Author Topic: Scripting Engine  (Read 3894 times)

Offline Haskell

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Scripting Engine
« on: December 30, 2019, 11:42:14 AM »
Hello Aces High Community,

I come from the ARMA and Falcon BMS communities and have helped with some dynamic ai mods for ARMA and am interested in creating some sort of real time mission generation system for this game.

I asked around on the mission editor forum (https://bbs.hitechcreations.com/smf/index.php/topic,398755.0.html) and was surprised to find out that this game does not have an ingame cmd line or anyway to modify ai behavior in real time.

The scale and massively multiplayer aspect of this game really lends it self to massive missions with lots of moving pieces.

Would it be possible to allow scripting support for this game?

Offline Easyscor

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Re: Scripting Engine
« Reply #1 on: December 30, 2019, 05:46:06 PM »
Scripting is already in the game, however I do not know if/how it would work with missions as I've never built one.

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Offline hitech

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Re: Scripting Engine
« Reply #2 on: December 31, 2019, 10:18:32 AM »
Hello Aces High Community,

I come from the ARMA and Falcon BMS communities and have helped with some dynamic ai mods for ARMA and am interested in creating some sort of real time mission generation system for this game.


Please define what you envision a real time mission generation system is?

Dale

Offline Haskell

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Re: Scripting Engine
« Reply #3 on: January 01, 2020, 08:22:46 PM »
Please define what you envision a real time mission generation system is?

Dale

I am a big fan of the Falcon 4 dynamic campaign, which has a strategic level that directs the parameters (# of planes, targets, potential threats, escorts) and generates a mission using them.

For instance in Falcon 4, if you have a strike mission with a specific target, you'll need to have a SEAD mission to take care of the air defenses, an escort mission to get any interceptor's attention, a tanker mission if there isn't one already on station to fill all of you on your way there and back, etc.

So the mission generator has to schedule all of the planes in such a way that they are in the right spots at the right times in order to carry out their tasks.

A WW2 example might have a strategic bombardment mission, with 4 stages of escorts with planes coming from 15 different airfields. Where the bombers have to meet up, get into their formation, get escorted by the different waves of escorts, drop their munitions, run their return mission, and land at their respective bases.

I guess my language wasn't too accurate, a better way to describe it would be a dynamic mission generator but what's really needed is the tooling required to make on.

One of the first things I would like to try and make is an Air Traffic Control lol
« Last Edit: January 01, 2020, 08:30:40 PM by Haskell »

Offline lunaticfringe

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Re: Scripting Engine
« Reply #4 on: January 03, 2020, 08:11:12 AM »
your thinking this game has a lot of players that will work together and do a lot of missions.

We Don't
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Offline Haskell

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Re: Scripting Engine
« Reply #5 on: January 03, 2020, 09:06:44 AM »
your thinking this game has a lot of players that will work together and do a lot of missions.

We Don't

That's the thing, all of this is coordinated and run by the AI.

In Falcon 4, their is a high level strategic AI that directs the middle level mission generator what specific targets to hit( the WHAT), and the mission generator figures out the (the WHEN and HOW).

https://youtu.be/756E6inBO6g?t=85

that video shows off its UI, and how the player can interact with it.
« Last Edit: January 03, 2020, 09:35:32 AM by Haskell »

Offline FLS

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Re: Scripting Engine
« Reply #6 on: January 03, 2020, 09:18:05 AM »
your thinking this game has a lot of players that will work together and do a lot of missions.

We Don't

Are you forgetting scenarios and FSO?


Offline Haskell

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Re: Scripting Engine
« Reply #7 on: February 08, 2020, 02:56:11 PM »
For those that don't know, what this wish fundamentally wants is the ability to control ai real time with a coding interface.

Offline Shuffler

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Re: Scripting Engine
« Reply #8 on: February 09, 2020, 08:43:37 AM »
For those that don't know, what this wish fundamentally wants is the ability to control ai real time with a coding interface.

Fine for private arenas.
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Offline Haskell

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Re: Scripting Engine
« Reply #9 on: July 13, 2020, 01:23:25 PM »
It would be perfect, aces high 3 has a very cool feature in that the game is massive and persistent.

arma 3 has a similar scripting engine (sqf is a horrible language) that allows you to completely control how the game/ai behaves,

https://www.youtube.com/watch?v=ZmiTYkFySqE


Offline Mongoose

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Re: Scripting Engine
« Reply #10 on: July 13, 2020, 08:15:23 PM »
There have been a number of times that such missions were planned and executed by the players themselves, which is part of the idea of the open sandbox system.  I always enjoyed those missions.  One of the benefits of the open sandbox system is to enable the players themselves to plan and execute such missions. 
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Offline Chalenge

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Re: Scripting Engine
« Reply #11 on: July 13, 2020, 10:18:47 PM »
There have been a number of times that such missions were planned and executed by the players themselves, which is part of the idea of the open sandbox system.  I always enjoyed those missions.  One of the benefits of the open sandbox system is to enable the players themselves to plan and execute such missions.

This. Hitech has given us a mission planner. It's a blast when the arena has enough players.
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Offline Eagler

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Re: Scripting Engine
« Reply #12 on: July 14, 2020, 06:32:39 AM »
Or have AI missions as part of each map with the ability to join or intercept them.

Host messages would announce them to the country launching and the dar bar would alert the other countries.

AI is needed to supplement the low number of players

<S>

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Offline Shuffler

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Re: Scripting Engine
« Reply #13 on: July 14, 2020, 07:30:48 AM »
Or have AI missions as part of each map with the ability to join or intercept them.

Host messages would announce them to the country launching and the dar bar would alert the other countries.

AI is needed to supplement the low number of players

<S>

Eagler

The problem then would be players would constantly be having to defend against AI missions instead of fighting against other players..... which really makes this game what it is.
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Offline Eagler

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Re: Scripting Engine
« Reply #14 on: July 14, 2020, 11:10:33 AM »
Maybe or I think the AI raid would have live pilots who join them

AI could spawn as defense also helping low live pilot numbers

I think a small injection of AI would help game play

Most servers of the other ww2 flight sims incorporate AI as thier numbers are low also.

<S>

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