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Globulation 2 includes a map editor which allows you to create custom maps and games for everyone to enjoy. The map editor is quite straightforward. There is, however, some obscure behaviours. They include: |
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Note: Updated mapeditor for windows users will be released soon. |
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This guide will help you to use the map editor integrated into the game. |
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==The map editor== |
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The map editor is quite straightforward. Some obscure behaviours are described below: |
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:* When clicking with the middle button on a team (the color square corresponding to the team), the team is toggled between an AI and a human. By default teams are AI. It doesn't change anything for multiplayer and custom games, but for campaigns, one team has to be set to humans. |
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:* When clicking with the middle button on a team (the color square corresponding to the team), the team is toggled between an AI and a human. By default teams are AI. It doesn't change anything for multiplayer and custom games, but for campaigns, one team has to be set to humans. |
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:* When deleting a team, all related buildings and units are destroyed. |
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:* When deleting a team, all related buildings and units are destroyed. |
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:* If terrain is set to water under a unit who can't swim, the unit is deleted. |
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:* If terrain is set to water under a unit who can't swim, the unit is deleted. |
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==Scripting== |
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==Scripting Syntax== |
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===Introduction=== |
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SGSL is a little scripting language for Globulation 2. SGSL is simple and has a very easy syntax. An SGSL script is nothing else than a list of lines which are executed sequentially. The power of SGSL is it's ability to execute several scripts at the same time. So there can be, for instance, two different ways to win the game, and both will be valid. This is known as multi-threaded-scripting (MTS).
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Globulation 2 includes a powerful scripting language called "SGSL" that lets map creators add features to their maps, to improve the gaming experience. SGSL is simple and has a very easy syntax. An SGSL script is nothing else than a list of lines which are executed sequentially. The power of SGSL is it's ability to execute several scripts at the same time. So there can be, for instance, two different ways to win the game, and both will be valid. This is known as multi-threaded-scripting (MTS). |
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SGSL is functional, that is, every keyword is a function. In order for the script to continue, each of the functions has to evaluate to true. The syntax is simple, math-like with "functionName(list arguments)" possible arguments can also be functions. |
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SGSL is functional, that is, every keyword is a function. In order for the script to continue, each of the functions has to evaluate to true. The syntax is simple, math-like with "functionName(list arguments)" possible arguments can also be functions. |
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SGSL can be edited from the map editor. In the SGSL editor, script can be saved or loaded to external text files. |
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SGSL can be edited from the map editor. You can get to it by clicking on the script editing button in the right sidebar (directly below the "Quit" button). In the SGSL editor, the script can be saved to or loaded from external text files, allowing you to edit it in any word application such as WordPad. |
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===Keywords=== |
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===Keywords=== |
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The possible keywords (functions) are: |
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The possible keywords (functions) are: |
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;show("text", lang): Shows "text" until hide is reached. If lang is given, "text" is only displayed if lang is equal to the current language. |
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:'''''show("text", lang)''''' |
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::Shows "text" until hide is reached. If lang is given, "text" is only displayed if lang is equal to the current language. |
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;hide :Hides the text displayed by show. |
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:'''''hide''''' |
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::Hides the text displayed by show. |
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;wait(condition): Waits until condition is true. As a special case, specifying an integer waits that number of seconds (e.g. ''wait (300) makes'' the script execution wait for 300 seconds at this line), and specifying a numerical comparison waits until that comparison is true (e.g. ''wait(Inn(0,0) = 1)'' makes the script wait until there is exactly one level 1 inn being built. |
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:'''''wait(condition)''''' |
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::Waits until condition is fullfiled. |
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;space: Waits until the spacebar is pressed before executing any other part in the script. |
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:'''''timer(time)''''' |
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::Starts a global timer. When it reaches 0, the game is won. The remaining time is shown on the screen. |
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;not(function): Negates the result of the function given as parameter. |
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:'''''activate(player)''''' |
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:'''''deactivate(player)''''' |
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::Activates/deactivates the player with number player. '''Not implemented anymore''' |
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;isdead(player): Returns true if the player "player" (designed by an integer) is dead (this is mostly useful in wait()) |
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:'''''alliance(player1, player2, level)''''' |
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::Changes alliance level between players player1 and player2 to level. |
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;area("areaName", who): Returns true if globules or structures of the players designed by the function who are in the area "areaName" (mostly useful with wait()). Valid values of ''who'' include: |
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:'''''label("labelName")''''' |
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:# enemy(player) enemies of player |
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::Puts the marker "labelName" in the code to go back with jump. |
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:# ally(player) allies of player |
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:# an integer p player p |
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;timer(time): Starts a global timer. When it reaches 0, the game is won. The remaining time is shown on the screen. |
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:'''''Jump("labelName")''''' |
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::Jumps to the code labelled "labelName" by label. |
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;alliance(player1, player2, level): Changes alliance level between players player1 and player2 to level. |
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:'''''setArea("name", x, y, r)''''' |
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::Defines an area with the name "name" at x, y and radius r on the map. |
