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ChAoS KMHH
Fri Jul 25 2008
Registered Member #2174
Joined: Fri Jul 25 2008
Posts: 18
Hello all i am close to finishing my first sna map and would like to add a couple of things but don't know where to start.

These are basically when you press G for mission objectives and I for info. I would like to add these to the map if possible.

I am using the sna jo med which came with the mod and i'm not sure if this has the feature to do this or what file or format it should be written in if it can.

Sorry if this is covered elsewhere but i couldn't find it. Thanks for any help.

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MichaBen
Fri Jul 25 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
The information under I is loaded from the bin file. I don't know if you worked with bin files already, if not there is a tutorial for it on this forum (the top sticky post).

As for the goals, I don't know which version of the editor came with he mod, but as far as I know all editors except NILE support the mission objectives under the G key. To define them, press Ctrl+I in med. In the middle there is a panel called Win Conditions. Select the win conditions you want to use in the map here. To get them working, use the events. There are 2 events used for each mission objective. The first one is Show Win Subgoal. Select the goal and set the variable status to 1 (which means show, 0 is hide). The other event is Win Subgoal, this one should be triggered when the objective is completed and will mark it as finished in the mission objective window.

Make sure the mission objectives you selected are included in the bin file as well, or you won't see them when you have a customized bin file installed. There is a list of all possible objectives, but I forgot where.

[ Edited Fri Jul 25 2008 ]
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ChAoS KMHH
Fri Jul 25 2008
Registered Member #2174
Joined: Fri Jul 25 2008
Posts: 18
Thanks for the quick reply. I haven't delved into .bin files yet but i followed the link and i'm up for the challenge.

As for the version of med its DFXMED V2.60 that comes with shock'n'awe. I think im right with believing that there's a different version of editor for JO, JO:E and IC4 etc ?

Well anyway thanks again.
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MichaBen
Fri Jul 25 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
No, that is the same editor I use for TR, ESC, AW2 and SGMod (although I'm not making maps for that mod yet). You just have to select a different expansion and it loads the objects from that game. Only for IC4 there is a different version used because of some compatibility problems.
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ChAoS KMHH
Sat Jul 26 2008
Registered Member #2174
Joined: Fri Jul 25 2008
Posts: 18
Thanks for the reply. It must be the same for sna med cos theres no options to change the expansions. Seeing as i will probably make the next map in ic4 then i'm covered for now tho i will look out for the other meds.

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MichaBen
Sat Jul 26 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
Selecting the expansion is done in the command line or shortcut:

TR: dfxmed.exe
ESC: dfxmed.exe /exp jox01
R: dfxmed.exe /exp reality
SGMod: dfxmed.exe /exp sgmod

As for IC4, you will need the Xtasy JO-IC med, as the original one has some trouble with that mod. I think it's because it has to many object of some kind. So then the command to start it is:
Xtasy JO-IC.exe /exp ic

[ Edited Sat Jul 26 2008 ]
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*HmS*Trevor
Sat Jul 26 2008

Registered Member #35
Joined: Tue Dec 30 2003
Location: Lincolnshire England
Posts: 2080
If you get the Xtay-ic med from our downloads it will install a desktop icon, so no need to create a shortcut or use command line, also in the download is an update for the thumbnails used in the editor.
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ChAoS KMHH
Sun Jul 27 2008
Registered Member #2174
Joined: Fri Jul 25 2008
Posts: 18
Thanks *HmS*Trevor i meant to say thats the version for ic4 i have (xtasy).

Now on to my next problem. lol

I have a completed map with a working wac file and i have even made a .pcx loading screen in photshop. lol The thing i'm having troublwe with is the .bin file. :S

I have made a basic one following the tutorial on this site and when I is pressed you get the mission breifing and notes etc. But i can't get the press G for mission objectives to work. I presume its to do with the '[WinConditions]' -STRWINCOND000 = "null" etc ?

I have opened my .msi file in note pad and seen the numbers associated with the win conditions i select in "dfxmed - general information" and tried icluding these in with the correct STRWINDIRECTIVE but no luck. I have read all i can find on this and also experimented with a pack of .bins and there correct .txt files i downloaded to compare. Not having the maps in question to play i can't tell if any of the info i see in these bins actually works.

Also my Named Area Location names don't correspond to my markers on the map i get varied success by messing about with them but this is something i can remove and live without.

Thanks for any pointers anyone can give me.
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MichaBen
Sun Jul 27 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
Do the objectives work without the custom bin file? That is the first step you should try. Just delete the bin file (keep the .txt of course so you can recompile the bin later when you tested this) and get the objectives working without it. If you don't have a custom bin file, the game will load the objectives from the global medmssn.bin file. There are 46 objectives defined in that one (for the IC4 mod even 99) that you can use without having a custom bin.

