Lithumist Posted May 30, 2009 Author Share Posted May 30, 2009 Im sorry if this have already been asked, i used search and couldnt find anything and looked in the FAQ.can i convert my 2.7 game into a 3.0 game?everything, the maps, scripts etc… Link to comment Share on other sites More sharing options...
Drummerpete Posted May 30, 2009 Share Posted May 30, 2009 I'll add this to the FAQ - Thanks for reading it, too!But as I recall - the maps can be directly transferred, and graphics, but the scripts would have to be altered because of VB6 to Java syntax. Link to comment Share on other sites More sharing options...
Lithumist Posted May 30, 2009 Author Share Posted May 30, 2009 ok thanks XD Link to comment Share on other sites More sharing options...
Admiral Refuge Posted May 30, 2009 Share Posted May 30, 2009 We were told early in production that EE2.7 maps will be compatible with EE3.0 maps. Whether or not that's still true after the port into Java, I do not know.As for scripts, they will have to be converted because the syntax is C-type now, and not Basic.For instance, here is the OnDeath sub I'm using in the Main.txt:```' Executes whenever somebody dies outside of an arena.Sub OnDeath(Index) Dim MapNum Dim ClassID Dim X Dim Y If GetMapBootMap(Index) > 0 Then Call PlayerWarp(Index, GetMapBootMap(Index), GetMapBootX(Index), GetMapBootY(Index)) Else ClassID = GetPlayerClass(Index) MapNum = GetVar("Classes\Class" & ClassID & ".ini", "CLASS", "Map") X = GetVar("Classes\Class" & ClassID & ".ini", "CLASS", "x") Y = GetVar("Classes\Class" & ClassID & ".ini", "CLASS", "y") Call PlayerWarp(Index, MapNum, X, Y) End IfEnd Sub```In EE3.0, it would be this:```#include function OnDeath(Index){ var MapNum; var ClassID; var X; var Y; var Z; if (sadscript.GetMapBootMap(Index) > 0) sadscript.PlayerWarp(Index, sadscript.GetMapBootMap(Index), sadscript.GetMapBootX(Index), sadscript.GetMapBootY(Index), sadscript.GetMapBootZ(Index)); else { ClassID = sadscript.GetPlayerClass(Index); MapNum = sadscript.GetVar("Classes\Class" & ClassID & ".ini", "CLASS", "Map"); X = sadscript.GetVar("Classes\Class" & ClassID & ".ini", "CLASS", "x"); Y = sadscript.GetVar("Classes\Class" & ClassID & ".ini", "CLASS", "y"); Z = 0; sadscript.PlayerWarp(Index, MapNum, X, Y, Z); }}```Warning - while you were typing 2 new replies have been posted. You may wish to review your post. Link to comment Share on other sites More sharing options...
Smallbro Posted May 30, 2009 Share Posted May 30, 2009 And isn't there something new about the graphics though? Link to comment Share on other sites More sharing options...
Drummerpete Posted May 30, 2009 Share Posted May 30, 2009 Nah, just supports more types and can import them from anywhere. Link to comment Share on other sites More sharing options...
Admiral Refuge Posted May 30, 2009 Share Posted May 30, 2009 @Smallbro:> link=topic=45328.msg460465#msg460465 date=1243688218]> And isn't there something new about the graphics though?There's afew new things with the maps and graphics (having about 50+ new layers, different attribute system, etc), that's why I'm not sure if the maps are still convertible (you'll have to get it straight from HM).But that reminds me, I should add the "z" axis to that script above*edits script* Link to comment Share on other sites More sharing options...
Zetasis Posted May 31, 2009 Share Posted May 31, 2009 @Admiral:> There's afew new things with the maps and graphics (having about 50+ new layers, different attribute system, etc), that's why I'm not sure if the maps are still convertible (you'll have to get it straight from HM).> > But that reminds me, I should add the "z" axis to that script above> *edits script*What is the "z" axis for? Link to comment Share on other sites More sharing options...
Admiral Refuge Posted May 31, 2009 Share Posted May 31, 2009 @riokoshin:> What is the "z" axis for?EE3.0 supports 3d. And since it's 3d, you have the x-axis, the y-axis, and now you have the z-axis.Check out the Engine Dev board, there's alot of information on there about this stuff. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now