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;label("labelName"): Puts the marker "labelName" in the code to go back with jump. |
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:'''''summonUnits("areaName", amount, type, level, player)''''' |
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::Creates an amount of globules of type type, controlled by the player at the position set by the area "areaName". The radius of the area is not important, but if there is no place to summon the globules, less or no globules will be summoned. |
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;Jump("labelName"): Jumps to the code labelled "labelName" by label. |
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:'''''summonFlag("flagName", x, y, r, unitcount, team)''''' |
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::Creates a WarFlag for the team with the given position x, y and radius r. The WarFlag is set to require unitcount units. |
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;setArea("name", x, y, r): Defines an area with the name "name" at x, y and radius r on the map. |
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:'''''destroyFlag("flagName")''''' |
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::Destroys a flag created by summonFlag |
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;summonUnits("areaName", amount, type, level, player): Creates an amount of globules of type type, controlled by the player at the position set by the area "areaName". The radius of the area is not important, but if there is no place to summon the globules, less or no globules will be summoned. |
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:'''''win(player)''''' |
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:'''''loose(player)''''' |
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::Makes player win/lose the game (note the misspelling of the word lose). |
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;summonFlag("flagName", x, y, r, unitcount, team): Creates a `WarFlag for the team with the given position x, y and radius r. The `WarFlag is set to require unitcount units. |
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:'''''story''''' |
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::Indicates the beginning of a new script to execute in parallel. |
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;destroyFlag("flagName"): Destroys a flag created by summonFlag |
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:'''''guiEnable(guiElement)''''' |
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:'''''guiDisable(guiElement)''''' |
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::Enables/disables a GUI element. GUI elements are: |
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;win(player): |
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:::* AllianceScreen |
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;loose(player): Makes player win/lose the game (note the misspelling of the word ''lose''). |
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:::* BuildingTab |
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:::* FlagTab |
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;story: Indicates the beginning of a new script to execute in parallel. |
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:::* TextStatTab |
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:::* GfxStatTab |
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;guiEnable(guiElement): |
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:::* ExporationFlag |
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;guiDisable(guiElement): Enables/disables a GUI element. Be aware that only the GUI elements are disabled - AIs are still able to use the related functions. In campaigns with several missions, GUI elements are not re-enabled between missions, so you will should explicitly enable and disable GUI elements at the start of your scripts. Valid GUI elements are: |
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:::* WarFlag |
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:* AllianceScreen |
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:::* ClearingFlag |
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:* BuildingTab |
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:::* ForbiddenFlag |
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:* FlagTab |
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:::* CancelFlag |
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:* TextStatTab |
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:::* any variable (see below) |
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:* GfxStatTab |
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:* ExporationFlag |
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:* WarFlag |
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:* ClearingFlag |
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:* ForbiddenFlag |
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:* CancelFlag |
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:* any variable (see below) |
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===Conditions=== |
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===Conditions=== |
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The possible parameters for the function wait are: |
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The possible parameters for the function wait are: |
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;any integer: The amount of seconds to wait (example: wait (300), makes the script execution wait for 300 seconds at this line). |
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:'''''any integer''''' |
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::The amount of seconds to wait (example: wait (300), makes the script execution wait for 300 seconds at this line). |
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The other conditions are functions returning true or false (true meaning that waiting is over / false meaning it will continue to wait): |
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The other conditions are functions returning true or false (true meaning that waiting is over / false meaning it will continue to wait): |
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;not(function): Negates the result of the function given as parameter. |
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:'''''not(function)''''' |
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::Negates the result of the function given as parameter. |
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;isdead(player): eturns true if the player "player" (designed by an integer) is dead. |
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:'''''isdead(player)''''' |
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::Returns true if the player "player" (designed by an integer) is dead. |
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;area("areaName", who): Returns true if globules or structures of the players designed by the function who are in the area "areaName". Who may be: |
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:'''''area("areaName", who)''''' |
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:* enemy(player) enemies of player |
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::Returns true if globules or structures of the players designed by the function who are in the area "areaName". Who may be: |
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:* ally(player) allies of player |
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:* an integer p player p |
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;variable(...) comparison value: True when the comparison comparison is true between value and the result of the function '''variable'''. comparison can be: greater-than, less-than and equal to |
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:::* enemy(player) enemies of player |
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:::* ally(player) allies of player |
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:::* an integer p player p |
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:'''''variable(...) comparison value''''' |
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::True when the comparison comparison is true between value and the result of the function '''variable'''. comparison can be: greater-than, less-than and equal to |
