Home   Help Search Login Register  

Author Topic: OFP 2 - Editing going to be the same?  (Read 1598 times)

0 Members and 1 Guest are viewing this topic.

Tomahawk22

  • Guest
OFP 2 - Editing going to be the same?
« on: 03 Aug 2004, 04:30:45 »
Hey folks,

Does anyone know if the mission editor in Operation Flashpoint 2 will be similar to our current one?  Has BI Studios or Codemasters given any hints?

    I ask because I do not want to invest more time and effort learning how to write scripts etc for OFP 1 if the scripting and editing will have to be relearned completely.  Obviously there will be a lot of tweaks, but it would be nice to know if the overall program will be similar.   Thanks if anyone knows, I appreciate the time-saver!  


PS thanks OFPEC staff for putting this website together. Its been a lot of fun downloading scenarios and ESPECIALLY pre-made scripts!!!  
« Last Edit: 03 Aug 2004, 04:31:03 by Tomahawk22 »

Dubieman

  • Guest
Re:OFP 2 - Editing going to be the same?
« Reply #1 on: 03 Aug 2004, 04:49:56 »
I'd imagine they'd keep it the same for their mission makers sake. All the BIS missions were made in the same editor as yours and I don't think the designers want to learn a whole new system. More commands would be nice....

simpler commands... :D lol

I don't know for sure though. :-\

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:OFP 2 - Editing going to be the same?
« Reply #2 on: 03 Aug 2004, 09:41:08 »
For information on OFP2 check the OFP2 board over on the official forums.  www.flashpoint1985.com  although it appears to be down this morning.

Although AFAIK there isn't any actual information there.   Your guess is as good as BIS's.
Plenty of reviewed ArmA missions for you to play

Offline dmakatra

  • Members
  • *
  • Better known as Armsty
Re:OFP 2 - Editing going to be the same?
« Reply #3 on: 03 Aug 2004, 10:35:25 »
As OFP 2 is going to be based on an updated version of the OFP 1 engine(or so I heard), I don't think it'll change very much, except for a few more features and commands.

:beat: *Gets Shot* :beat:

Offline Mud_Spike

  • Contributing Member
  • **
Re:OFP 2 - Editing going to be the same?
« Reply #4 on: 03 Aug 2004, 11:13:31 »
If we're lucky they'll drop the .sqs-language madness and move to something more resembling the structure of the .sqfs of today.

DBR_ONIX

  • Guest
Re:OFP 2 - Editing going to be the same?
« Reply #5 on: 03 Aug 2004, 11:26:11 »
Hope not  :-\
It's just more stuff to relearn..
Took me a while to leard the sqs stuff  >:(
:P

It looks more complicated.. Like having to use
unit1.info.health (0.5)
instead of
unit1 setdammage 0.5

Orr.. maybe keep both! :D
If they drop the sqs stuff, that means all OFP1 scripts won't work in OFP2, and that will suck :(
- Ben

Offline Mud_Spike

  • Contributing Member
  • **
Re:OFP 2 - Editing going to be the same?
« Reply #6 on: 03 Aug 2004, 12:22:32 »
It looks more complicated.. Like having to use
unit1.info.health (0.5)
Huh? What syntax is that?
I wouldnt want to go down the object oriented (as in your example) road either. :)

Quote
instead of
unit1 setdammage 0.5

.sqfs use this syntax aswell, but they allow clauses (while, for, etc) and is not strictly line-based, which makes structuring your code so much simpler (as opposed to the goto-mania in todays .sqs files)

Quote
If they drop the sqs stuff, that means all OFP1 scripts won't work in OFP2, and that will suck :(
Yeah, on the other hand, if we're even luckier, they've incorporated much of todays AI-enhancing scripts in the game engine. Remember, most of the community-written stuff are workarounds for shortcomings of the game engine.

