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Care to Educate a Fool?


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#1 Skyviper

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Posted 16 April 2017 - 03:21:35 PM

Hey it's me with my Dunce cap on. So be warned. I have a question about modding SF2...

 

Can the SF2 series have scripts edited?

 

Like I said. I'm wearing my dunce cap, but at the same, if it can be done. Then I'll reach out to a programmer I know and we'll see what he can do.

 

 

Thank you for reading my silly question.


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#2 Sundowner

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Posted 17 April 2017 - 12:31:47 AM

In certain ways yes, you can "fool" the game into doing something it wouldn't normally do to achieve something else.
If that's what you mean.

Edited by Sundowner, 17 April 2017 - 12:33:43 AM.

"Remember that its only a game, you don't really die if you crash or get shot down.".......well said that man.

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#3 Menrva

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Posted 17 April 2017 - 01:57:38 AM

Can you be more precise, SkyViper? Your question is interesting.


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#4 Skyviper

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Posted 17 April 2017 - 12:40:43 PM

In certain ways yes, you can "fool" the game into doing something it wouldn't normally do to achieve something else.
If that's what you mean.

 

Yes this.

 

Can you be more precise, SkyViper? Your question is interesting.

 

Sure thing.

 

I'll answer both questions. I was wondering if scripts can be accessed  so the engine can be "tricked" to do things it wouldn't normally do.  Or do things it wouldn't normally do but within the confines of the engine.

 

My hopes is that doing so can open opportunities for non-fighter aircraft missions. Such as support roles with the C-130. Or carpet bombing runs with a B-52. I noticed how an older flight sim worked with the player aircraft...the AI mimicked your actions. If you opened your bomb doors the other planes would open their bomb doors. When you dropped your bombs, the other planes dropped their bombs too.

 

Or for a support role, when you want to deploy troops to a combat zone. So when you're flying a C-130 and open the bomb doors (the cargo door) the AI will follow suit, and when you deploy your paratroopers (bombs) the game will deploy theirs as well. So the engine sees bomb doors being opened and weapons being deployed, but what we see is a D-Day style air drop.

 

 

I'm also wondering if scripting can allow for certain functions like launching missions from an FOB to work (if you're using helicopters) do short range troop transport/deployment.

 

Support Missions (again C-130 ... I live near the world's largest C-130 base so I have a soft for them). If scripting can be done then you can drop supplies into an area, or transport VIPs, troops, and equipment to another friendly base. And it count as a successful mission.

 

So for example (with scripting and fooling the engine). It uses the structure of a recon mission. Reach this waypoint, mission complete. With some scripting. That waypoint can be a friendly base, you arrive you, park in a designated area for so many seconds/minutes, objective is complete and you can either end your mission there at the friendly base or fly back home.

 

You can have rescue missions. Fly to an area land at the target point. Wait a few seconds/minutes, passenger collected fly back home... mission complete.

 

So that's what I'm wondering. If the triggers or scripts can be edited then we can really open up some things with SF2. There are a lot of great mods out there which deal with support roles. But the game is designed for fighter planes. Not cargo, or transport, or AWACS. If scripts and triggers can be edited then maybe there can be some more fun to be had.


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#5 Menrva

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Posted 17 April 2017 - 02:06:07 PM

Hmm, I am afraid that without the source code, we won't be able to make proper scripts. By looking into the .dll files, one can see that TK added (only as placeholders, without any code) mission types such as AIR_ASSAULT, TRANSFER, TRAINING, SCRIPTED, SPECIAL_ATTACK, and many others. There are so many placeholders for other things too. That's what bothers me. SF2 really does have an incredible potential. However, the code is locked. Without source code, I think the only option is reverse engineering, but that is most of the time illegal.


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#6 Stratos

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Posted 17 April 2017 - 02:22:19 PM

Again, TK stated that we can't do whatever we want with the SIM, od it to death, but we cannot share payware content trough the net.


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#7 Sundowner

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Posted 17 April 2017 - 03:01:30 PM

YAP managed to do a lot of this stuff, most of it was fooling the game to achieve whatever was needed,it's just a case of setting up things as you want them, eg, paratroopers as weapons etc,etc, with a better mission editor we could achieve more.
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#8 Stratos

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Posted 18 April 2017 - 12:32:27 AM

For example, YAP A-A refuelling was a engine that run with negative values for fuel consume, so in place of using fuel it gives more to the airplane.



#9 Menrva

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Posted 18 April 2017 - 03:07:05 AM

Isn't YAP based on WOV? SF2 is not as open as SF1, it's way more locked. You no longer can fool the game into doing something that is not supposed to, not so easily. Refueling can't be done in SF2 anymore (there was a cheat/mod working for SF1 games). I'll say again, the source code is the mother of everything.


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#10 Sundowner

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Posted 18 April 2017 - 12:48:11 PM

You're right, refuelling is a no go nowadays but simple stuff like getting paratroopers to a fob etc are still do-able, some of the old yap missions required you to taxi back to a certain position etc....All this stuff can still be achieved if you have the time to generate a mission for it.
"Remember that its only a game, you don't really die if you crash or get shot down.".......well said that man.

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