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===Variables=== |
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===Variables=== |
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;variable(player, level); : Returns the number of buildings (or globules, depending of the chosen "variable" function) belonging to the player ''player'' and which are of level ''level'' (levels are disregarded for globules). The "variable" functions are the following: |
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:'''''variable(player, level, "flagName")''''' |
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:*Worker: Number of working globules. |
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:*Explorer: Number of exploring globules. |
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:*Warrior: Number of warrior globules. |
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:*Swarm: Number of swarms. |
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:*Inn: Number of inns. |
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:*Hospital: Number of hospitals. |
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:*Racetrack: Number of race tracks. |
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:*Pool: Number of swimming pools. |
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:*Camp: Number of training camps. |
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:*School: Number of schools. |
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:*Tower: Number of towers. |
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:*Market: Number of markets. |
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:*Wall: Number of walls. |
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::Returns the amount of buildings (or globules, depending of the chosen "variable" function) belonging to the player player and which are of level level (levels are disregarded for globules) that are under the flag "flagName". To search the entire map, the parameter "flagName" can be omitted. '''The support for flags in variables has been removed. Now one can only search the entire map.''' |
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Building levels are treated like this: |
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::The "variable" functions are the following: |
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{| align=center border=1 width=50% |
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:::* Worker: Amount of working globules. |
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!Building level !! Buillding in construction !! Level used for comparison |
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:::* Explorer: Amount of exploring globules. |
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:::* Warrior: Amount of warrior globules. |
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:::* Swarm: Amount of swarms. |
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:::* Inn: Amount of inns. |
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:::* Hospital: Amount of hospitals. |
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:::* Racetrack: Amount of race tracks. |
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:::* Pool: Amount of swimming pools. |
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:::* Camp: Amount of training camps. |
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:::* School: Amount of schools. |
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:::* Tower: Amount of towers. |
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:::* Market: Amount of markets. |
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:::* Wall: Amount of walls. |
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{| border="1" cellpadding="2" align="center" |
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|+'''Building levels are treated like this''' : |
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! Building level !! Building in construction !! Level used for comparison |
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| 0 || yes || 0 |
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| 0 || yes || 0 |
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| 0 || no || 1 |
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| 0 || no || 1 |
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| 1 || yes || 2 |
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| 1 || yes || 2 |
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| 1 || no || 3 |
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| 1 || no || 3 |
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| 2 || yes || 4 |
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| 2 || yes || 4 |
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| 2 || no || 5 |
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| 2 || no || 5 |
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|} |
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===Example=== |
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Here is the script used in the map ''The Sand Square'': |
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setArea("dest1",60,0,1) |
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setArea("dest0",31,0,1) |
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show("Get to the sand square in your apponents base.") |
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wait(10) |
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hide |
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story |
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wait(area("dest0",1)) |
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loose(0) |
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story |
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wait(area("dest1",0)) |
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loose(1) |
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==Future changes== |
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Scripting support in Globulation 2 is often discussed on the mailing list. Because we are currently focussing on stabilising the main tree for a 1.0 release, SGSL will remain in Globulation 2 for now, but in the long-term, it is very likely that we will replace it with a ready-made scripting language that could be hooked more deeply into the system. The exact choice of language is hotly debated, but the final decision won't be made until someone actually sits down to do the work - and will no doubt be decided on whatever their personal interest is. |
Globulation 2 includes a map editor which allows you to create custom maps and games for everyone to enjoy. The map editor is quite straightforward. There is, however, some obscure behaviours. They include:
- When clicking with the middle button on a team (the color square corresponding to the team), the team is toggled between an AI and a human. By default teams are AI. It doesn't change anything for multiplayer and custom games, but for campaigns, one team has to be set to humans.
- When deleting a team, all related buildings and units are destroyed.
- If terrain is set to water under a unit who can't swim, the unit is deleted.
Scripting Syntax
Globulation 2 includes a powerful scripting language called "SGSL" that lets map creators add features to their maps, to improve the gaming experience. SGSL is simple and has a very easy syntax. An SGSL script is nothing else than a list of lines which are executed sequentially. The power of SGSL is it's ability to execute several scripts at the same time. So there can be, for instance, two different ways to win the game, and both will be valid. This is known as multi-threaded-scripting (MTS).
SGSL is functional, that is, every keyword is a function. In order for the script to continue, each of the functions has to evaluate to true. The syntax is simple, math-like with "functionName(list arguments)" possible arguments can also be functions.
SGSL can be edited from the map editor. You can get to it by clicking on the script editing button in the right sidebar (directly below the "Quit" button). In the SGSL editor, the script can be saved to or loaded from external text files, allowing you to edit it in any word application such as WordPad.
Keywords
The possible keywords (functions) are:
- show("text", lang)
- Shows "text" until hide is reached. If lang is given, "text" is only displayed if lang is equal to the current language.
