POH First Test Engine Campaign
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This was only a first test by 3Balls of what could work as a Campaign…. integrated and start-able from the UI
Names, links, teams, ocupation, and Sqnds were made with no look into detail. It’s not even an alpha. Just a test to check the operation of the engine of the campaign. 3balls is working hard and learning new things every day. A long road ahead remains.
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So a Thank you to my friend “3balls”… :p!
Just keep it there buddy.
Nikos. -
… Why are using some old UI elements!?
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@Joe:
Oh, please:
What old UI elements you refer?Flight Planner symbols (Waypoints, Land points, Target points …)
You are using the very old version of planner.idx/.rsc … not the F4BMS one.
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Now I understand. Our planner.idx / rsc was created in 2012.
Fixed !!
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Oh Great!
I cant wait for it!
Cheers
Tom -
Flight Planner symbols (Waypoints, Land points, Target points …)
You are using the very old version of planner.idx/.rsc … not the F4BMS one.
Details, details, details……Jeez’ Deej…it is still a WhIP…LOL!!!
Good catch M8.
Cheers,
demer -
Nice Joe and 3Balls! Keep working
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Nice going, so you have the links working
Gr Falcas
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Nice going, so you have the links working
Indeed!!!
Trillions of things to fix up…. not only links (paths voids and such things need an in deepth revisión), and they will need a detailed handwork, but you know, without MC this starting point would have never been possible!!! (at least so expedite!!)
With this CAM we just wanted to “step in” for the first time into a “SAVE0.cam” and with MC I can tell the work is much mooooore productive (I work with 3 or 4 instances open at the same time!!).
By the way Falcas… I hope it wil be easy to include POH in WDP. By now I can use EMF with POH background image, because of its size, but a dedicated POH would be more tan nice… when time allows… I know you have many great things on stock… Willing to see them all. OMG OMG OMG!!!
JOE is doing an AWESOME (to say the least) JOB in this POH with just a very little help … Hope this new reléase, although still very very “beta”, will motivate more devs to help out JOE on this journey.
I know there are may theatres out there… now even more… But just look how far JOE went with his dream “POH”… up to this point, when we can start to enjoy more and more this completely new área… Of course NOT alone at all… but guess what could it be with a bit more of help.
KEEP IT UP JOE!!!
And Big time Thanks FALCAS, you already know how greatfull I´m about your awesome tools!!! Keep them coming!!!
Happy Christmas to all of you, guys!!!
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Development contiunes!!!
Here is a Tech-demo on MassControl of Ground Forces.
1.-First the disembark on southern cost of Spain.
2.-Second…blitzkrieg on the Capital área!
3.-Then, move West for Extremadura área and Portugal.
4.-Finally switch over the Eastern and beautifull coast of Spain.Al-Ándalus has been recovered!!! OMG!
Hope you enjoy it.
Develoment continues…
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One thing I forgot to say.
This demo, was “LIVE” controlled, so they did as I commad them on real time.
This gives several Campaign styles as options:
1.- Storylined fix evolution of ground battle hardcoded in the files.
2.- Dynamic evolution, either by random chances, or following a “logic” (that could be as complex as you can imagine/program), also harcoded in the files.
3.- Dynamic commanded evolution, as I did. That means the Server (or the pilot itself if Stand Alone played) could “inject” this orders based on their own decitions. I did it manually, but it is really simple to create a tiny aplication (EXE) wich could control it with a “friendly” interface.The last option could also open new posibilities for FoF events like those awesome ones in FO. Teams could pass their “main” plans for the next “X hours”, and send it to FO moderators, so they will inject it on the Campaign (as the servers)… So Ground Battle and Air Battle would be mainly “based” on Teams decisions… This is just an a idea… will need a lot more testing to check if its possible (but so far… stand alone, is already doable).
I keep on working… and dreaming…
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I am not sure I am understanding what you mean: You are telling that you can give commands to units in a campaign AND the campaign engine won´t take over the units after some minutes? Are you controlling the ground war? How do you do that?
PS: Regarding your idea……search for “Air Pistols”. It was for a TE, though, because I cound´t (?) control the ground war in a campaign…
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Hi tbuc.
Not giving orders directly. It´s a mix of:
- Campaign build up = campaing configuration of objectives and their links, etc…
- TRI files managing reaction of the AI (ground planner)… but not giving direct orders. It´s similar to managing the PAKs (but PAKs seems not to work from TRI files… don´t know if it was always like that, or not, It was a surprise for me).
