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RE: Command v1.06 - The new features Part I
Posted: Sun Dec 07, 2014 6:50 pm
by smudge56
ORIGINAL: mikmyk
Thats one path of several we are pursuing. Obviously we want to make a fair return on all this. In general we are very satisfied with sales and feel good about with where we are going in the future. Our publishers, partners and the player community have been great .
Mike
I say pimp out baloogan I'm sure we can get a good return for mpre updates [;)][:D]
RE: Command v1.06 - The new features Part I
Posted: Sun Dec 07, 2014 9:33 pm
by RoryAndersonCDT
Haha Smudge you ol' pirate! [:D]
ORIGINAL: Gunner98
Excellent, just saw this!
Couple quick questions:
1: With the 'Quick turn around' feature, what can the AC do in the '6 hrs downtime', are they in Maintenance or Reserve mode or can they be readying for another load-out? I presume they are completely unavailable, and once the 6 hrs is over they can start another loadout or another quick turn around cycle, if they are allowed to simply arm for another mission it wouldn't be much of a penalty.
2: For the unit proficiency values, will that apply to ships and other units or just AC?
3: In the screenshots, the photo of the unit appears in the side-bar - another new feature? [:D]
Thanks a lot guys this is fantastic.
Bart
I can answer a few of these if I might be so bold [:D]
1. With Quick turn around the AC during downtime are just the same as they are in Command now; they can have their loadouts changed and that is about it. One neat thing about the quick turnaround is that when an aircraft is being quickly turned around you can change its loadout and it retains its quick turn around status. Eg first sortie is with Mavericks, second sortie could be with LGBs.
2. The unit proficiency values do apply to ships, land units, submarines, and of course aircraft.
3. Yes indeed! If you have a database image for the currently selected unit that image is displayed on the right hand side bar. This can be turned off in the game options if so desired. I'd highly recommend downloading the database images from
http://www.warfaresims.com/?page_id=1876. I've also mirrored the current database image pack here:
https://www.dropbox.com/s/p6okfjp9q0utl ... s.zip?dl=0.
RE: Command v1.06 - The new features Part I
Posted: Mon Dec 08, 2014 12:02 pm
by cf_dallas
Lua question: I think we're getting ahead of a press release, but it looks suspiciously like a scripting capability is being built in for event editing. That sounds incredibly powerful. I suck at programming, but I'm willing to learn for a good cause.
A couple questions:
1) Will the existing event editor be retained for relatively simple events/triggers?
2) Will scenarios built with the legacy event editor have to be rebuilt?
RE: Command v1.06 - The new features Part I
Posted: Mon Dec 08, 2014 12:13 pm
by comsubpac
From the Video i watched it looked like:
1) the event editor remains the same but it can load scripts now
2) since the old events are still possible they should run fine
RE: Command v1.06 - The new features Part I
Posted: Mon Dec 08, 2014 1:08 pm
by Dimitris
1) Yes. You don't need to touch the Lua stuff if you don't want to.
2) No, they can continue functioning as they are.
RE: Command v1.06 - The new features Part I
Posted: Mon Dec 08, 2014 4:23 pm
by Stacker1010
Hi, can LUA script be executed and run in the background or is it only tied (currently) to events/triggers etc..
I'm really looking forward to this feature of Command, I'm already thinking about the potential this can give us! Can't wait to give it a go!
RE: Command v1.06 - The new features Part I
Posted: Mon Dec 08, 2014 4:48 pm
by Tomcat84
ORIGINAL: cf_dallas
A couple questions:
1) Will the existing event editor be retained for relatively simple events/triggers?
2) Will scenarios built with the legacy event editor have to be rebuilt?
Questions have already been answered in text, but if you want a sneak preview of how it actually works you can already check out this video tutorial I made in closed beta. It should show you exactly how Lua is integrated in the Event editor:
http://www.youtube.com/watch?v=B4aUjddDHok
ORIGINAL: Stacker1010
Hi, can LUA script be executed and run in the background or is it only tied (currently) to events/triggers etc..
It is mostly used as part of the event editor, but, if running a scenario in the ScenEdit mode (e.g. the editor), you can also open the Script Console and just execute any script you type in at any time.
RE: Command v1.06 - The new features Part I
Posted: Mon Dec 08, 2014 5:12 pm
by RoryAndersonCDT
ORIGINAL: Stacker1010
Hi, can LUA script be executed and run in the background or is it only tied (currently) to events/triggers etc..
I'm really looking forward to this feature of Command, I'm already thinking about the potential this can give us! Can't wait to give it a go!
As Tomcat84 (check out his video tutorials
#1 and
#2!) mentioned there are two ways to invoke Lua scripts. One is via the Script Console, and the other is via the Event Editor.
