Hello everyone, I decided to make a small addition to this mod.
I am working on a different version though, that has its own scripting language where you can use variables and call functions. That should make it easier to add new functionality in the future. But I'm still not at the point where it supports at least the features from the old version.
It's a pity, really, that my creation won't exist for long because of this.
But let's get back to business. I made a visual mission editor for this mod.
To run it you need WebView2, which you most likely already have if you have windows 10/11 and Edge installed.
If a white screen opens at the first launch, wait 10 seconds or try pressing ctr+R, perhaps the webView2 engine will not load the first time.
To work, unzip the contents of the archive into the game folder on the same level as CustomMissions, so that the editor can pull missions from there.
The archive contains 3 files: the application itself, resources.neu (data for the application) and SFM_snippets.json, which contains templates for quickly substituting some values (zones, conditions, checkpoints, etc.). You can add templates that you often use yourself (though you will have to do this through a regular text editor).
I also added localization, if you can call it that. The poor neural networks tried for a long time, but some translations are still terrible.
The editor itself is designed to simplify the input of some data:
1) remembers created zones/checkpoints and offers to add them in places that require it;
2) main lists (which I could find or which I was not too lazy to fill in manually), list of toys, actions, states (forgive me for listing all the cosplay, but if I just add everything from the output of ctr + F9, it will be a very, very long list);
3) well, and actually the choice of possible values, no need to remember how to write the action correctly and no need to worry about spelling errors.
Now let's move on to the problems:
1) as it turned out, the mod itself complains a lot about the register, and perhaps I didn't test all possible values;
2) the editor tries to control multiple edits of elements that can have different values (shpere, cylinder, cuboid) and will not always delete previous values. In practice, because of this, the mod still loaded the mission correctly, but it may break with some values;
3) I didn't take everything from the "readme" into account, like rp and rpsec can't be together. I also didn't make all the latest changes and could have simply missed some of them. If you find something missing, write, I'll add it (if the next version of the mod, which Crisp2002 is preparing, doesn't start working on a completely different principle (I hope the main work will remain in json));
4) I'm terrible at graphic design, so if you have really huge missions, you'll have to use the "home" and "end" keys to, for example, save or exit element editing. Or spin the mouse wheel like a hamster in a cage.
I tried to create several simple missions and they successfully worked in the game, I also tried to edit several missions created by other players and they also loaded correctly and worked in the game.
I hope this editor will help someone to simplify their mission creation. Maybe it will give someone the opportunity to create their first mission. Well, and those who are masters of editing json, I will say one thing... don't beat me... please, I know editing directly json is more flexible, but Linux has not yet replaced Windows, which means that this editor has the right to life... or survival.
You must be registered to see the links