Using the editor
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pipfromslitherine wrote:ostwind wrote:My docs/BBCBApipfromslitherine wrote:I looked at the script include thing. It should include scripts which are inside the same dir as the including script. Exactly where in the directory structure were the scripts you were trying to use?
Cheers
Pip
>CAMPAIGNS (folder)
>>Test_Campaigns (folder)
>>>SCENARIOS (folder)
>>> >>>>Functions.BSF
>>> >>>>Test.BAM
>>> >>>>Test.BSF
>>>Campaign.txt
>>>Text1.txt
That is almost identical to the test I just did. What exactly is the error report when you attempt to run the mission in that configuration.
Cheers
Pip
The first warning message:
" Script Error in
C:\Users\Albert\Documents\BBCBA\Campaigns\Test_campaign\Scenarios\Test.BSF:
Failed to load file Functions.BSF as include from
C:\Users\Albert\Documents\BBCBA\Campaigns\Test_campaign\Scenarios\Test.BSF
Context:
<Preprocess> "
Accepting this message appears the next one :
" *** Unhandled Exception! ExpCode:0x80000003 ExpFlags:0
ExpAddress:0x758A22A1 Please report! "
Accepting this message the game closes.
Maybe an error in john's installation. He just told me that he can't play the scenario.pipfromslitherine wrote:I just downloaded and tried an MP game with your new scenario, and it functioned fine. How does the problem manifest itself (why can't the game progress?) - I'm going to need more info to see what is wrong.ostwind wrote:johnncfb and me are trying to play my custom scenario. He has downloaded the latest version, but can't answer my first turn.
It would be interesting if anyone else could test if the scenario is playable in single player (or try a MP game with it). It's no longer than 10 min to play.
It's just a 16x16 basic scenario without scripts, and if we 've got the same version of the game, it should work without problemsCan be a problem of where to place the directories?, Or the s.o.?, I'm using w7 64 ultimate.
Thanks
Cheers
Pip
I agree. I had to guess the position of the victory points. Also, the X and Y axis are inverted in the position I use to know them...different projection standards maybe?adherbal wrote:I would probably be useful to display tile X and Y coordinates in the mouse pointer info box when in editor mode - even if debug mode is not enabled.

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Are you sure the functions.bsf file is in the same directory as the file trying to include it? As I say, I put together a script to test exactly that situation, and it worked fine. If it all seems to be in the right place, please RAR up the whole campaign and pop it up somewhere for me to grab if you would and I can see what oddness is going on!
Cheers
Pip
Cheers
Pip
Here is the whole folder that the game creates in Documents directory. Hope you could find something.pipfromslitherine wrote:Are you sure the functions.bsf file is in the same directory as the file trying to include it? As I say, I put together a script to test exactly that situation, and it worked fine. If it all seems to be in the right place, please RAR up the whole campaign and pop it up somewhere for me to grab if you would and I can see what oddness is going on!
Cheers
Pip
http://www.filefront.com/16343279/BBCBA.rar/
Regards
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Hmmm - the actual download page just comes up blank. It might be a glitch at their end so I will try again in a little while.
Alternatively, email me the RAR at bbcbabeta@gmail.com, having a temp mail address for punting files to me might make it simpler for people and reduce the chances of things getting lost in the spam filter for our core emails.
Hopefully we can work out what is going on
Cheers
Pip
Alternatively, email me the RAR at bbcbabeta@gmail.com, having a temp mail address for punting files to me might make it simpler for people and reduce the chances of things getting lost in the spam filter for our core emails.
Hopefully we can work out what is going on

Cheers
Pip
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Hmmm - very odd. Works fine for me (using the CAMPAIGNS/TEST_CAMPAIGN campaign, which seems to use the Functions.BSF file).
One thing I might guess at would be that it could be a strange file path issue - that is, this one of the few places where we have to work out current paths for the file. Could one of the following be true:
+ you installed the game itself to a different drive than your My Docs folder?
+ you are using UNICODE filenames for (say) your username?
Cheers
Pip
One thing I might guess at would be that it could be a strange file path issue - that is, this one of the few places where we have to work out current paths for the file. Could one of the following be true:
+ you installed the game itself to a different drive than your My Docs folder?
+ you are using UNICODE filenames for (say) your username?
Cheers
Pip
The test scenario loads and I can play it solo, but when i try to play it in multi...It looks like it is opening and then the game closes without an error message. I saved the files to MYDOC and the Battlefield Academy folder. If there is more I need to do I will try it.
The scenario runs fine as a solo vs the computer, so i'm not sure where the error is.
The scenario runs fine as a solo vs the computer, so i'm not sure where the error is.
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+ Yes, I use to install all the games in a dedicated partiton, in a different drive from the s.o. is installed in.pipfromslitherine wrote:Hmmm - very odd. Works fine for me (using the CAMPAIGNS/TEST_CAMPAIGN campaign, which seems to use the Functions.BSF file).
One thing I might guess at would be that it could be a strange file path issue - that is, this one of the few places where we have to work out current paths for the file. Could one of the following be true:
+ you installed the game itself to a different drive than your My Docs folder?
+ you are using UNICODE filenames for (say) your username?
Cheers
Pip
+ I don't think so...
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I've been thinking recently, not so much about the editor but about modding. Would it be a simple trick to have the mouse-hover tool also tell me what BURNED-OUT unit is on the highlighted tiles? I think I've seen this suggestion mentioned earlier. Often it would be nice to tell at a quick glance what make/model of a knocked out unit were're looking at. It may not be so easy with scripting, if that's the case then don't worry about it. But if it was a few simple lines of script then I'd like to see such a thing.
To be honest, after zooming in on these wrecks I'm realizing there actually is quite some difference in the modeling, so one can still tell the difference between one Sherman model and another once you know the profiles well. Not so much a problem for us grognards, but the civilian type players may struggle at bit
To be honest, after zooming in on these wrecks I'm realizing there actually is quite some difference in the modeling, so one can still tell the difference between one Sherman model and another once you know the profiles well. Not so much a problem for us grognards, but the civilian type players may struggle at bit


Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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That's alright. Not to derail this great thread, but also you may want to make ABANDONED vehicles also take on the burned-out form or wreckage. More than once I've exposed my units by moving into position trying to take out these units that are already taken out.
That is, unless there is a logistic behind abandoned vehicles, like being allowed to recapture them later on? Then I understand, though you'd may want to add a special sort of flag or maker for them in that case.
That is, unless there is a logistic behind abandoned vehicles, like being allowed to recapture them later on? Then I understand, though you'd may want to add a special sort of flag or maker for them in that case.

Experience Ratio = (def exp level + 2)/(att exp level + 2)
Entrenchment Ratio = (def entr rate + 1) /(att entr rate + 1)
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I'm pretty sure tiles use the R key too? For objects, use the PgUp and PgDown keys (together with SHIFT for finer control) to rotate, and the HOME/END keys (again with SHIFT if needed) for scale.
There will be documentation for all this eventually, but the modding is so powerful that it will be quite a significant read!
Cheers
Pip
There will be documentation for all this eventually, but the modding is so powerful that it will be quite a significant read!
Cheers
Pip