Mission Editor: Difference between revisions

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== Ideas ==
== Ideas ==
all this may seem daunting at first - but once you actually start playing with it, you'll see that it's not all that difficult - the main showstopper/challenge that people typically face in situations like these is that they have HUGE expectations and they don't manage to adapt their expectations to their own skills, expertise and the degree of spare time that they're willing to invest.
For instance, here's a mission generator script (pseudo code) that only spits out "text missions":<ref>{{cite web
  |url    =  https://forum.flightgear.org/viewtopic.php?p=218256#p218256
  |title  =  <nowiki> Re: Tutorials/Missions/Adventures: requests for features </nowiki>
  |author =  <nowiki> Hooray </nowiki>
  |date  =  Sep 11th, 2014
  |added  =  Sep 11th, 2014
  |script_version = 0.40
  }}</ref>
<syntaxhighlight lang="nasal">
</syntaxhighlight>


== Related ==
== Related ==
{{Appendix}}
{{Appendix}}

Revision as of 08:45, 22 October 2017

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Motivation

On the forum there is a section regarding missions and tutorials. In this section there is a topic where Marius_A showed some time ago his attempts to provide mission framework for FG (see https://forum.flightgear.org/viewtopic.php?f=79&t=31057)[1]

maybe this is also right direction to provide missions/TE (Tactical Engagement) framework to accompany model scenarios mentioned in this thread.[2]


the creation of a mission editor might go a long way in helping the implementation of such a system. The creation of a "mission editor" is something I have been contemplating for a very long time. The ability to add this type of logic and its execution in a location other than fgdata and the AI GUI might prove useful.[3]

A mission generator should be fairly straightforward to write - after all, it's just a number of variables that are populated in a few nested loops - the main challenge is coming up either with a subset of valid values, or a randomization scheme that can do sanity checking for certain values - or your mission may be flying a MED EVAC mission at night time in an ASK13 :D

Stuart also once explored writing a mission generator using the tutorial system - so it's definitely possible, there isn't anything missing at all - it's mainly a matter of finding people interested in this, and willing to acquire the skills to make this happen - even though the latter should be fairly straightforward - we can probably post the main building blocks for something like this within a few weeks, including code snippets for randomizing aircraft, mission, airports etc

So, it's not exactly difficult, but a matter of finding people willing to pursue this - which kinda applies to the whole missions system.

While we do have a number of folks very familiar with Nasal, most of us are busy with other things - that we often consider "more important" (or at least "more interesting") - but the fact that I am posting here demonstrates that I am interested in seeing this materialize eventually - so, if you are sufficiently motivated, we can post a few snippets of code and teach you enough about Nasal to prototype a simple system and grow it over time.[4]

Background

a simple GUI would definitely be possible using Canvas, we once prototyped a simple dialog that would allow MapStructure layer elements/symbols to be freely moved around on a map, e.g. for visually placing missions elements (other aircraft, crash/accident sites, objectives, wild fires etc):

FlightGear Missions and Adventures#Gallery

Map-canvas-chain-home-editor.png

Likewise, a slider could be used for timeline-based editing, and a treeview control could be used for event/branching-based editing[5]

Ideas

all this may seem daunting at first - but once you actually start playing with it, you'll see that it's not all that difficult - the main showstopper/challenge that people typically face in situations like these is that they have HUGE expectations and they don't manage to adapt their expectations to their own skills, expertise and the degree of spare time that they're willing to invest. For instance, here's a mission generator script (pseudo code) that only spits out "text missions":[6]


Related

References