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Empire Earth 2 Map making - MP - .ies Scripting

Posted: 26 Oct 2014, 16:11
by Danijel
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.

Re: Map making - MP - Scripting

Posted: 26 Oct 2014, 19:00
by Danijel
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

Re: Map making - MP - Scripting

Posted: 27 Oct 2014, 01:36
by Dr.MonaLisa
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-multiplayer-saved-game-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

Re: Map making - MP - Scripting

Posted: 27 Oct 2014, 02:22
by Danijel
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.

Re: Map making - MP - Scripting

Posted: 27 Oct 2014, 02:26
by Dr.MonaLisa
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

Re: Map making - MP - Scripting

Posted: 29 Oct 2014, 17:51
by Danijel
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")

Re: Map making - MP - Scripting

Posted: 30 Oct 2014, 03:31
by Dr.MonaLisa
.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.

Re: Map making - MP - Scripting

Posted: 12 Jun 2016, 07:06
by travieso
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

Re: Map making - MP - Scripting

Posted: 12 Jun 2016, 10:40
by Dr.MonaLisa
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.

The ies scripting Thread

Posted: 28 Sep 2017, 06:53
by Loewenherz
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?