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Author Topic:   Database for mission tree-could it be done?
Burkey
Pilot
posted 04-19- 07:44 PM     Click Here to See the Profile for Burkey   Click Here to Email Burkey     Edit/Delete Message   Reply w/Quote
Whilst struggling with a horrible technical database thingy (simplicity itself to most of you I'm sure, still I'm supposed to be the arty type, they never told me my course would involve this! )Logic never was my strong point. Still, whilst stumbling from relation to query to form to switchboard etc. I couldn't help but think that maybe,far beyond what my feeble mind is capable of, somwone could maybe magic up some wonder code that would allow for an interface within this game that could utilise a database to create mission trees like in 'WW2 Fighters'. Not dynamic, though semi dynamic, and with the mission building talent on show here, (Jeeves springs instantly to mind but i know there are many more), a constant supply of mission trees using an interface that selected for you would make single player IMHO many times better. I think some of you create databases professionally, so feel free to tell me why I'm being stupid, but it is a nice thought, isn't it?...

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Sv
Pilot
posted 04-19- 08:11 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
It is funny.

I had to do a contact job a while ago, and I was so bored that I coded an entire semi-dynamic web based mission generator using SQL sever as a base.

Basicaly the application allowed the would-be campaign designer to build a complete mission tree over the web. He would copy the actual .mis file and paste them into a text box. He would also give the possible result choices and what mission that should be next depending on what heppened. So the campaign fly-er would start a campaign by downloading a .mis file. Then he would fly it. Then he would come back to the site and use a pull menu to select the outcome of the mission. Next he would either get another .mis file, or be told he lost/won/died/taken prisoner, etc.

It was done and working, but at the time there seemed to be no interest in this so I dropped it.

I still have all of the code. It was a very complex application - mostly the mission result matrix, that is what mission to assign next based on what the outcome was. I even discoverd that Microsoft ASP (script!) allows recursive function calls! Cool!

See, if the next mission hinged on three questions (did you live? did you sink the ship? did the bombers survive? for example - they could be anything or any amount of questions) then the matrix would be 3x3x3 = 27 seperate outcomes! For each outcome you would have a pull menu of possible "next missions" to chose from. You could have any number of missions as an outcome, or final messages.

A campaign flyer could manage more than one campaign at a time via the web site.

Also stats were kept as to how poeple did in your campaign.

I think I droped it because I thought it was too complex for anyone to learn howto create a campaign for. In fact the last unfinished piece was the "how-to" instructions Flying the campaign is simple though...

I can't believe I did all that work LOL!

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-Sv =FC=

WWI in SDOE!


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Burkey
Pilot
posted 04-19- 08:36 PM     Click Here to See the Profile for Burkey   Click Here to Email Burkey     Edit/Delete Message   Reply w/Quote
That sounds very cool Sv. would it ever be possible to incoroprate something like that into the actual program? Maybe something like SDOE Control or Chameleon, only with missions.

BTW, don't rub it in with that 'coding an entire semi dynamic mission' for fun talk. Don't you realise I'm struggling here trying to get my mind around a 'simple' access database?

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Spanky the Mad Dog
Pilot
posted 04-19- 09:26 PM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here..

SV can't you and spin team up and make somthing cool?

somthing that would blow the mission editor away?

Hows this for a thought. Ask MH for the source code for the mission editor? It not like its this big peice of work that you could steal and use in your own stuff.

and they own it.

i think it could rock

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Sv
Pilot
posted 04-19- 09:39 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
I think a program would be easier. The mission editor must be fairly simple, mostly just parsing and creating the misisons prop files. It would be most cool to be able to tie a dynamic mission editor into the game itself do that the campaign knew how you did without asking you.

I don't think there is need for any official database, just a special file format for campaigns much like the actual mission files. This file would define the campaign and reference actual .mis files.

It would not be too hard... is there maybe a real programer out there who needs something to do? Why is it that programers are always so busy?

-Sv

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Jeeves
Pilot
posted 04-20- 12:01 AM     Click Here to See the Profile for Jeeves   Click Here to Email Jeeves     Edit/Delete Message   Reply w/Quote
Wow-- anything that would make my job easier Then again, maybe I'll be obsolete LOL!! But Sv-- with your skill at writing tutorials for modeling, I'll bet you could make your program manageable-- I would be willing to give it a go with a little instruction. You guys have Max and OP and MultiGen, and I'm stuck with the stinkin' buggy Mission Editor

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Brought to you by the campaign for a better Dauntless!


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