berto
Posts: 20708
Joined: 3/13/2002 From: metro Chicago, Illinois, USA Status: offline
|
Another recent (private) Dev Team Forum post: quote:
ORIGINAL: berto At current state of development (finished, fully debugged I think), the new air_mission_fire() and air_mission_spot() functions: The code will have the gunship helos or spotter helos/airplanes: get a new target assignment, randomly picked from selection of objective or other hexes fly off to target (typically 2-3 turns, in the VN_640117_Thanh_Phu_Island case) fire or spot, randomly "dancing" around the target for the duration (typically 3 turns, in the VN_640117_Thanh_Phu_Island case) return to base for refueling (typically 2-3 turns, in the VN_640117_Thanh_Phu_Island case) All automatically, over and over again, until the helos/airplanes are destroyed or incapacitated, or until scenario's end. (Typically 3-1/2 such missions, in the VN_640117_Thanh_Phu_Island case.) Important point: The scenario developer/modder need not code the above. Those are standardized functions in user.lua. All the scenario developer/modder need do is to call those functions in the scenario .lua file. In the VN_640117_Thanh_Phu_Island scenario, for example: Excluding the comments, and ignoring the 'if DEBUG then ... end' blocks, that's just eight lines of code (3 lines for the target reassignment plus 1 line to execute the mission; X 2, for the gunships and the spotter airplanes). Not too bad. Similarly, for other purposes -- e.g., riverine embarkation/transport/disembarkation; helo transport; etc. -- I am writing the Lua code in generalized fashion such that all the scenario developer/modder need do is to make high-level function calls. Leaving the difficult, background coding to me!
_____________________________
|