- hide
- Hides the text displayed by show.
- wait(condition)
- Waits until condition is true. As a special case, specifying an integer waits that number of seconds (e.g. wait (300) makes the script execution wait for 300 seconds at this line), and specifying a numerical comparison waits until that comparison is true (e.g. wait(Inn(0,0) = 1) makes the script wait until there is exactly one level 1 inn being built.
- space
- Waits until the spacebar is pressed before executing any other part in the script.
- not(function)
- Negates the result of the function given as parameter.
- isdead(player)
- Returns true if the player "player" (designed by an integer) is dead (this is mostly useful in wait())
- area("areaName", who)
- Returns true if globules or structures of the players designed by the function who are in the area "areaName" (mostly useful with wait()). Valid values of who include:
- enemy(player) enemies of player
- ally(player) allies of player
- an integer p player p
- timer(time)
- Starts a global timer. When it reaches 0, the game is won. The remaining time is shown on the screen.
- alliance(player1, player2, level)
- Changes alliance level between players player1 and player2 to level.
- label("labelName")
- Puts the marker "labelName" in the code to go back with jump.
- Jump("labelName")
- Jumps to the code labelled "labelName" by label.
- setArea("name", x, y, r)
- Defines an area with the name "name" at x, y and radius r on the map.
- summonUnits("areaName", amount, type, level, player)
- Creates an amount of globules of type type, controlled by the player at the position set by the area "areaName". The radius of the area is not important, but if there is no place to summon the globules, less or no globules will be summoned.
- summonFlag("flagName", x, y, r, unitcount, team)
- Creates a `WarFlag for the team with the given position x, y and radius r. The `WarFlag is set to require unitcount units.
- destroyFlag("flagName")
- Destroys a flag created by summonFlag
- win(player)
- loose(player)
- Makes player win/lose the game (note the misspelling of the word lose).
- story
- Indicates the beginning of a new script to execute in parallel.
- guiEnable(guiElement)
- guiDisable(guiElement)
- Enables/disables a GUI element. Be aware that only the GUI elements are disabled - AIs are still able to use the related functions. In campaigns with several missions, GUI elements are not re-enabled between missions, so you will should explicitly enable and disable GUI elements at the start of your scripts. Valid GUI elements are:
- AllianceScreen
- BuildingTab
- FlagTab
- TextStatTab
- GfxStatTab
- ExporationFlag
- WarFlag
- ClearingFlag
- ForbiddenFlag
- CancelFlag
- any variable (see below)
Conditions
The possible parameters for the function wait are:
- any integer
- The amount of seconds to wait (example: wait (300), makes the script execution wait for 300 seconds at this line).
The other conditions are functions returning true or false (true meaning that waiting is over / false meaning it will continue to wait):
- not(function)
- Negates the result of the function given as parameter.
- isdead(player)
- eturns true if the player "player" (designed by an integer) is dead.
- area("areaName", who)
- Returns true if globules or structures of the players designed by the function who are in the area "areaName". Who may be:
- enemy(player) enemies of player
- ally(player) allies of player
- an integer p player p
- variable(...) comparison value
- True when the comparison comparison is true between value and the result of the function variable. comparison can be: greater-than, less-than and equal to
Variables
- variable(player, level);
- Returns the number of buildings (or globules, depending of the chosen "variable" function) belonging to the player player and which are of level level (levels are disregarded for globules). The "variable" functions are the following:
- Worker: Number of working globules.
- Explorer: Number of exploring globules.
- Warrior: Number of warrior globules.
- Swarm: Number of swarms.
- Inn: Number of inns.
- Hospital: Number of hospitals.
- Racetrack: Number of race tracks.
- Pool: Number of swimming pools.
- Camp: Number of training camps.
- School: Number of schools.
- Tower: Number of towers.
- Market: Number of markets.
- Wall: Number of walls.
Building levels are treated like this:
Building level |
Buillding in construction |
Level used for comparison
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0 |
yes |
0
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0 |
no |
1
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1 |
yes |
2
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1 |
no |
3
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2 |
yes |
4
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2 |
no |
5
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Example
Here is the script used in the map The Sand Square:
setArea("dest1",60,0,1)
setArea("dest0",31,0,1)
show("Get to the sand square in your apponents base.")
wait(10)
hide
story
wait(area("dest0",1))
loose(0)
story
wait(area("dest1",0))
loose(1)
Future changes
Scripting support in Globulation 2 is often discussed on the mailing list. Because we are currently focussing on stabilising the main tree for a 1.0 release, SGSL will remain in Globulation 2 for now, but in the long-term, it is very likely that we will replace it with a ready-made scripting language that could be hooked more deeply into the system. The exact choice of language is hotly debated, but the final decision won't be made until someone actually sits down to do the work - and will no doubt be decided on whatever their personal interest is.