;
   bossname = Wintersoldier ;
   comicmission = true ;
   destroylimit = -1 ;
   name = CMCAPTAINAMERICA ;
   timelimit = 1200 ;
   title = Winter Soldier_Vs ;

      SOUNDFILE {
      file = CASIM ;
      }

      SPAWNER {
      character = Wintersoldier ;
      count = 1 ;
      level = 3 ;
      levelset = true ;
      nograb = true ;
      script = true ;
      slot = 31 ;
      smart = false ;
      undying = true ;
      villain = true ;
      }

      SPAWNER {
      aggressionlevel = 1 ;
      character = doombot_a ;
      count = 1 ;
      damagereduction25 = true ;
      delaymax = 30 ;
      delaymin = 20 ;
      level = 0 ;
      levelset = true ;
      slot = 5 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 1 ;
      character = ultronstriker_a ;
      count = 1 ;
      damagereduction50 = true ;
      delaymax = 30 ;
      delaymin = 20 ;
      level = 0 ;
      levelset = true ;
      slot = 6 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 1 ;
      character = ultronwarrior_a ;
      count = 1 ;
      damagereduction25 = true ;
      delaymax = 30 ;
      delaymin = 20 ;
      level = 0 ;
      levelset = true ;
      slot = 7 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 1 ;
      character = ultronwarrior_b ;
      count = 1 ;
      damagereduction25 = true ;
      delaymax = 30 ;
      delaymin = 20 ;
      level = 1 ;
      levelset = true ;
      slot = 8 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronwarrior_a ;
      count = 2 ;
      damagereduction25 = true ;
      delaymax = 30 ;
      delaymin = 20 ;
      slot = 9 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = doombot_a ;
      count = 2 ;
      damagereduction25 = true ;
      delaymax = 30 ;
      delaymin = 20 ;
      slot = 10 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronwarrior_b ;
      count = 2 ;
      damagereduction25 = true ;
      delaymax = 30 ;
      delaymin = 20 ;
      slot = 11 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronstriker_a ;
      count = 3 ;
      damagereduction50 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      disabled = true ;
      slot = 12 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronwarrior_b ;
      count = 3 ;
      damagereduction25 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      disabled = true ;
      slot = 13 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronstriker_b ;
      count = 3 ;
      damagereduction50 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      disabled = true ;
      level = 1 ;
      levelset = true ;
      slot = 14 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = doombot_a ;
      count = 2 ;
      damagereduction25 = true ;
      delaymax = 30 ;
      delaymin = 25 ;
      slot = 15 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronstriker_a ;
      count = 2 ;
      damagereduction50 = true ;
      delaymax = 30 ;
      delaymin = 20 ;
      slot = 16 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronwarrior_a ;
      count = 2 ;
      damagereduction25 = true ;
      delaymax = 35 ;
      delaymin = 20 ;
      slot = 17 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronstriker_a ;
      count = 2 ;
      damagereduction50 = true ;
      delaymax = 30 ;
      delaymin = 25 ;
      slot = 18 ;
      smart = false ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronwarrior_b ;
      count = 3 ;
      damagereduction25 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      slot = 19 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = doombot_b ;
      count = 3 ;
      damagereduction25 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      level = 1 ;
      levelset = true ;
      slot = 20 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronstriker_b ;
      count = 3 ;
      damagereduction50 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      slot = 21 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronwarrior_c ;
      count = 5 ;
      damagereduction25 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      level = 1 ;
      levelset = true ;
      slot = 22 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronstriker_c ;
      count = 5 ;
      damagereduction50 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      level = 1 ;
      levelset = true ;
      slot = 23 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronwarrior_c ;
      count = 2 ;
      damagereduction25 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      slot = 24 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = doombot_b ;
      count = 2 ;
      damagereduction25 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      slot = 25 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronwarrior_c ;
      count = 2 ;
      damagereduction25 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      slot = 26 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronstriker_c ;
      count = 2 ;
      damagereduction50 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      slot = 27 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronwarrior_c ;
      count = 2 ;
      damagereduction25 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      slot = 28 ;
      }

      SPAWNER {
      aggressionlevel = 2 ;
      character = ultronstriker_c ;
      count = 2 ;
      damagereduction50 = true ;
      delaymax = 1 ;
      delaymin = 1 ;
      slot = 29 ;
      }

      MUSTDIE {
      character = Wintersoldier ;
      count = 1 ;
      }

      REWARD {
      requiredscore = 20000 ;
      type = Bronze ;
      }

      REWARD {
      requiredscore = 30000 ;
      type = Silver ;
      }

      REWARD {
      requiredscore = 40000 ;
      type = Gold ;
      }

   }


*EDIT*

Similar results as the Colossus mission.  I had a number of characters, but were missing quite a few as well.  No boss either.

Quote from: Teancum on March 22, 2007, 08:49AM
Read through the topic again.  PSP missions on the PC?  My question is: Do they work?

To an extent. The Survival ones don't. I'm still trying to figure out the issue with the bosses on the char ones, however.

What would be really cool is if someone (Noel, perhaps? :D) found the definitions for where the disks are found WITHIN the PSP maps and modified the PC ones accordingly, so we can actually unlock the disks without cheating.

It's do-able, since we can easily take the locations of the discs from the FAQs - that will narrow our search area, right?
I'll see what I can dig up.

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

I'm guessing you're using Tom's meshes for the heroes though, right?  Or is it reading the PSP meshes my some miracle?