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Using GBS-IV Included in Universal Combat CE


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#1 dsmart3000AD

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Posted 24 October 2007 - 08:19 AM

The version of GBS-IV included with UCCE, is only compatible with the UCCE game. So, no, you can't run a script included in the game or build its source and play it with any previous game in the series without experiencing problems.

If you have the DVD-ROM version of the game, GBS is in a folder on the media. You can copy it to any folder on your machine.

If you have the digital distribution version, it is compressed in GBSIV.ZIP archive located in the TOOLS folder where the game is installed. Just extract it to any folder like.

In either case, the GBS distribution contains source scripts for all the scenarios (11 campaign + 111 Instant Action) in the game.
Using GBS, you can make minor or major script revisions.

e.g. say you wanted to play IA0001 with a Battlecruiser MK2 (or any other cap ship) ship class (look in OBJCLASS.SCR for all object class names) instead of the default MK1, it is a one line change (to the ship class) and a parsing of the script source.


  • Start a text editor (e.g. Notepad) and load the IA0001.SCR file from the SCRIPTS folder
  • Go to line #28 and change "set_craft battlecruiser_mk" to "set_craft battlecruiser_mk2", then save the file
  • Open up a console (START/RUN/CMD) window and change to the folder where you have GBS extracted (e.g. "C:\Program Files\3000AD\Universal Combat Collectors Edition\Tools")
  • From the console window type Prepare IA0001.SCR to parse the script
  • Copy the resulting IA0001.MIS file to the MODS sub-folder (e.g. "C:\Program Files\3000AD\Universal Combat Collectors Edition\Mods")
  • Run the game and select the IA0001 scenario from the Instant Action list

When you launch and go to the F9 view, you will see that you are using the MK2 instead of the MK1 carrier.

Since you are not overwriting the source scripts already built and included, you can delete this .MIS file if you want to revert to the version included in the game. This is due to the fact that the game will always use the newer file and ignore the older version (in the DATA sub-folder).

This is a simplified explanation of course. You can read the rest of this forum, as well as the included GBS docs for other tips. Though the GBS parsers are different, the scripting concepts, tips etc used in all the Universal Combat games are the same.

Also:

If you have modified the scenario description file (IA0001.DES) file which is displayed in MISCON, you also have to copy it (as-is) over to the MODS folder. This file is not parsed. It is processed in pure text form by the game engine.

If you revise (add, remove, edit etc) ANY of the strings used in the "say" and "broadcast" commands inside the script source, then you have to parse the engine's phrase handler by doing prepare phrases IA0001.SCR and copying the resulting IA0001.DAT file to the MODS folder. Then the new strings will be used by the game when the scenario is run.

Also, you can create a batch file e.g. BUILDIT.BAT and add the following commands to it. This will automatically do all the steps required for a single script and copy the resulting files to the target folder.

prepare %1.scr
if errorlevel 1 goto fail
prepare phrases %1.scr
if errorlevel 1 goto fail
goto ok
:fail
echo AN ERROR OCCURED! BUILD ABORTED!
goto exit
:ok
copy %1*.dat %1.des %1.mis "C:\Program Files\3000AD\Collectors Edition\mods"
echo SCRIPT BUILT OK
:exit

To create this batch file, just cut and past everything between the "code" blocks into a blank file. Save it as BUILDIT.BAT in your TOOLS folder (or where ever you have GBS extracted).

Then to parse a script, from a console window, you would just type build IA0001

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Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"


#2 dsmart3000AD

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Posted 31 October 2007 - 07:02 PM

As per this KB update, you need to make the following changes to these two source scripts so that you have the latest versions in case you intend to modify them in the future. These are necessary because the engine interpreter used in UCCE does not fully support that syntax and will thus cause a crash if the actor is initialized before the world is loaded. This can happen on fast systems.

I used a more recent script parser to build UCCE scripts, but did not update the UCCE interpreter because I didn't want to cause future unforeseen problems. Which is why I didn't experience this problem during testing.

#1. Open IA0311.SCR in Notepad and change the AI script definition for the e1 actor:

from this

.e1,100,100,100,100,100,100,0
start inactive near trionz^wayfarer 25000 xcf1
navigate trionz^xcj2
stop
events 1
!beginl1
  activate this
!reach trionz^xcj2
  IF ACM 1 THEN
   rtb oliran
  ENDIF
endevents

to this (line #67 deleted, two new lines inserted after line #71)

.e1,100,100,100,100,100,100,0
start inactive near trionz^wayfarer 25000 xcf1
stop
events 1
!beginl1
  activate this
!startup
  navigate this trionz^xcj2
!reach trionz^xcj2
  IF ACM 1 THEN
   rtb oliran
  ENDIF
endevents

#2. Open CMDR_C0005.SCR in Notepad and change the AI script definition for the ryker actor:

from this:

.ryker,100,100,100,100,100,100,0
start inactive near xylanz^jmp-26 100 wrm-22
navigate xylanz^wrm-22
stop
events 205
!begin_tod2m5
  activate this
!detect player
   broadcast "CMDR RYKER OF GCV-WARMAGE ON STATION"
   escort bc on
endevents

to this: (line #1609 deleted, two new lines inserted after line #1613)

.ryker,100,100,100,100,100,100,0
start inactive near xylanz^jmp-26 100 wrm-22
stop
events 205
!begin_tod2m5
  activate this
!startup
  navigate this xylanz^wrm-22
!detect player
   broadcast "CMDR RYKER OF GCV-WARMAGE ON STATION"
   escort bc on
endevents

President, 3000AD Inc.
Designer/Lead Developer
The Battlecruiser Series

"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"


#3 ouch

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Posted 11 October 2009 - 08:58 AM

Just FYI, That code fix for IA0311.SCR is actually for IA0303.SCR...
ouch

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#4 Mordax Blyrr

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Posted 14 February 2012 - 07:01 AM

Sorry for necro-ing this thread, but I have returned to UC and ordered the UC CEv2 yesterday. I would like to play around with the scripting system, but I do not have a 'Tools' folder in my install.
I ordered from Digital River via the 3000ad website.
Is the GBS system available as a seperate download, please?

