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Author Topic:   Mission editor idea
semmern
Pilot
posted 06-12- 03:22 AM     Click Here to See the Profile for semmern   Click Here to Email semmern     Edit/Delete Message   Reply w/Quote
This should prolly go in the patch forum, but I'll post it here.
Now, wouldn't it be great if someone (Bryaaaaaaan) could add a feature to the mission editor that lets the plane(s) start with, say, a damaged wing, a burning engine, or multi-engined planes starting with one or more engines shot up. So that we can, for instance, make a 'get away from the baddies' mission, where you start out in a B-17 with one engine shot up, and half the port elevator gone. As it is today, all planes start in mint condition whenever you load a mission.

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Karaya 2
Pilot
posted 06-12- 03:57 AM     Click Here to See the Profile for Karaya 2   Click Here to Email Karaya 2     Edit/Delete Message   Reply w/Quote
What a GREAT idea Sem!
This really would make for some very interesting and quite out of the ordinary missions..

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Jeeves
JAG
posted 06-12- 07:42 AM     Click Here to See the Profile for Jeeves   Click Here to Email Jeeves     Edit/Delete Message   Reply w/Quote
Yeah-- add it to ground units too-- so you can make towns already bombed out

That is one of the most favorite things about the CFS2 editor-- you can set visible damage levels for just about everything

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Private Roger
Pilot
posted 06-12- 08:24 AM     Click Here to See the Profile for Private Roger   Click Here to Email Private Roger     Edit/Delete Message   Reply w/Quote
This idea was bounced around a couple of years ago. I don't think at that time the movers and shakers in the SDOE programing world thought it was possible, or wanted to do it.

Maybe now it would be feasible.

Persoanlly I would rather have self terminating WP put at the front of the list.

But that's me.

PR=FC=

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Jeeves
JAG
posted 06-12- 10:36 AM     Click Here to See the Profile for Jeeves   Click Here to Email Jeeves     Edit/Delete Message   Reply w/Quote
Man-- you ain't kidding...that is annoying! Why couldn't they just have added that feature in anyway?!!

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Brought to you by the campaign for a better Dauntless!

Jeeves =FC=

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Jeeves
JAG
posted 06-12- 10:36 AM     Click Here to See the Profile for Jeeves   Click Here to Email Jeeves     Edit/Delete Message   Reply w/Quote
sorry

[This message has been edited by Jeeves (edited 06-12-2001).]

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Bryan Russell
Pilot
posted 06-12- 05:17 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
It actually isn't the mission editor that needs the work, although it still needs to support it. The game needs to be changed to allow it. Plus, since the damage modelling is on a per part basis, then the specification could get a little complex.

I thought about this stuff before I had the code, with a view to providing some sort of mechanisim for people to develop 3rd party campaign engines.

The theory is that the 3rd party app has an interface to set the states of the objects (probably the mission editor) and also a interface to get the state of the objects after a game was played (maybe a text file).

The 3rd part app then just makes a mission dynamically and then runs SDOE with the option to launch straight into the mission to make it nice and seamless. AFter the mission is reads the "State" file and does its campaign thing.

Of course now I'm too busy with WWW etc , but if I see a point in my travels where I can dump an object state, or make a object start with a damaage state easily, then I will probably add something. This is the stumble across it development priority system

WWW won't really use a mission file orientated concept so there is not much overlap, although I will probably have to find some way to make object states persistant somehow, but thats a ways down the track.

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Wings with Wires

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