Hello,
I'm new to OpenClonk, so I'm sorry if this question seems somehow... stupid. I've been playing Clonk since Clonk Planet became Freeware, and I also was developing objects and scenarios. But how do I access the editor mode in OC? I can't find any "Editor.exe" in my dir like with Clonk?
Thanks in advance! Great Work!
I'm new to OpenClonk, so I'm sorry if this question seems somehow... stupid. I've been playing Clonk since Clonk Planet became Freeware, and I also was developing objects and scenarios. But how do I access the editor mode in OC? I can't find any "Editor.exe" in my dir like with Clonk?
Thanks in advance! Great Work!
If you want to start developing content, you should get an up-to-date version of the game data by cloning the OC repository (see here - only the clone thing!!).
Then you should follow the instructions here and get Eclipse
PS: The first step basically means installing TortoiseHG and cloning http://hg.openclonk.org/openclonk/ via rightclick->clone
PPS: Or just Mercurial for Linux of course, as you like
Then you should follow the instructions here and get Eclipse
PS: The first step basically means installing TortoiseHG and cloning http://hg.openclonk.org/openclonk/ via rightclick->clone
PPS: Or just Mercurial for Linux of course, as you like
You make a copy of the game content, unpack it with c4group pack.c4? -x, create a copy of an object/scenario that's similar to your goal, and edit away. The editor is started with clonk --editor.
>The editor is started with clonk --editor.
Guenther is not talking about Editor.exe here, though. I think you should head for Eclipse, TheLinuxist
Thank you. I will work myself into that. By the way, is there already a way to build and settle?
I was going to create a test scenario with flat landscape and an airplane. But how can I spawn objects? I already tried using the "Material" and "Vehicle" values in the Scenario.txt file and the script.c itself (using Create Object):
That's the scenario script. What am I doing wrong?
// EDIT: Got it working using the "Vehicle" value in the Scenario.txt. But why isn't the script working?
/*-- Neu --*/
#strict 2
func Initialize()
{
var cp = FindObject(Find_ID(Clonk));
var plane = CreateObject(Plane, cp->GetX(), cp->GetY(), 1);
return 1;
}
That's the scenario script. What am I doing wrong?
// EDIT: Got it working using the "Vehicle" value in the Scenario.txt. But why isn't the script working?
Initialize() is being called before the players join :)
You can use InitializePlayer(int player) that is called whenever a player joins
You can use InitializePlayer(int player) that is called whenever a player joins
Thanks. I created a test object now, which is saved as TestObject.c4d. I wrote the definition file to the Scenario.txt file (it is found, at least according to the engine log) and add a "Material" definition like this:
[Player1]
(...)
Material=Shovel=1;Test=1
Why does this not work?
[Player1]
(...)
Material=Shovel=1;Test=1
Why does this not work?
you dont need #strict 2. all scripts are considered to be strict 2. also, as zapper mentioned, try using InitializePlayer(in player), which gives you the number of the player who just joined. 0 is the first player, 1 the second and so on. get the clonk the player controls, use GetCrew(int player) if it is only one, or GetCursor(int player) if there are more clonk and you want the one he selected.
also, feel free to join #openclonk-dev for questions.
also, feel free to join #openclonk-dev for questions.
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