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Author Topic: A mod to revolutionize campaign making.  (Read 883 times)

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sercrets

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A mod to revolutionize campaign making.
« on: June 18, 2024, 12:10:50 PM »

Good day, on the side of the RRR project I am also working on some missions and campaigns which I aim to release sometime late summer...

One of these missions is the Independence Raid in 1942 which was the 8th air forces first combat flight over Europe. I would like to take my campaigns to the next level, which is why I am requesting this...

Idea: I would like triggerable radio messages

I have briefly discussed this with FL2070 and he has stated that it should be possible, and, using my brief knowledge of computer science courses I took in school, concur. The code that triggers certain radio messages to be played is already there; (For example, the radio message for when fighters join up with bombers as an escort). All the modder would have to do is somehow make a tool that would:

- Allow messages to be triggered via triggers or events linked to a trigger, for example if an aircraft is destroyed, the ai aircraft drops bombs, or something on the ground is destroyed...

- determine which audio file(s) to play in the radio directories

Depending on how well this tool would be made, it would literally bring campaigns to the NEXT LEVEL.

My guilty pleasure is a fully scriptable trigger system enabling true dynamicy in missions, however that one is easier said than done, so I must settle with this for now...

Thoughts/Ideas are welcome,

cheers

sercrets
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David Prosser

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Re: A mod to revolutionize campaign making.
« Reply #1 on: June 18, 2024, 07:03:17 PM »

That sounds like a good idea for a  mod. Bomber fans would love it.

sercrets

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Re: A mod to revolutionize campaign making.
« Reply #2 on: June 19, 2024, 07:25:20 AM »

That sounds like a good idea for a  mod. Bomber fans would love it.

If only someone with the know how could make it… I am learning however I think that is quite an advanced project for someone like me to begin.

Cheers

sercrets
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David Prosser

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Re: A mod to revolutionize campaign making.
« Reply #3 on: June 19, 2024, 07:12:17 PM »

Someone with the neccessary skills might take it up.

cheers

David

tomoose

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Re: A mod to revolutionize campaign making.
« Reply #4 on: June 20, 2024, 05:54:45 AM »

As I mentioned in a previous post, I used triggers in our B17 campaign to simulate the navigator doing his job.  I used the game B17 The Mighty Eighth as a guide for the navigator talk...
So the Triggers would give text messages prompts such as:
"Turn coming up"
"Turn left/right to heading XXX"
"That's the city of XXX down there"
"We're at the IP"
"We're on the bomb run"
etc etc
All that to say, yes it would be outstanding if the text was audio instead but I think it's a bridge too far on the coding side of the house.
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vonofterdingen

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Re: A mod to revolutionize campaign making.
« Reply #5 on: June 20, 2024, 02:00:46 PM »

Like Tomoose, I use the Trigger text mechanism for non-standard messages in flight. It is easy to use, easy to translate if needed, and easy to edit if needed. It is also very flexible, in that I can write whatever text I want rather than choose from an existing list such as we have with the current speech packs.
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sercrets

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Re: A mod to revolutionize campaign making.
« Reply #6 on: June 20, 2024, 02:49:06 PM »

Like Tomoose, I use the Trigger text mechanism for non-standard messages in flight. It is easy to use, easy to translate if needed, and easy to edit if needed. It is also very flexible, in that I can write whatever text I want rather than choose from an existing list such as we have with the current speech packs.

The idea would be that you could record your own voice lines as well.
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vonofterdingen

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Re: A mod to revolutionize campaign making.
« Reply #7 on: June 20, 2024, 05:49:06 PM »

Got it. That solves the flexibility issue at least.
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