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Author
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Topic: obProb!
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Jaguar Pilot
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posted 03-27- 03:26 PM
I plugged this into the properties of the SDB main body:(obProb (20 (obSmokeTrail (smkColor 250 0 0)) 20 (obSmokeTrail (smkColor 0 250 0)) 20 (obSmokeTrail (smkColor 0 0 250)) 20 (obSmokeTrail (smkColor 200 200 200)) 20 (obSmokeTrail (smkColor 0 0 0)))) and look what happened on startup!
Just add a few hidden tiles with different numebrs texture mapped on them, then have obUnhide tile X in place of the smoke, then we are in buisness! ------------------ Cheers! Jaguar The FS Hangar [This message has been edited by Jaguar (edited 03-27-2000).] IP: Logged |
bjorn Pilot
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posted 03-27- 03:47 PM
Jag,Good thing you made that experiment. I was given the question if the obProb's were calculated per individual in the game, or per model. I was going to make exactly that experiment to find out. Now I know. _ /Bjorn.
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Laika 801 Pilot
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posted 03-28- 04:03 AM
Great !IP: Logged |
Laika 801 Pilot
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posted 03-28- 09:17 AM
How should we use that ? Makes it sense couple this somehow with the loadout, to select where the numbers/squad signs should be applied (i.e. rudder or fuse for the I16).You got 8 planes (?) and 5 colored smoke trails and 3 repeats (2 blue 1 green). I wonder if you would make 9 different colors if there where repeats too ? Maybe my thoughts are crap  IP: Logged |
charmstar Pilot
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posted 03-28- 12:35 PM
I think Laika has an interesting idea here. We know that guns will only show up if their loadout is specified... could the same be done with textures? At the very least you could make a few "guns" which are actually just the same side panel for instance, each with a different texture. Make a loadout for each different side panel, and give the "gun" 0 ammo and no sound, wouldn't the plane then be able to show individual markings as specified? What do you guys think? charm IP: Logged |
Bryan Russell Pilot
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posted 03-28- 06:19 PM
Thats an excellent Idea for squad markings, and coupled with the obProb for the individual markings it could work quite well.The only problem is you would have n x n number of loadouts. i.e. you would have 'Squad1 with Guns', 'Squad1 with bombs', 'Squad 2 with guns', 'Squad2 with bombs' etc etc etc. Could get messy for planes with 5-6 loadouts. IP: Logged |
charmstar Pilot
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posted 03-28- 07:11 PM
That's true, but at least you could have a couple "squads" for each type, right? The blanks loadout could just have 1 "squad", and the bombing loadouts could have a couple squads, while the guns loadouts have a couple different squads. This way the planes at least look a little different. Of course, we don't even know if it will work yet! And I think choosing your loadout from a list of 10-20 wouldn't be so troublesome (except for those hardcore mission maker guys :-) charm IP: Logged |
Falck Pilot
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posted 03-28- 08:15 PM
IMO that would be kinda an ugly way to get around this. The primary strength of this method, IMO, is for stuff like nose art, where randomness would be good and repeats not necessarily bad.can obprop be used in mission files?  IP: Logged |
charmstar Pilot
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posted 03-28- 08:24 PM
Falck I agree with you that it would be a hack to specify skins in the loadout, but if it works, then it would just be one more option. It would be great if there were about 100 different nose arts so that the obProb would make it extremely unlikely of getting dupes. We could each submit one noseart of our own to use :-) Of course it would be a pretty serious waste of space to have all of that stuff floating around unused most of the time.charm IP: Logged |
Bryan Russell Pilot
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posted 03-28- 10:13 PM
The good thing about any of the methods becoming popular is that more and more planes will get fitted out with the Sqad and individual panels, so when a real SqaudNum and SquadMemberNum things happen it will all migrate to the planes well.You know, I reckon obProb will work in the mission files, given they are Proplists. That would be great, every mission a new adventure  I'm thinking obProb could turn out to be the coolest OpenPlane keyword ever! IP: Logged |
Falck Pilot
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posted 03-28- 10:45 PM
Bryan, I tried the following...msn652Squadron ( (obprob(90(msnCount 2)10(msnCount 5))) msnAircraft "P51D" msnFormation "strWedge" msnLoadOut "Guns" msnGasLevel 1 msnAllegiance "Allied" msnAggressionLevel 0.50 msnLoyaltyLevel 0.50 msnMoraleLevel 0.50 msnSanityLevel 0.50 msnSkillLevel 0.50 msnCoordinate ( -71646 6522 ) msnVelocity 0 msnAltitude 0 msnHeading 0 msnCountry "strGreatBritain" msnSquadron "Squadrons/Great Britain/squad03.ppf" ) Resulted in only 1 P51 always being displayed in single player and 0 P51 being available in multiplayer.