The Script Console is primarily for testing scripts and for running scripts that help you make a scenario (eg a script that draws a circle of reference points for you).
In the Event Editor running an Lua script is like any other event action (like increasing or decreasing the player's score, or ending the scenario).
RE: Command v1.06 - The new features Part I
Posted: Mon Dec 08, 2014 5:55 pm
by Stacker1010
Thanks guys for the links (Tomcat84/Baloogan)... watching as I write!
RE: Command v1.06 - The new features Part I
Posted: Mon Dec 08, 2014 6:06 pm
by Tomcat84
No problem! Glad you like em. Just keep in mind that:
- The whole Lua thing has been/is/will be an evolving process
- I am not a programmer and some of the things I put in the video can be done in different (more efficient) ways too
One example is the dead unit thing, e.g. you scripted:
Code: Select all
ScenEdit_SetEMCON('Unit', 'Viper #1', 'Radar=Passive')
ScenEdit_SetEMCON('Unit', 'Viper #2', 'Radar=Passive')
ScenEdit_SetEMCON('Unit', 'Viper #3', 'Radar=Passive')
ScenEdit_SetEMCON('Unit', 'Viper #4', 'Radar=Passive')
but Viper #3 already died, now it gives an error and Viper #4's EMCON is not changed. See here for a possible way to work around that:
http://forum.baloogancampaign.com/viewt ... ?f=10&t=87
Stuff like that happens, it's new and it's exciting but that means not always perfect yet [:)]
RE: Command v1.06 - The new features Part I
Posted: Tue Dec 09, 2014 12:52 am
by batek688
ORIGINAL: mikmyk
Yes. Within the next couple weeks.
Mike
Ok...that cracked me up. Old IT joke about ETAs always == "2 weeks"
[:D]
RE: Command v1.06 - The new features Part I
Posted: Tue Dec 09, 2014 4:20 pm
by thewood1
Is the wait on you guys finishing coding or just on Matrix building the installer?
RE: Command v1.06 - The new features Part I
Posted: Tue Dec 09, 2014 5:03 pm
by comsubpac
Why should matrix build the installer?
Wasn't it something about matrix unwilling to handle too many releases at the same time?
RE: Command v1.06 - The new features Part I
Posted: Tue Dec 09, 2014 5:18 pm
by thewood1
My understanding from other devs is that Matrix actually builds the installer so that the DRM and exe are consistent across products. I have had two products from Matrix where major updates were help up due to resource limitation on the Matrix side of things.
That is why we have always gotten such frequent updates from Command. They do their own public betas and don't bring Matrix into it until a full version is on deck.
RE: Command v1.06 - The new features Part I
Posted: Tue Dec 09, 2014 5:47 pm
by ClaudeJ
All that is sexy and it's great to see the team being reinforced by so dedicated person.
What will the consequences, if any, on Baloogan's online DB? Will it be more sophisticated (eg. an Android app with all and every details) or will it remain a personal project of Baloogan?
RE: Command v1.06 - The new features Part I
Posted: Tue Dec 09, 2014 8:47 pm
by mikmykWS
ORIGINAL: thewood1
Is the wait on you guys finishing coding or just on Matrix building the installer?
Installer is being built out now but we all own that process.
Mike
RE: Command v1.06 - The new features Part I
Posted: Tue Dec 09, 2014 8:50 pm
by mikmykWS
ORIGINAL: comsubpac
Why should matrix build the installer?
Wasn't it something about matrix unwilling to handle too many releases at the same time?
No. Wasn't that they were unwilling. They just have a lot of releases scheduled which is hard work.
The benefit of the matrix installer and the process is the copy protection etc. but also the ability to update with a couple of clicks on steam or via the matrix launcher.
Mike
RE: Command v1.06 - The new features Part I
Posted: Tue Dec 09, 2014 11:09 pm
by pvthudson01
How do we know what version we have right now? Mine says build 570?
RE: Command v1.06 - The new features Part I
Posted: Wed Dec 10, 2014 3:19 am
by RoryAndersonCDT
ORIGINAL: Jan Masterson
What will the consequences, if any, on Baloogan's online DB? Will it be more sophisticated (eg. an Android app with all and every details) or will it remain a personal project of Baloogan?
Well, I aim to keep it up to date with the publicly released DB from Command, but aside from that there are no other plans regarding it. I don't think an android app for it is in the cards; but I could make the site more mobile friendly.
RE: Command v1.06 - The new features Part I
Posted: Wed Dec 10, 2014 3:21 am
by RoryAndersonCDT
ORIGINAL: pvthudson01
How do we know what version we have right now? Mine says build 570?
Sounds like you have Build 570 if I had to guess. [:D]
I maintain a list of all public patches here:
http://baloogancampaign.com/command-doc ... n/patches/