Scripting PWHEX and MAPART
Posted: Thu Dec 20, 2007 11:32 pm
A long term player of RHS asked that we look at doing many changes to pwhex files - originally one per month.
I combined that idea with two others: change the files four times a year (for seasons) and change them for
changes in infrastructure (we have one such change for Panama Canal damage, another for four rail line upgrades in 1943, already)
I sent the proposal up - and we got a reaction no such thing will be contemplated for AE (or by implication for WITP I).
But the player is a computer engineer as old as I am - and when he said he didn't want to wait for years for a maybe in WITP II -
I said we need two things: a script writer (so players have a way to manage many files - pwhex and art - without getting confused - and also to facilitate switching between stock, mods, etc) -
and an artist.
He has decided to investigate the scripting.
Our skill sets are such that it is 100:1 we can do the pwhex files and the scripting, even for AE. Pending that, so there is no great need to wait, we will proceed to demonstrate the possibilities in WITP I. I am sure that unpacking the AE pwhex file will permit it to be edited - even without a dedicated editor. The only question left at this point is - will Cobra get his tools/art back on line and want to to the art support? - or will someone else? If we get map art support, we will do demonstrations of seasonal maps and infrastructure changed in WITP I RHS Level 7 - until we get a map to work with for AE - and if we succeed changing it - we will call that RHS Level 9. [8 being reserved for the RHS scenarios on an unmodified map as issued by Andrew/Matrix]
I combined that idea with two others: change the files four times a year (for seasons) and change them for
changes in infrastructure (we have one such change for Panama Canal damage, another for four rail line upgrades in 1943, already)
I sent the proposal up - and we got a reaction no such thing will be contemplated for AE (or by implication for WITP I).
But the player is a computer engineer as old as I am - and when he said he didn't want to wait for years for a maybe in WITP II -
I said we need two things: a script writer (so players have a way to manage many files - pwhex and art - without getting confused - and also to facilitate switching between stock, mods, etc) -
and an artist.
He has decided to investigate the scripting.
Our skill sets are such that it is 100:1 we can do the pwhex files and the scripting, even for AE. Pending that, so there is no great need to wait, we will proceed to demonstrate the possibilities in WITP I. I am sure that unpacking the AE pwhex file will permit it to be edited - even without a dedicated editor. The only question left at this point is - will Cobra get his tools/art back on line and want to to the art support? - or will someone else? If we get map art support, we will do demonstrations of seasonal maps and infrastructure changed in WITP I RHS Level 7 - until we get a map to work with for AE - and if we succeed changing it - we will call that RHS Level 9. [8 being reserved for the RHS scenarios on an unmodified map as issued by Andrew/Matrix]