
10-Sep-2011 19:28
When I was polishing up ONS I ran into some trial and error training but I use this now as a note if I want to create a multi-level project again. I was showing another member awhile back on how to use the level editor feature that stumped me but I kind of self taught some things about jkedit and I received some help from a couple of members to long time ago. Down below is sort of a tutor about the level editor that I used. Let me know if there is anything else that I can do for advice:
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Post 31-Jan-2011 13:11 Edit Quote
The Multi-level Editor is slightly complicated, but kind of self explanatory. What is important is in the Episode editor which is a tool in the tool bar above the edit window, is where you place all the level information that the JK engine will recognize as far as Objectives, Level Title and so on so forth. If I were you I would start out making a small one level project first for starters, if you are new to editing. What is placed in the Episode Editor will appear in the Multi-level Editor tool as well.
Here is an Example in the Episode editor:
MSGS 6
"LEVELNAME" 0 "1-Level Name"
"LEVELNAME_TEXT_00" 0 "^Objectives"
"LEVELNAME_TEXT_01" 0 "Mission"
"GOAL_01000" 0 "Your first goal"
"GOAL_01001" 0 "Your second goal"
"GOAL_01002" 0 "Your third goal"
END
(MSGS) is messages and the number of lines that corresponds to how many lines that are typed in.
(Level Name) will appear before you load the game.
(^Objectives) leave that one the way it is.
(Goal 01000) these are your goals and will appear in the objectives menu, it is important to have all text in parenthesis.
When you create the second level your goals should look like this:
"GOAL_02000"
"GOAL_02001"
"GOAL_02002"
Also its important to have A start cog, a goals cog and a end level cog. One thing that I recently discovered with the help of one individual that is far better with cogging than me, after days and nights of headaches of trying to figure this out is in your start cog. Edit the following where it shows this:
SetInv (Player, 99, 1000);
this is on the top section of your first start cog or master Cog. on the second level start cog change the parameters (1000) to (2000) and it should look like this: SetInv (Player, 99, 2000);
and would continue in sequence based upon the level #
This way the JK engine will recognize which objectives will go with what level. last but not least in your Start.cog look at this parameter:
SetGoalFlags (player, 0, 1); // Setup the First goals as DISPLAYED
repeat the same line but change the sequence to this:
SetGoalFlags (player, 0, 2); // Setup the Second Goals as DISPLAYED
This will show your objectives in the In-game menu. And as far as the Multi level editor goes, read the help section it tells you how to put each level in sequence. If it still is not clear let me know. I hope that this information will help.
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BTW: If I remember right I discovered a couple of nonorthodox tecqniques for creating archi in JKedit. Im going to keep trying to break barriers in JKedit as much as I can and I'll keep you updated on my knowledge the best that I can describe. lol!