Me too.XboxJosh wrote:Just posting for anybody else to refer to, in case anyone wants to re-do the campaign missions, it'd be nice to know which ones are which.
- RV

Me too.XboxJosh wrote:Just posting for anybody else to refer to, in case anyone wants to re-do the campaign missions, it'd be nice to know which ones are which.
Yeah, I think so. But I'm on a terrible inspiration crysis here, it's really sad - I want it to be a good map so I think it'll take some time for me to make it, I definetely need inspiration to make the best things I can. And, in this case, we'd be better off trying to make the best we canXboxJosh wrote:(Olrox, are you still going to make the map? Just curious.)

~ CAM Mission Pre-Scripting Analysis Template ~
For Each Mission:
* Story Treatment Outline: It helps to think of a Campaign Mission Level as an "Interactive Story" where the Player is the "Protagonist / Hero / Commander" & is challenged to act decisively (a read story is a passive experience) by the conflict conjured in a virtual world (with artistry in mapping and scripting) to achieve a sequence of escalating tactical goals on the way to a culminating strategic objective / story denouement / satisfying climax that by way of fun, inspires a sense of achievement.
* Opening Cinematic Details: This is actually written in the form of a movie shooting script for the FMV artist to work from.
* Mission Briefing / Objectives: Basic "Victory Conditions", not overly detailed. There must be an unfolding element of surprise / discovery that is spell-binding, immersive & challenging without creating conditions that lead to more frustration than fun in the game play. (There is a thin line between a deeply satisfying challenge and a frustrating obstacle.)
* Map Constructed: If "Bounded", must specify apt quadrants for Mission.
* Starting Tech Level
* Any Music to be Played & When
* Specify Player's LZ or Start of Mission Map Coordinates
* Specify Player's Starting Contingent of Units (inc. Rank & Health) & any Pre-placed Structures
* Specify Artifacts / New Tech Available for Discovery & too be researched (Include Map Coordinates.)
* Specify ALL "Victory Conditions" for the Mission that the player MUST fulfill in order to claim a mission victory.
Such that for each Mission you have to define the following things through CAM A.I. scripting:
* Challenges to the Player's decision-making competency in the form of "Event-Triggers"
* Event-triggers are, in part, HOW Victory Conditions are implemented......
* A necessary component of their specificity are the Map-coordinates where the Events are Triggered
* As well as any Timers that are linked to that Game Play.....
* Events Triggered such as, but not limited to...
* Number & Type of Enemy Units for EACH Spawned Wave event..,
* Number of Spawns per event... & time intervals
* Any necessary achievement of Commander Ranking
* The necessary survival of certain units
* The need to reach a certain resource / economic level
* The need to recover a specific Artifact
* The need to establish a Forward Base or LZ or a certain structure in a Specified Location (Map Coordinates)
* The need to rescue or join-up another contingent that could be anywhere on the map, either pre-placed or spawned... (all details specified as above)..
* Any combination of the foregoing.
* Plus anything else you might dream-up as a Victory Condition
It is this prepared Pre-Scripting Analysis & associated "Level Map" that a Scriptor would then translate into a Playable Mission Level.

I think there should be more feedback when a script fails to compile. All I get now is that it didn't work. It'd help if I knew where to even start debugging.Per wrote:[...] give feedback to us developers on what we need to improve to make it easier to write campaign expansions.




Probably making units spawn at set times and go to a specific places, in the last "base defend" missions? Most likely, though, is that XboxJosh wants to practice scripting so that when we get to a real campaign he is already used to it - that's my guessRman Virgil wrote:.
I was wondering if you could explain what exactly you are trying to do with Campaign Scripting that cannot otherwise be achieved through a combination of map crafting artistry with FlaME, Player 7 Scav A.I. & Troman's T1 Mod ?
- regards, RV
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Yeah, in case when another team wins then game is ended with objective failed or something.XboxJosh wrote:Hmm, an interesting proposal. I dunno how I'd get that to work though. Maybe if the player were to conduct some huge raid (Transport technology?), maybe that'd be enough to warrant the player's promotion to Alpha commander.