Maybe Im not doing something right or it just wont work for that value, but if we could get that to work missions would be much more dynamic. IP: Logged |
Bryan Russell Pilot
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posted 03-28- 11:38 PM
I would think that it would have to be on the outter level (see below) since each of the "msn652Squadron" proplists are probably expecting standard contents, while the root level is possibly generic. The other possibility is that case is significant, i.e. obProb instead of obprob. If it is then it could have just ignored the whole obProb list. Strange that it behaves differently online obProb(
90 ( msn652Squadron ( msnCount 2 msnAircraft "P51D" msnFormation "strWedge" msnLoadOut "Guns" msnGasLevel 1 msnAllegiance "Allied" msnAggressionLevel 0.50 msnLoyaltyLevel 0.50 msnMoraleLevel 0.50 msnSanityLevel 0.50 msnSkillLevel 0.50 msnCoordinate ( -71646 6522 ) msnVelocity 0 msnAltitude 0 msnHeading 0 msnCountry "strGreatBritain" msnSquadron "Squadrons/Great Britain/squad03.ppf" ) ) 10( msn652Squadron ( msnCount 5 msnAircraft "P51D" msnFormation "strWedge" msnLoadOut "Guns" msnGasLevel 1 msnAllegiance "Allied" msnAggressionLevel 0.50 msnLoyaltyLevel 0.50 msnMoraleLevel 0.50 msnSanityLevel 0.50 msnSkillLevel 0.50 msnCoordinate ( -71646 6522 ) msnVelocity 0 msnAltitude 0 msnHeading 0 msnCountry "strGreatBritain" msnSquadron "Squadrons/Great Britain/squad03.ppf" ) ) )
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charmstar Pilot
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posted 03-29- 12:53 PM
Openplane is definitely case sensitive. I spent a long time trying to figure out why I couldn't start the engine in a plane... turned out in one place I had 'engine, and in another 'Enginecharm IP: Logged |
Sv Pilot
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posted 03-29- 01:35 PM
Yea, must be the C++It seems that many of these prop lists / parts end up directly as class instances in the game, no? -Sv IP: Logged |
Bryan Russell Pilot
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posted 03-29- 06:22 PM
I'm not sure if it is really case sentitive or not, but this doesn't work  If I put the obProb at the root, the game crashes when it trys to load the briefing, and if I put it around that 'msnCount part then it seems to ignore it and go with some kind of default. I think Falck had a great idea though and this should be a SOS thing. I could even make a bold statement and say that adding obProb support to the mission files could be the best bang for buck feature SOS could do!. IP: Logged |
Falck Pilot
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posted 03-29- 08:42 PM
I got the same results as you  I just pray for SOS to come through soon. Maybe we should get a petition to urge the lawyers to try to speed up the process. Just another thought... obRandom(low,high) would be a nice feature, as would the ability to to do calculations and simple IF THEN logic within openplane, but Im less optimistic about the latter. [This message has been edited by Falck (edited 03-29-2000).] IP: Logged |
wack it up Cadet
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posted 03-29- 08:51 PM
whats wrong with your planes?IP: Logged |
Bryan Russell Pilot
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posted 03-29- 11:28 PM
I reckon simple things like obProb and/or IF..then wouldn't be too hard. The major problem might be the mission editor. I don't know if this is part of SOS or not, but any changes to the mission file structure is likely to screw the mission editor.Worth thinking about. WWIIFighters had a good scripting language (from memory), that included randomness, if thens and that cool cinematic intro thing for the missions. Maybe a good starting model for an overhaul of the mission file? IP: Logged |