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MichaBen
Fri Nov 21 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
This is an improved version of a tool I used to make my maps. It was originally a simply npj->mis converter I used to convert some map layouts I made in NILE to the MED editor to add features not available in NILE. It was never fully finished, and I also stopped using it. However, as the lazy mapper that I am, last months I decided to revive this tool and add many new features to it to so mapping can be easier then in the original version (which just fixed player waypoints when converting, rest of the features had to be added manually)

The tool is aimed for projects to be converted to .mis and exported as .bms using DFXMED (tool will not export .bms directly, but .mis is fully converted and doesn't need editing anymore unless you want to add extra features), but using some commands you can enter in NILE, you can set up lots of things inside NILE itself without using an external tool to change all settings after that. Might sound difficult, but just look at this picture:

At the bottom, under notes, you will see some code entered. There are a bunch of codes available, from setting the spawn count, mapcolor and alertstate to attaching AI to vehicles and making them berserk. It also contains some special commands that will generate a wac script for you. For example in above picture, $boobytrapped; will fill the BTR with explosives that go off when somebody tries to drive in it. Some other script commands are backupweapon (to order an enemy to take over emplaced weapons when the original gunner dies), removeondeath (remove vehicles or weapons when the gunners are dead) and the newest one medic (orders friendly or civilian AI to med wounded players and give them full health again). No need to script, just enter 1 line into the notes inside NILE itself and use the tool.

Anybody who wants to try it out and help with testing it (it's still a beta version) can download the beta version. There you can also find an example project showing how some things work. Just remember, it's still beta. Make sure you follow the instructions and read the beta notes, as there are currently a few limitations in it you need to work around. Documentation about the added features can be found on that site as well, click Documentation in the menu on the left to go there.
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MichaBen
Mon Dec 01 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
I released an update for this tool this evening. It fixes a few problems and adds a bunch of new features. Some of the new features added:
- Attaching AI to vehicles or weapons in without looking up SSN numbers and without bothering about wac. Inside NILE write "@attach=125;" in the notes field at the bottom and he will attach to the closest weapon or vehicle (use @attach=124; of course to attach him as gunner to nearest vehicle).
- Set hitpoints of an object inside NILE (I used this in my test map to make LCAC stronger by putting $hitpoints=32000;, then it won't die as fast and the enemies on it have a fair chance to beat you).
- Set objects to cause damage to players (set $playerdamage=2,20; to the camp fire object to teach players not to walk through fire muahaha)

Full Change log (unless I forgot to add some things) can be found here:
http://sites.google.com/site/jomapping/downloads/change-log

Download available here (Beta4.zip):
http://sites.google.com/site/jomapping/downloads

It's still a Beta version, but I have tested it on a full map with 1264 objects and with all enemy gunners/drivers attaching using the automatic attachment feature, and it worked nicely (and most important: much faster to create). Automatic AI attachment works by finding the nearest weapon or vehicle, within 10 meters. Because it searches the nearest, this works as well for 2 50cals next to each other. I even tested 6 in a row, with 6 gunners, and they all attached to the correct one. Calculating the closest weapon is done during the npj -> mis converting, so to see if it works you will need to open the mis in DFXMED and export a bms file and play it.

[ Edited Mon Dec 01 2008 ]
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MichaBen
Tue Dec 02 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
I've uploaded an example map here:

http://sites.google.com/site/jomapping/downloads

It includes the source .npj, apart from a few lines in the bottom of the wac there was no manual scripting done, all other code was generated from the .npj. To play the map, copy the bms, bin and wac to your game directory. It's a simple map for TR, showing a bunch of features. A small walkthrough for the map:
At the start 2 jeeps will go to you. This demonstrated automatic AI attachment, initial waypoint and blowvehicle setting (shoot driver+gunner and jeep blows). Near the medic there is some burning wood that causes damage when you stand to close. When you are wounded (about 33% health left), walk to the medic and he will heal you.
In the rebel base there is a BTR that is set to throw the people out when it starts burning. Again, both the gunner and the commander are attached using automatic AI attachment. Also there are a bunch of emplaced weapons that will vaporize after the gunner is dead. Finally there are a lot of targets to blow there. The vehicles are targets too, I have set them to red mapcolor, single spawn, disabled and booby trapped (check the npj in NILE to see how it's all setup), they will appear as red targets on the map. There is a target counter active on all objects. The target counter will count the total and destroyed targets in a variable, I've added a simple wac script to print out these values and when all targets are dead the map ends.

Finally it shows player waypoints, map named locations and AI names setup in NILE. The last 2 things will probably change in the future when I add the bin file creator, then you can just write the name of the location rather then LOCATION001.

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