Jump to content
Sign in to follow this  
Drongo69

Dynamic Campaigns

Recommended Posts

Ah, thanks for clearing that up. smile_o.gif Frankly I'm not afraid of editing it to be MP compatible. ;) Been making MP only missions for the last... three years. Still, hoping to see both of them (Your's and TacRod's version) released soon. smile_o.gif

Share this post


Link to post
Share on other sites

HawkinsDaFin,

If you are interested , i can send you the latest alpha of my work on the template, most of everything is already setup and working, but it is not finished yet as it needs several things i am working on to be implemented.

But it could familiarize you with the system and you can already begin to work on it (and finish your own version of it, by adding what you want or addons you need).

Share this post


Link to post
Share on other sites

Heh, thanks for the offer! smile_o.gif If it's not a big trouble, it would be nice to get familiar with the system beforehand. smile_o.gif How many features is there left to add to the current version? If they are (and I'm 100% sure that they are) some cool and neat ones, I can wait for the public template. smile_o.gif

So yes, if you want you can send the current version over, but I have no problem on waiting for the public version either. wink_o.gif

Share this post


Link to post
Share on other sites

As i send it tonight to my Dynamic Alliance partners, if they want to give a look, my alpha 0.855 version i will add you to the list.

The final version is not really for tomorrow, as i have lot of idea but needs time (to optimize them and make sure they are working without lagging out the mission) to implement them to make the template as complete as i can.

So you have all the time you need to give a look to the system.

I will add an instruction.txt inside the mission folder so you can have an overlook to what are those funny triggers and game logic that can be found everywhere wink_o.gif

Share this post


Link to post
Share on other sites

at Sanctuary, thx dude biggrin_o.gif that would be great because when i tried to edit my own version with usmc marines vs the jjr updated rebels my head got all twisted when i tried to figure out what those game logics did crazy_o.gif

i made a bas tonahl island version but somehow i think i made it lag very much biggrin_o.gif

i'll try again but with a less object intense island, haven't figured out wich one to use yet tounge_o.gif

Share this post


Link to post
Share on other sites

Hey Guys, i am loving this idea and Dynamic Afghan is tons-o-fun.

I have been working on a dynamic 007 mission and am currently using the AI on demand scripting. The problem with this is that missions are will "flow" from one to the next without any randomness. I was wondering if theres a template that either TacRod or Honcho or anyone else can provide to help out.

Basically, you report to M at MI6 HQ and she will give you a mission to carryout, after it's done you head back to HQ and she gives you another one. I think your systems would do wonders for this mission as theoretically it wont play the same way twice.

Thanks for the help biggrin_o.gif

Share this post


Link to post
Share on other sites

I can provide you with an alpha version of my template, just ask.

But be warned that it is not finished , and as i am constantly updating it , it will look nothing like the finished template.

But it can be used as a basis for edition and port to any context, it will just need more work from the mission maker than for when my template will be finished.

Share this post


Link to post
Share on other sites

I could defiently use it as long as it explains whats going on, I took a look at Dyn. Afghan in the editor and got a headache after a few minutes of trying to figure out what everythings doing crazy_o.gif

Anyway, i appreciate the offer and as long as its in a workable condition with a little guide of whats what i can take it from there.

biggrin_o.gif

Share this post


Link to post
Share on other sites

In Dynamic Afghanistan the important thing to look at is the server\mission_control.sqs (and the scripts called from it). I believe it's called mission\missionchoice.sqs in Sanctuary's version. This script is the heart of the mission.

Maybe we need a dedicated thread in Mission Editing?

Share this post


Link to post
Share on other sites

Thanks Tac, that will be a huge help now that i know where to start.

But, i still would like to take a lookie-look at the template biggrin_o.gif

Share this post


Link to post
Share on other sites

mm i don't know, i would like to see what lies ahead but im not good with scripts tounge_o.gif

me think group link 2 script was difficult to tveak a little inside and it got messed up and ctd'ed my ofp biggrin_o.gif

with some big well written guides i could try to make something out of it but not alone tounge_o.gif

Share this post


Link to post
Share on other sites

Well, you should wait in that case for TacRod or my template when they will be completed, it should be easier to understand and use by the user than the alpha/beta versions.

Share this post


Link to post
Share on other sites

I just wanted to suggest some ideas for anyone who was considering making their own dynamic mission. As well as the counter-insurgency infantry-based theme, it would also be possible to make dynamic campaigns based on the following:

- Helos (CAS, strikes, S&R, etc)

- Conventional actions (take the hill, hold the town, meeting engagement, etc)

- Resistance (hit and run actions, killing the enemy increases your support, improves your weapons etc)

- Spec-ops (emphasis on secrecy, little support)

- Zombies (Clean out towns to raise supply levels, find new guns, gain specialists. Maybe throw in some roadgang action too)

Any other ideas?

Share this post


Link to post
Share on other sites
Any other ideas?

"My name is Bond, James Bond"

sneak peek vid coming out tonight blues.gif

Share this post


Link to post
Share on other sites

Here's an update on my next version of Coin. The focus is on:

- Coop with SP functionality

- Natural variable/script names and commented code for easy modification

- Script modularity

There are currently 5 mission types functional in-game, from human wave attacks to patrols. At least one more mission type is planned. Coop has been tested with some success (and, errr, some failure...). PM me if you can test thoroughly in Multiplayer (requires SEB Nampack 2 only). The release date depends on how soon I get coop working properly. My plan for the release is to include the following plug-in scripts:

Friendly weapons: SEB NP2, ADF, Marine Assault Pack, UKF

OPFOR: SEB NP2, Generic Middle East, Edges Retextured, Generic OPFOR

OPFOR weapons: SEB NP2, JAM2, Marine Assault Pack HD

Helos: SEB NP2, BIS default, BAS

Facepacks: SEB NP2, Arab, African

Share this post


Link to post
Share on other sites

Would it be possible to please include the BAS Tonal-Tangos in those scripts? I'm planning on making a South Africa v. Tonal dynamic campaign to coincide with the Bushfires mod's first release and that'd totally help me out.

And maybe Frenchpoint would be cool too... if only because I have a thing for the Foriegn Legion. smile_o.gif

Share this post


Link to post
Share on other sites

Sure, the plugin scripts are the easiest thing to make, just the addon name is changed in the script. If you know the names of what you want to use, it only takes a minute or two. I'll also add some blank templates for people to make DIY scripts.

Share this post


Link to post
Share on other sites

I've been playing around with different enemy/equipment scripts.

A 4RAR section on patrol (undisclosed location in SE Asia)

adf1.jpg

Jemaah Islamiah terrorists attack an Australian FOB. After action reports note the poor stopping power of suppressed M4 rifles.

adf2.jpg

Share this post


Link to post
Share on other sites

A bit of status report,

Once my work on the template will be finished, the release of this DMA pack will contain the template in several versions

Player West : Enemy Resistance

Player West : Enemy East

Player East : Enemy Resistance

Player East : Enemy West

Player Resistance : Enemy East

Player Resistance : Enemy West

This way , it will be easy to anyone to launch the mission editor, replace the east/west/resistance units by the ones he wants, then replacing with the specific units he wants the unit names in the spawn scripts should be no problem once you know the units names of your favorite addons.

The templates are taking place on Malden, but moving the template mission you want to another island will be easy to do.

I am planning to add some step by step documentation about an example conversion to help the user.

But the release is not really soon as despite lot have been already implemented, lot is remaining to do.

Share this post


Link to post
Share on other sites

Not yet, the work of the DMA on our current projects is changing so much with the ideas and suggestions from each of us , that i can't really say what will be in or not when it will be released.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×