Hallo !
Ich habe vor einiger zeit ein spiel zu erstellen mit der A5 angefangen was schon mehrere Level und was dazu gehört hat.
Jetzt wollte ich versuchen das A5 Game weiter mit der A7 zu machen.Wenn man auf Map Properties klickt kann man bei der A7 ja auswählen zwischen A5 Template Projekt A6 Project usw. Ich habe dann ja das A5 Template ausgewählt und den ersten Level in die A7 geladen was auch alles funktioniert.Nur wenn das Level starten soll kommen die Fehlermeldungen aus der Move und Movement wdl weil die A7 einige der Behefehle der A5 Templates nicht kennt so das der Level gestartet werden kann. Und da im A7 Handbuch nirgendwo steht was man für befehle braucht die man dann an die A7 Befehle anpassen kann nützen die A5 Templates ja nix wenn Sie nicht laufen unter der A7. Was muß man machen damit die A5 Templates in der A7 laufen?
Ich verstehe sowieso nicht warum man Sie in der A7 benutzen kann wenn Sie eh nicht laufen und warum Sie nicht direkt so angepasst wurden das Sie in der A7 funktionieren.Für Profis wahrscheinlich kein problem aber für viele die nicht C oder c++ beherrschen schon. Da nützt mir das Lite C auch nix. Wahrscheinlich haben ja noch andere das selbe problem die z.b die A6 Templates verwenden wollen die da wahrscheinlich auch nicht laufen in der A7. Da ja im Handbuch der A7 keine vergleichs Befehle stehen die man nutzen kann zum anpassen weiß ich nicht wozu die A5 Templates gut sein sollen. Wäre gut wenn jemand ne Ahnung hätte .
Hier ein A5 Template von der A7 Engine
Habe es schon mit define versucht vor dem includen der anderen Scripte movement - menu - usw
aber es geht immer noch nicht
///////////////////////////////////////////////////////////////////////////////////
// GameStudio main script
////////////////////////////////////////////////////////////////////////////
// Files to over-ride:
// * logodark.bmp - the engine logo, include your game title
// * horizon.pcx - A horizon map displayed over the sky and cloud maps
////////////////////////////////////////////////////////////////////////////
// The PATH keyword gives directories where game files can be found,
// relative to the level directory
path "C:\\Programme\\SYBEX\\Gstudio7\\template_5"; // Path to WDL templates subdirectory
path "C:\\Programme\\SYBEX\\Gstudio7\\templates\\images"; // Path to template image subdirectory
path "C:\\Programme\\SYBEX\\Gstudio7\\templates\\sounds"; // Path to template sound subdirectory
path "C:\\Programme\\SYBEX\\Gstudio7\\templates\\models"; // Path to template model subdirectory
////////////////////////////////////////////////////////////////////////////
#define jump";
#define duck";
#define stafe";
#define bob";
#define trigger";
#define enity1";
#define skill99";
////////////////////////////////////////////////////////////////////////////
// The INCLUDE keyword can be used to include further WDL files,
// like those in the TEMPLATE subdirectory, with prefabricated actions
include <movement.wdl>;
include <messages.wdl>;
include <menu.wdl>; // must be inserted before doors and weapons
include <particle.wdl>; // remove when you need no particles
include <doors.wdl>; // remove when you need no doors
include <actors.wdl>; // remove when you need no actors
include <weapons.wdl>; // remove when you need no weapons
include <war.wdl>; // remove when you need no fighting
//include <venture.wdl>; // include when doing an adventure
include <lflare.wdl>; // remove when you need no lens flares
////////////////////////////////////////////////////////////////////////////
// The engine starts in the resolution given by the follwing vars.
var video_mode = 6; // screen size 640x480
var video_depth = 16; // 16 bit colour D3D mode
/////////////////////////////////////////////////////////////////
// Strings and filenames
// change this string to your own starting mission message.
string mission_str = "Fight your way through the level. Press [F1] for help";
string level_str = <level1.WMB>; // give file names in angular brackets
////////////////////////////////////////////////////////////////////////////
// The following script controls the sky
sky horizon_sky {
// A backdrop texture's horizontal size must be a power of 2;
// the vertical size does not matter
type = <horizon.pcx>;
tilt = -10;
flags = scene,overlay,visible;
layer = 3;
}
/////////////////////////////////////////////////////////////////
// The main() function is started at game start
function main()
{
// set some common flags and variables
// warn_level = 2; // announce bad texture sizes and bad wdl code
tex_share = on; // map entities share their textures
// now load the level
level_load(level_str);
// freeze the game
freeze_mode = 1;
// load some global variables, like sound volume
load_status();
// display the initial message
msg_show(mission_str,10);
// initialize lens flares when edition supports flares
ifdef CAPS_FLARE;
lensflare_start();
endif;
// use the new 3rd person camera
move_view_cap = 1;
// un-freeze the game
freeze_mode = 0;
// client_move(); // for a possible multiplayer game
// call further functions here...
}
/////////////////////////////////////////////////////////////////
// The following definitions are for the pro edition window composer
// to define the start and exit window of the application.
WINDOW WINSTART
{
TITLE "3D GameStudio";
SIZE 480,320;
MODE IMAGE; //STANDARD;
BG_COLOR RGB(240,240,240);
FRAME FTYP1,0,0,480,320;
// BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24;
BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24;
TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280;
}
/* no exit window at all..
WINDOW WINEND
{
TITLE "Finished";
SIZE 540,320;
MODE STANDARD;
BG_COLOR RGB(0,0,0);
TEXT_STDOUT "",RGB(255,40,40),10,20,520,270;
SET FONT "",RGB(0,255,255);
TEXT "Any key to exit",10,270;
}*/
/////////////////////////////////////////////////////////////////
//INCLUDE <debug.wdl>;
Last edited by Det; 12/26/10 23:10.