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mike@uk

Idea: Hybrid Campaign

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Sorry if this has been thought of/made before but here's an idea for a type of Campaign.

How about a mix of the Dynamic "go here, kill X enemy, Return to base" type of campaigns and the normal Scripted sort, using the Dynamic missions as the backing and using the Scripted missons as "gate missions"

the RTS game Blitzkrieg used to have such a system if my memory is correct.

For example, a D-Day Campaign:

The very first mission would be a scripted Amphibious Assault with all the fancy effects and scripts one would expect in a Campaign mission,

After you complete the Invasion mission you would move on to the Dynamic phase, at which point you would be assigned the usual Patrol missions etc, and depending on how well you do, gain or lose points.

Now lets say you gain enough points to move on to the next Scripted mission "Capture the Bridge", after which you would unlock the next part of the island, across the bridge, where you would go on to do more Dynamic missions.

However you don't do well in the new mission area, which starts the Scripted "Enemy Counter-Attack" mission, if you fail you go back to the previous Dynamic Phase and have to do it all over again, if you win you get to stay in the current Dynamic Phase.

Etc, etc until A, you beat the enemy and Capture the key Campaign objective, or B, the enemy drives you into the Sea.

This type of Campaign would hopefully provide a good balance between the Dynamic Campaigns, which can get repetative in the same area/setting and the Scripted Campaigns which can be too Static/Detached.

Basicly what I want to know is would such a Campaign be possible to make without too much trouble, or even with too much trouble as the case may be. tounge2.gif

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It sounds like it's possible and if you ask me it's a really good idea but most people are still trying to figure out how to get the regular dynamic campaigns to work. I mean Mrn dynamic war mission though it's really fun it is buggy as hell. And in the dynamic campaign the AI squad members is frustratingly stupid they almost never listen to your orders.

Now it sounds like a good idea but I still think were a little far away from a mission like that. huh.gif

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G.D.C.E for ofp was like this. YOu could have scripted missions then dynamic etc. I dont think kutya is working on it for armed assualt any more, Kutya?huh.gif?

I used to love his missions I even made a dynamic afghan SAS misison and i know next to nothing about mission making it was such an easy to use template.

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I'm currently converting GDCE 1.10 to ARMA...this is NOT GDCE 2...just a conversion of GDCE 1.10. I have all of the missions working...though to be honest I see little of GDCE's script that is 'scripted' as it were biggrin_o.gif. It''s very dynamic which is why I wanted to convert it in the first place.

I've been pretty quiet since I'm new to the community and OFP/ARMA in general, but I've worked pretty hard on this conversion just a cheap plug of little things I've added:

-Multiple loadouts available from the machinegunner/rearm guy via a dialog box. As you gain value you open up more available loadouts...as in GDCE(ofp), the contents of these loadouts is cutomizable using the globals.sqs file.

-increased difficulty as value increases, such as adding armor to patrol missions, increasing patrol size and skill...etc.

I already have almost everything working, but I still need to check the resupply function.

some things I haven't been able to get working unfotunately:

-the big one: saves...My current scripting knowledge is just not enough to make this work, the original save script was absolutely brilliant...which is the problem...I'm having trouble taking it all in. Correctly converted, I'm certain the save script can work, because it only saves a few essential variables...with 2 young kids though, it maybe a while...I'm checking if the work around save used on dynamic war (alt-tabbing out, preserving your saves than putting them back in after mission start) can work with GDCE...hope so, need to test.

-Airstrike and air support, airstrike drops the plane into the ground...need to look into it, may just borrow another script or write a new one...Air support doesn't work because AI helicopters don't work, not much I can do.

Most of this work is still Kutya's (and frontline assembly) and I've corresponded with him and he allowed a release. Even though per his request this will have my name on it, the guts of this conversion is his and really to go further back, DMA, Tacrod, Rune and other guy's I don't know but whose great skill is apparent in the scripts.

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I'm currently converting GDCE 1.10 to ARMA...this is NOT GDCE 2...just a conversion of GDCE 1.10. I have all of the missions working...though to be honest I see little of GDCE's script that is 'scripted' as it were biggrin_o.gif. It''s very dynamic which is why I wanted to convert it in the first place.

I've been pretty quiet since I'm new to the community and OFP/ARMA in general, but I've worked pretty hard on this conversion just a cheap plug of little things I've added:

-Multiple loadouts available from the machinegunner/rearm guy via a dialog box. As you gain value you open up more available loadouts...as in GDCE(ofp), the contents of these loadouts is cutomizable using the globals.sqs file.

