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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
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#1
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Some kind of WAC Builder
This is something I've been working on for fun in my spare time:
So, you're pondering right now, wouldn't writing a WAC file on notepad just be easier? Well STOP! ... Maybe... But fear not, as I plan on updating this post in the future and improving the program greatly. As you can see now, it's ugly and buggy as heck, but this will change in the future. I plan to actually make the program actually worth your while (and better than conventional notepad) with these features: - Better WAC File management - see what WAC files are in your game folders - Never worry about WAC formatting again or looking WAC programming language up - the program will do that for you - Open up, edit, and save ANY WAC file, including ones not made in this program. No special formatting required. - Add titles to your WAC statements - Multiple game support (except probably JO, but it will probably be 'unofficially' supported because I'm guessing that it's similar to DFX map building-wise) - An efficient, familiar interface based on the Novalogic MED. - Manage WAC code lines - Add, delete, copy, paste, and move lines of code around without worrying about erroring your map out. - Play samples of wave files from the game you're working with - I'll work in wavelists somehow when selecting a wave to play in game - Colored info and console text made easy. - Usable variables constants within the program - for example, if you wanted to use an SSN multiple times, or a mission variable value multiple times - Much more Basically, this is not only for people who find the concept of WAC script either boring or too annoying to learn, but also for people that know how to make WAC files but want it done faster and easier. The ultimate goal is to make a program that someone with some MED experience, but no experience making a WAC file can use. This will be updated in the future when I have the program in a semi-decent state. Right now, It's somewhat functional, but needs a lot of work. Comments? Suggestions? Feature requests? |
#2
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Nice man. Programs like this really help people! Keep us updated!
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04' Dodge SRT-4, Mopar Stage 3, 406whp/436wtq |
#3
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Oh my Bob, Dashie! If you want someone to test that mother out, I am officially applying for the job right now!
For instance, I can tell you this much already: wave("Rnga101a.wav",200) The wave action plays .wavs out of the player's mouth. As written above, if you were in 3rd-person view (F4), you'd hear the Ranger's voice and see the player's mouth move. Also in that action, 200 is NOT audible distance, as everyone imagines, that number is either 0 (false) or not 0 (true). If that number is 0, the .wav still plays silently; you still see the player's mouth move, you just don't hear the .wav playing. But if that number is 1, 2, 42, 200, 666, or 1000009, then you hear the .wav. If you're in F4 view and Numpad 9 all the way out to 512m and that number is 1, 2, 42, 200, 666, or 1000009, then you still hear the .wav. I'm just saying that I know some stuff, I could be helpful, and I offer my time to you for this freely. Off topic-ish, have you ever thought to attempt making an .ain file creator for DFBHD? That would revolutionize SP mapping to no measurable extent, I think.
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#4
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I also have all of the wave options (from mouth, radio, etc.). Thanks Baldo! Also, about the .ain creator - would love to give that a try. I was also pretty annoyed with Nova's AI advantage that couldn't be emulated in user-created maps (without waypoints, they pretty much just dumbly run into walls). Sounds like a good suggestion. If I figure out how to make them, I can add an ain creator to this program, or maybe make one separately. |
#5
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sounds great to have! even fool like me who really never try anything to do with wac files or more less make one
wish you the best on it
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* altnews sources [getmo & others news] not found main FNN: realrawnews.com *Discord: Unknown77#7121 Playing now days: EA Games> swtor [star wars old republic] |
#6
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Wow!
Does that run alongside the editor and list the currently open map events? This is all I can manage... |
#7
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#8
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use this or variants of but leave the chain(4) setting it's about right if elapse(10) and random(30) then lightning(25,25,35) farflash() endif if chain(4) and waveready() then wave("thdrdst4.wav") endif |
#9
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Here is a working DFX2 WAC script that gives a distant flash and rumble then the thunder hits 4 or so seconds later. The low RGB count is to keep the overall light effect subtle and it seems to have a more realistic effect.
// if elapse(10) and random(30) then lightning(25,25,35) farflash() endif if chain(4) and waveready() then wave("thdrdst4.wav") endif // Last edited by Guest001; 11-10-2012 at 09:05 AM. |
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Thanks! I'll post an update when I have it more complete. |
#11
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//Player runs out of breathe in 2 seconds under cold water
if never() then breathtime=2//default=30 seconds endif //Player loses 6 hit points a second in cold water if ssnarea3d(player,1) then ssnaddhp(10000,-15)//default=150 endif // |
#12
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Looks very cool! Is it C# or VB.NET?
I've been programming in C# for about 4-5 years now, so if you want a tester or even someone to help out, I'd love to take a look at the source code. Another feature I'd suggest: When you create a new .WAC wav() function, use an OpenFileDialog and allow the user to select the wav file, then fill in the other parameters automatically.
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Delta Force 2 Enhanced Modding Site, new and improved with forum. |
#13
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Looks good, will you upload it soon?
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#14
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At present I use a database for quick referencing.
The top table is the file in edit, the bottom table gives references to script bits |
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