Empire Earth 2 Map making - MP - .ies Scripting

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Danijel
Posts: 19
Joined: 12 Sep 2014, 11:24

Empire Earth 2 Map making - MP - .ies Scripting

Post by Danijel » 26 Oct 2014, 16:11

Yo! Image

Beside some basic info, there isn't much info about map scripting.

Would it be possible to invoke a "trigger" like effect trough script that would make, for example;
If player holds specific territories he can form(by choice) an "empire" that would grant him some bonuses like speed over those territories, drop-off bonus overall on same and etc. I would like to avoid game modding for this case.

How, if able, to manipulate territory options trough script? I was able to find most things about units(or buildings, it's teh same thing), but that's it regarding scripting.

EDIT:
If script is to be added, than map should be built as scenario or it can be built as map?

Cheers D.


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Danijel
Posts: 19
Joined: 12 Sep 2014, 11:24

Re: Map making - MP - Scripting

Post by Danijel » 26 Oct 2014, 19:00

Idea:

Would be to add additional(mostly movement) bonus to sum of territories that are adjacent to each other. I would find this most useful with map 1000x1000 Image

Some images:
align="center">ImageImageImage

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Dr.MonaLisa
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Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Map making - MP - Scripting

Post by Dr.MonaLisa » 27 Oct 2014, 01:36

Hi!
I don't remember EE2 scripting very well, but I'll try to give some tips:
Would be to add additional(mostly movement) bonus
I did a "speed" bonus for ships in my EE2 Pirates scenario ( http://forum.ee2.eu/t1608-ee2-pirates-2013 ).
I did it by adding a "crown effect" to players:

Code: Select all

AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "Exploration");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(2, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "Exploration");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(3, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "Exploration");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(4, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "Exploration");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(5, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "Exploration");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(6, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "Exploration");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(7, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "Exploration");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(8, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "Exploration");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
AttachEffectToPlayer(9, "SeaLanesDoctrine");
So I added a crown effect to all naval units. But you can add other effects, for example "Drill", then your land units will be faster.

I uploaded my pirates scenario script for you:

Code: Select all

https://dl.dropboxusercontent.com/u/94050562/a.pirates.ies
Maybe it can give you some examples.

About the other effects - I think you can find them in "db.zip\db\AreaEffects". I don't think it's possible to create effects "in script", so you would have to mod game files to add them.
If script is to be added, than map should be built as scenario or it can be built as map?
Must be saved as scenario. Map files don't contain scripts I think.
Then after you load a scenario in game - you can save a game and move from "Documents\Empire Earth II\savegame_SP" to "Documents\Empire Earth II\savegame_MP" to load it in Multiplayer games ( http://forum.ee2.eu/t1646-how-to-load-a ... ame-on-ee2 ).
How, if able, to manipulate territory options trough script?
Unfortunately I haven't tried with territories, so I won't know anything about it. I was "learning" from this pseudo "EE2 SCRIPTING.doc", so if there are no information about it - then we will never find out if it's possible Image


EDIT:
A tip for territories counting:
Maybe just add all player's city centers to a special group, and then count number of units in this group? Then make a function like:
blablabla = true
if NumberOfCityCentersNow > NumberOfCityCenters before
if blablabla = true
blablabla = false
NumberOfCityCenters = NumberOfCityCentersNow
AttachEffectToPlayer(X, "Drill")
Sleep X miliseconds
blablabla = true

Something like this Image
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

User avatar
Danijel
Posts: 19
Joined: 12 Sep 2014, 11:24

Re: Map making - MP - Scripting

Post by Danijel » 27 Oct 2014, 02:22

I knew I'll get a headache Image

Thx, will check it.
Got that doc few days ago  Image  ye it has some bout counting turfs.

Is there maaaybe a full cmd list? (instead of digin it like a rat from scripts lol)


EDIT:
Can't, in that case you could have an empire that looks like cheese. Take roman empire for example, it was formed out of smaller states. Now, drag that trough code.
So it should be actually fixed on names,...which sadly I will do eventually -.- I just started adding territories and...it looks like threes no end to it(ye I like loooong games Image ,this was actually related with Game Peace post) ,but map as map should work fine in any mode.

Patch:
Got eyes on vid.

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Dr.MonaLisa
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Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Map making - MP - Scripting

Post by Dr.MonaLisa » 27 Oct 2014, 02:26

Is there maaaybe a full cmd list? (instead of digin it like a rat from scripts lol)
Unfortunately not Image

EDIT:
Oh, and there's a video: https://www.youtube.com/watch?v=nsHpB_tBFts
Image Image Image
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

User avatar
Danijel
Posts: 19
Joined: 12 Sep 2014, 11:24

Re: Map making - MP - Scripting

Post by Danijel » 29 Oct 2014, 17:51

Ok, bit lost now.

scn is def scenario exten.
wahts ies? beside its regular txt file(from scripting point of view).

I mean, can i get in anyway(export) ies from game? (or is it only "importable")

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Dr.MonaLisa
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Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Map making - MP - Scripting

Post by Dr.MonaLisa » 30 Oct 2014, 03:31

.ies is a script file, should be stored in:
Documents\Empire Earth II\Scripts

To load an .ies in the map editor:
Image

.scn is a scenario file: map + loaded script, defined areas, mission properties, etc.
I mean, can i get in anyway(export) ies from game? (or is it only "importable")
No, .ies are only for "modders". The other game scenarios/missions have been "compiled" (to .dll I think), so we are not able to see/import scripts.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

travieso
Posts: 1
Joined: 12 Jun 2016, 07:03

Re: Map making - MP - Scripting

Post by travieso » 12 Jun 2016, 07:06

hello, I want to use scripts for my scenarios EE2 , and create my files .IES , but when I enter "mission properties" , NOT SHOWN THE IES BUTTON, THE BUTTON ONLY SAY "BROWSE" , AND I CAN NOT JOINING THE SCRIPTS WITH SCENARIOS , SOMEONE KNOW THE REASON FOR THIS AND how to fix it ? please help!!! this game is 1.0 version

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Dr.MonaLisa
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Posts: 7369
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Map making - MP - Scripting

Post by Dr.MonaLisa » 12 Jun 2016, 10:40

travieso wrote:hello, I want to use scripts for my scenarios EE2 , and create my files .IES , but when I enter "mission properties" , NOT SHOWN THE IES BUTTON, THE BUTTON ONLY SAY "BROWSE" , AND I CAN NOT JOINING THE SCRIPTS WITH SCENARIOS , SOMEONE KNOW THE REASON FOR THIS AND how to fix it ? please help!!! this game is 1.0 version
It's because this feature was added with version 1.2 of the game. It won't work on version 1.0, because this version didn't support .ies scripts.

I would recommend to install Unofficial Patch 1.5 instead: https://ee2.eu/patch
It also includes some improvements for crash fixes for .ies scripts, etc.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

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Loewenherz
Posts: 128
Joined: 23 Sep 2017, 17:26

The ies scripting Thread

Post by Loewenherz » 28 Sep 2017, 06:53

Hello all,
this is a Thread over the ies scripts from EE2. The ies files are for scripted Missions in EE2, like in the Campaign.
Sorry, my English is not so good.

My first question. How can i set a Missiontimer, like in the 6 Us Mission?
Attachments
6_ScenarioTool.rar
(4.17 MiB) Downloaded 25 times
Last edited by Loewenherz on 16 Mar 2019, 16:14, edited 2 times in total.
List of tutorials, useful threads and utilities (look here before posting): Here

The annoying memory for Mona: viewtopic.php?f=54&t=5089 :mrgreen:

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