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:OFP 2 - Editing going to be the same?
« Reply #7 on: 03 Aug 2004, 21:06:07 »
The .sqs format does also include while  and do constructs



Planck
« Last Edit: 03 Aug 2004, 21:07:59 by Planck »
I know a little about a lot, and a lot about a little.

DBR_ONIX

  • Guest
Re:OFP 2 - Editing going to be the same?
« Reply #8 on: 03 Aug 2004, 21:16:04 »
Ah, thanks for correcting me on the .sqf stuff :)
Gotta look at the sqf tut oneday :)
- Ben

Offline Mud_Spike

  • Contributing Member
  • **
Re:OFP 2 - Editing going to be the same?
« Reply #9 on: 05 Aug 2004, 00:44:53 »
The .sqs format does also include while  and do constructs
Planck
True that, mate, but, they are not much use on a single line when it comes to making your code structured and readable.
You see my point anyhow. Less .sqs, more C/perl/whatever-style syntax.

Dubieman

  • Guest
Re:OFP 2 - Editing going to be the same?
« Reply #10 on: 05 Aug 2004, 03:00:35 »
No no keep .sqs, I just got the hang of that! :D

I'm no programmer but is the .sqf stuff Mudspike is talkin about, easy for a programmer to learn?

Cause I know it didn't come easy for me... :P

Fishion

  • Guest
Re:OFP 2 - Editing going to be the same?
« Reply #11 on: 05 Aug 2004, 13:47:09 »
Well,
actually I DO hope that editing with OFP2 will be more like writing Code fro Java/C++
Why?
Okay,
first you would be able to do this Object-Oriented. In some really complex Missions this can be helpful
(C&C Style, RPG, the stuff that's not on the OFP roots like the normal missions)
In current scripting you have to build VERY complicated structures to address this Problem.
And since Object Oriented Languages usually don't force you do write Object oriented (except the commands
are structured in a different way...) this IS an advantage.

Secondly, you can use the aquired skills also in other way, such as writing normal Programms.

Okay most people would have to start with learning something new again, but then it's not that bad is it?
We got OFPEC and other boards, and once you have grasped the concept everything goes off easier.
Besides at the core OFP still works in the same way, only the way you write you "scripts" have changed.

Quote
I'm no programmer but is the .sqf stuff Mudspike is talkin about, easy for a programmer to learn?
It just a different form of writing you commands which is a bit more cryptic (i.e. less nice to read)  and much closer to
C, but really nothing different to normal scripting at the basis, just the goto commands etc. have changed.

-Fishion

DBR_ONIX

  • Guest
Re:OFP 2 - Editing going to be the same?
« Reply #12 on: 05 Aug 2004, 18:38:16 »
Hmm.. An easier way would be to have both :P
Maybe have the complex way that can do everything..
Then a OFP1 copy, that basicly just runs the complex scripts with simpler commands (Like writing in BASIC on a BASIC Stamp.. it takes the BASIC commands and compiles them into, urr, can't remeber.. Asembly?)

If you don't keep the OFP1 scripting there.. 80% of addons (Esp the complicated, ie good ones ;)) wont work..
Look at the BAS stuff.. All of them use scripts from addactions, they would have to be redone, and it would another huge addon, which would suck for people still on 56k
(And I know BAS are moving on to OFP2 addons.. And will prob update thier addons.. So bas is a bad example.. :P)

Hmm, instead of doing object oriented programming.. Why not keep the style of commands, and add all the while() stuff in?
That way no HUGE upgrade is needed, some, yeah, but not that much..
Basicly merge SQS and SQF

Quote
In some really complex Missions
But for the other 10,000 missions, it's more of a hinderance, isn't it?

Anyway.. D'you think BIS read these ideas? :P

- Ben

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:OFP 2 - Editing going to be the same?
« Reply #13 on: 05 Aug 2004, 18:46:23 »
Quote
Anyway.. D'you think BIS read these ideas?

Not on this board, no.   (Though they do pop into OFPEC occasionally.)

Try OFP 2 suggestions.
Plenty of reviewed ArmA missions for you to play