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#5 dsmart3000AD

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Posted 15 February 2012 - 07:24 PM

The GBS for UCCE v2 was never released. I was planning on releasing it at some point, but I never got around to it. I will look into it - though I can't promise anything.

President, 3000AD Inc.
Designer/Lead Developer
The Battlecruiser Series

"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"


#6 Mordax Blyrr

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Posted 16 February 2012 - 11:05 AM

Rgr that!
I overlooked the fact that v2 did not have MP support anyway. So I have now bought CE v1 as well. It does indeed come with the tools folder as advertised.

Another question;
Are we allowed to ask about and post parts of scripts openly on these boards?

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#7 dsmart3000AD

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Posted 25 February 2012 - 08:07 AM

Yes - you can post scripts, ask questions about them etc. Just make sure you use the proper forum.

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Designer/Lead Developer
The Battlecruiser Series

"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"


#8 dsmart3000AD

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Posted 25 February 2012 - 08:23 AM

I had some time, so I dug up and have re-packaged the GBSIV scripting system and tools for UCCE and UCCE v2. It contains the following folders:

Docs..........usage docs 	 
Samples.....sample scripts
Tools..........various tools
ucce..........GBSIV for UCCE
ucce_v2....GBSIV for UCCE v2

You can download it here.

As always, use at your own risk. So it is advisable that you backup any files that you are planning on changing.

President, 3000AD Inc.
Designer/Lead Developer
The Battlecruiser Series

"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"


#9 Mordax Blyrr

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Posted 25 February 2012 - 09:19 AM

Great stuff, thanks, SC! :D

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#10 SpcFX

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Posted 10 April 2013 - 10:03 PM

Hi Derek & Crew.

 

Hope everyone is doing well.

 

It's been 10+ years, but while doing some unpacking, I came across my still brand new chromed BC300ad box along with the BC3000 v2 and Battlecruiser Millennium.  I tried to fire up the "newest" of the three on a Win7 platform, but the CD appears to have seen better days.  Long story short, downloaded the free version and it worked quite well with the Win7 OS.   Decided to buy the latest, UCCE V2 and have been enjoying a run down memory lane.

 

Of course I wanted to see if I retained any of my scripting skills, but have hit a brick wall. It is probably something simple.  Just need a push in the right direction.

 

I’ve taken a clean .scr file from the GBSIV folder (cmdr_r0002),  Made a copy and renamed both the .scr and .des files to cmdr_r0004.

 

I then changed just a couple words in the .des file and left the .scr file untouched.   Parsed the .scr file with no errors.  Created a /mods file in my ucce_v2 directory and copied the parsed .mis and .des file to the new folder.

 

Launched ucce, created a new profile and located the modified Roam scenario which included the text I modified, however when I attempt to play the parsed script, the loading bar fills completely and then I get a “Fatal Error - Failed to open ACM Scenario Failed to open ACM Scenario Fail” box and the game quits.

 

The FatalError document contains the same - Game terminated due to FATAL error:

Failed to open ACM Scenario Failed to open ACM Scenario Fail.

 

I know this is dated, but perhaps someone could give me some insight on what I may be doing wrong.

 

The program was purchased through BMT, currently running the downloaded version of 2.00.01.  (I do have a CD coming, but assume they will be the same version).

 

The Prepare program from the above link is “ Prepare 2.00.00: *** UNIVERSAL COMBAT – COLLECTORS EDITION *** “

 

Any help would be appreciated,

Mark



#11 dsmart3000AD

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Posted 11 April 2013 - 05:34 PM

GBC IV is not, never was, never will be supported in UCCE v2.0. If you look at the differences between UCCE and UCCE 2.0, you will see why that is. Hence the reason it was never promoted as supporting it.


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Designer/Lead Developer
The Battlecruiser Series

"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"


#12 SpcFX

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Posted 11 April 2013 - 11:47 PM

Thank you Derek,

 

I am doing okay with scripting the IA group, just having a problem with the Roam scripts.  Will give the ACMs a try once I get a better handle of the IAs.   I can understand that it is not supported as your included quote of "As always, use at your own risk. So it is advisable that you backup any files that you are planning on changing." advises.     Just thought I'd throw out an SOS for anyone that might be scripting.  I'll keep at it until I figure it out.

 

Have a great day,

Mark



#13 dsmart3000AD

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Posted 14 April 2013 - 08:16 AM

I just checked the ucce_GBSIV_full.zip archive I linked to in my post above and it does contain the correct parser for v2.0 in the "ucce_v2" folder. So yes - it should actually work. I just tested it and it works just fine.

 

So you probably have something else going on with your install and/or script or you are using the wrong PREPARE.EXE parser (which should be .\ucce_v2\prepare.exe) and folder (which should be the files in .\ucce_vs)


President, 3000AD Inc.
Designer/Lead Developer
The Battlecruiser Series

"Dealing with publishers is like stepping through a minefield. In the dark.
Blindfolded. With people shooting at you. And your ex mother-in-law giving you directions"





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