So, yes, in some sort of way, It helps/encourage the Ground Planner (ground AI) to stay active and alive, and depending on your Campaign setup, also could be used to “direct” it to places. (Yes, the Campaign is always overiding you manual commands on units… but this time, is the AI itself who is doing it according to your injected guidelines). Basically this method does what the “set priority” command was supposed to do (and does not) on the TRI files.
I still need to test different setups to check if this is just a “lucky and unique moment/config” in the POH development, or if this technique is always valid… So far, every step forward is always followed by a full 100m race backwards… But I think this time I got it. (that´s why I shared the video and the news).
Just give me time to keep working on POH develompent, and all my findings will be shared/public (I always document every single line of code I write to track what/why I do/do-not things, so people will easily learn the procces)…
In fact, I´m not a developer… My original plan was to “create” something “new”, and refreshing, so I could encourage THE MASTERS DEVELOPERS to help JOE with a much more better, and quality proved, campaign that POH deserves… You know… better Campaign (not the cheap one I´m doing), support to improve 3D models, textures… weapons configurations, so to make it as much Real as it could get…
But before Asking for than help on JOE´s Beauty, I want to Give/Share something to the comunity. GIVE and Hopefully Receive… That´s it.
PS.- As a “tired” wise guy said “We don´t know what we don´t know…” and all this “dance” may have side effects… thus I need to keep testing it deeper and deeper. (2D, 3D, no accel timing… both sides… both sides human controlled -FoF- and so on.
It is like the “routing” for ships trick. Falcon Online Developers brought it to us for the first time into no less than a FoF Campaign (BfB)… It was a tricky method, but was intended to work in Campaigns (not only TE wich is/was easier)…
I further tested the procedure and come up with a really simple way of doing it straight from direct SAVE0.cam editing… no export/import or dance needed. Just 3/4 simple steps IIRC.
But then complains showed up about ships not following the routes on 3D. In the video you can see Ships dancing along the Strait of Gibraltar… but I never tested it deeply in 3D. I performed several EF2000 missions and flew and followed the ships along their way… but I didn´t “plot” the lines on the DTC, so I can not say they just follow it in 3D as they do in 2D. Initially I´ll say YES they do… but is something that needs more testing. What I have noticed is that they get off path for sure, because sometimes they try to “land” but in time they resume it.
It is the ethernal battle between 2D & 3D… in 3D everything takes more time… And I can foresee unexpected outcomes for FoF 24/7 events, were the server is always on 3D… We will see how this works out, and hopefully it will be OK.
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Hi tbuc.
Not giving orders directly. It´s a mix of:
- Campaign build up = campaing configuration of objectives and their links, etc…
- TRI files managing reaction of the AI (ground planner)… but not giving direct orders. It´s similar to managing the PAKs (but PAKs seems not to work from TRI files… don´t know if it was always like that, or not, It was a surprise for me).
OK, these I know. I thought I had missed something. Thanks, mate.
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It is like the “routing” for ships trick. Falcon Online Developers brought it to us for the first time into no less than a FoF Campaign (BfB)…. It was a tricky method, but was intended to work in Campaigns (not only TE wich is/was easier)…
I further tested the procedure and come up with a really simple way of doing it straight from direct SAVE0.cam editing… no export/import or dance needed. Just 3/4 simple steps IIRC.
But then complains showed up about ships not following the routes on 3D. In the video you can see Ships dancing along the Strait of Gibraltar… but I never tested it deeply in 3D. I performed several EF2000 missions and flew and followed the ships along their way… but I didn´t “plot” the lines on the DTC, so I can not say they just follow it in 3D as they do in 2D. Initially I´ll say YES they do… but is something that needs more testing. What I have noticed is that they get off path for sure, because sometimes they try to “land” but in time they resume it.
It is the ethernal battle between 2D & 3D… in 3D everything takes more time… And I can foresee unexpected outcomes for FoF 24/7 events, were the server is always on 3D… We will see how this works out, and hopefully it will be OK.
Well I tested some of the “complex” routes I created for testing purposes.
-2D Works ok
-3D… Works until the next turn point… In my case, it was a 35º right turn… but they just stayed on position. So in this first test, naval units become static once they reach a turn point. Once you come back to 2D UI (or the units goes outsde bubble, so 2D logic) they return to the planned route.So… if you want to cross the Panama Channel or do Sharp turns very often… I wont work in 3D… if its just the typical patrolling on coast lines… they will pretty much work perfectly even in 3D, as the legs between turnpoints are long enough not to notice this side effect.
For POH purposes it´s Ok.