-increased difficulty as value increases, such as adding armor to patrol missions, increasing patrol size and skill...etc.

I already have almost everything working, but I still need to check the resupply function.

some things I haven't been able to get working unfotunately:

-the big one: saves...My current scripting knowledge is just not enough to make this work, the original save script was absolutely brilliant...which is the problem...I'm having trouble taking it all in. Correctly converted, I'm certain the save script can work, because it only saves a few essential variables...with 2 young kids though, it maybe a while...I'm checking if the work around save used on dynamic war (alt-tabbing out, preserving your saves than putting them back in after mission start) can work with GDCE...hope so, need to test.

-Airstrike and air support, airstrike drops the plane into the ground...need to look into it, may just borrow another script or write a new one...Air support doesn't work because AI helicopters don't work, not much I can do.

Most of this work is still Kutya's (and frontline assembly) and I've corresponded with him and he allowed a release. Even though per his request this will have my name on it, the guts of this conversion is his and really to go further back, DMA, Tacrod, Rune and other guy's I don't know but whose great skill is apparent in the scripts.

Sounds cool I'm looking forward to it. smile_o.gif

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To add a couple of things: I'm working the west version, and the east right after. I'll release it much like the orginal release, there will be a 'demo' version, playable out of the box and a template (all mission triggers organized to the side, unpbo'd for access). Debug mode is fully functional which will help any mission makers tremendously...it helped me with the conversion quite a bit.

also, DAC doesn't work: DAC had a great affect on the OFP version. and getting it working has some priority with me. Unfortunately the script is quite complex simply adding compile to all the calls wasn't enough. If I can get DAC working GDCE 1.10 for ARMA (I'll try finding a better name) would truly be awesome...but I'll probably release it without DAC implemented if I can't figure it out in a couple of weeks.

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Sorry if this has been thought of/made before but here's an idea for a type of Campaign.

How about a mix of the Dynamic "go here, kill X enemy, Return to base" type of campaigns and the normal Scripted sort, using the Dynamic missions as the backing and using the Scripted missons as "gate missions"

the RTS game Blitzkrieg used to have such a system if my memory is correct.

For example, a D-Day Campaign:

The very first mission would be a scripted Amphibious Assault with all the fancy effects and scripts one would expect in a Campaign mission,

After you complete the Invasion mission you would move on to the Dynamic phase, at which point you would be assigned the usual Patrol missions etc, and depending on how well you do, gain or lose points.

Now lets say you gain enough points to move on to the next Scripted mission "Capture the Bridge", after which you would unlock the next part of the island, across the bridge, where you would go on to do more Dynamic missions.

However you don't do well in the new mission area, which starts the Scripted "Enemy Counter-Attack" mission, if you fail you go back to the previous Dynamic Phase and have to do it all over again, if you win you get to stay in the current Dynamic Phase.

Etc, etc until A, you beat the enemy and Capture the key Campaign objective, or B, the enemy drives you into the Sea.

This type of Campaign would hopefully provide a good balance between the Dynamic Campaigns, which can get repetative in the same area/setting and the Scripted Campaigns which can be too Static/Detached.

Basicly what I want to know is would such a Campaign be possible to make without too much trouble, or even with too much trouble as the case may be.  tounge2.gif

sorry to quote your whole post, but I'm not hijacking, GDCE was made to this sort of thing. I'm not familiar with how multiphase campaigns worked with GDCE, but it seemed that you could link scripted campaigns into it (which is what I think one of the earlier posters was saying...sorry! ) with seperate version of GDCE used for seperate parts of a map or seprate maps entirely for example:

-a scripted amphib landing on an Iwo Jima map

-a gdce mission (more like a mini campaign in Iwo)

-a scripted amphib landing at okinawa

-another GDCE mission set for a okinawa map

This kind of thing shoud be very possible.

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Curiously enough, I'm making this campaign (using Tacrod's ADCS - search for it, boys, it really works).

xmas_o.gif Who knows, it might even be finished one day?

Regards,

Wolfrug

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shinden 1 if you need any help testing let me know. I am not to good at scripts but I can test all you like.

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Ummm... what's DAC confused_o.gif

Dynamic AI creator:

DAC by mapfact

In GDCE, it allowed zones where something unexpected may happen making it more fun to do get to and fro, usually having to do with getting shot up.

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