The simply do the following steps and check if it works fine, then start working on the custom bin:

The first picture shows the General Information window (opened with Ctrl+I). Here you select all the goals you want to have. Then you go to the Events window (Ctrl+E) and create a new event. I mostly call them Show Goal x and Win Goal x. The second picture shows the show event trigger, it triggers the action Show Win Subgoal 1. It has a delay of 5 seconds, so the objective will show 5 seconds after the map starts. The other command there is to start the patrols, I just added it there to reduce the number of events used.
Then in the third picture, you see the Win Goal 1 event. This one has a trigger, in this case Group 2 destroyed. I used Group 2 for the weapon crates in this map, so once all crates are dead this event is triggered. In the actions it says Win Subgoal 1, which will mark the goal as completed. The other actions you see here are not related to the goal, set mission variable is used to unhide the next PSP using the wac script, vaporize group 2 removed the destroyed weapon crates and the other ones send in some nasty badguys to attack the player.
If you want another goal to show after the first one is done, you call the Show Win Subgoal 2 action. This can be done in the same event, but I mostly use another event for that and put a 5 seconds delay between it. Winning goal 2 goes the same way again, in this case I used the trigger Group 3 destroyed (the helis) to trigger Win Subgoal 2. In order to avoid people from completing the objectives in the wrong order, I mostly add another trigger to see if the goal is active. So then the trigger for Win Goal 2 is Group 3 Destroyed and Event (Show Goal 2) has been triggered.


If you do not have the bin file in the game directory, the goals should show up fine when you test it. When you are making the custom bin file, you have to copy the goals you use from the medmssn.bin file to your own .bin file for them to show up.

[ Edited Sun Jul 27 2008 ]
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ChAoS KMHH
Sun Jul 27 2008
Registered Member #2174
Joined: Fri Jul 25 2008
Posts: 18
Thanks again for your great reply MichaBen.

I went back to basics to try and sort this with just one win condition. So please could you tell me in picture one do i need to add the number of items (crates) and tick critical ?

Secondly i couldn't find the "Then Action" you listed. When i clicked on "Show Win Subgoal" it showed in my events as (0) Hide Win Subgoal 1 ?

So i tried "Win Sub Goal".

Finally set up "(1) Win Goal 1 and got ... If (triggers) - (0) Group 3 as been destroyed (my crates are in group 3 and also Then (Actions) - (0) Win Sub Goal 1

This still didn't work so i'm sure i'm missing something simple. If you can spot any thing i might have missed i would appreciate any help. I can be contacted on msn <tekkentherigger@hotmail.com> if you would care to help me easier or better still after you can join me on my teamspeak where there are 2 of us pulling what hair we have out trying to sus this. lol
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MichaBen
Sun Jul 27 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
You don't need to fill in the Critical and Score fields, you can just leave it like that.

ChAoS KMHH wrote ...
Secondly i couldn't find the "Then Action" you listed. When i clicked on "Show Win Subgoal" it showed in my events as (0) Hide Win Subgoal 1 ?


This is very simple. When you select the Show Win Subgoal action, it will show 2 dropdowns under action variables. In the first one, select your goal, In the second one, you can choice between 0 and 1. If you choice 0 (the default) it means Hide goal, while 1 means show. So to show a goal, set the variable status to 1. If you for whatever reason want to remove an objective again (like for example when the players screw up the mission and kill to many civilians and the commander cancelled the operation) you can use the hide win subgoal action by setting the variable status to 0 in a trigger.
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ChAoS KMHH
Sun Jul 27 2008
Registered Member #2174
Joined: Fri Jul 25 2008
Posts: 18
Thank you very much again. I have it working now tho connecting other events is proving a little tricky i'm sure i'll sus it from what you have shown me already.

Thank you again mate.
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ChAoS KMHH
Tue Aug 05 2008
Registered Member #2174
Joined: Fri Jul 25 2008
Posts: 18
So finally i have made a basic bin file that shows the briefing goals and notes etc when I is pressed.

I have also got events working done in the med that trigger at certain times and you can see when pressing G. They also get crossed off when done etc.

The thing is theres something i wanted to include that isn't in the event list which is blow up all chemical tanks. I think it's in the xtasy mod for IC4 but this is dfxmed for SnA. So is there anyway i can make a custom event in the bin ? So far i haven't had any luck getting the other events to swap into the bin tho im sure thats just my stupidity somewhere down the line.

As always i would be greatful for any help.
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NUT ACE
Tue Aug 05 2008
picard
Registered Member #1450
Joined: Wed Oct 11 2006
Location: The Netherlands
Posts: 635
You can arrange that in the wac code....

If "somekind of trigger like a radio is dead" then 
    killssn (oiltank-id)
endif


NUT ACE out...
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ChAoS KMHH
Tue Aug 05 2008
Registered Member #2174
Joined: Fri Jul 25 2008
Posts: 18
Thanks for the reply nut ace but i think i should have explained that i have a fully working wac with this in i just wanted it to show in the mission objectives when G was pressed.

Its not a major as you need to complete this section and destroy the chemical containers to advance through the section that their in to reach the final way point and finish the map.
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