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3.10 Feature: Mission Profiles

Posted: Wed Jul 08, 2009 7:46 pm
by rsharp@advancedgamin
Mission Profiles are probably the most complex feature introduce in 3.10 and also the most powerful. They are for the advanced user but the end user will benefit from the editors skill more than ever.

The mission profiles allow customization of missions by exposing several settings to the editor. The editor can create a "stealthy" strike mission by configuring the cruise altitude and EmCon the mission's craft will use on a per mission basis. Further, these profiles can be set so that the AO (or AI) uses the editor's mission profiles. This creates opportunities for customized missions for specific situations in scenarios.

The mission profiles are saved to separate files which allows for sharing and use without getting into the guts of the game.

Mission profiles use the inheritance concept which allows the editors to start with a 'parent' mission profile and override a few settings while keeping the rest.

Since there are 100s of parameters available a dictionary will be built to describe their purpose and the impact of different values. Further, example profiles will be provided to demonstrate some of the ways mission profiles can be used. These resources will be provided on both this forum and the AGSI wiki.

RE: 3.10 Feature: Mission Profiles

Posted: Thu Jul 09, 2009 3:07 am
by Anonymous
ORIGINAL: rsharp@advancedgamin

Mission Profiles are probably the most complex feature introduce in 3.10 and also the most powerful. They are for the advanced user but the end user will benefit from the editors skill more than ever.

The mission profiles allow customization of missions by exposing several settings to the editor. The editor can create a "stealthy" strike mission by configuring the cruise altitude and EmCon the mission's craft will use on a per mission basis. Further, these profiles can be set so that the AO (or AI) uses the editor's mission profiles. This creates opportunities for customized missions for specific situations in scenarios.

The mission profiles are saved to separate files which allows for sharing and use without getting into the guts of the game.

Mission profiles use the inheritance concept which allows the editors to start with a 'parent' mission profile and override a few settings while keeping the rest.

Since there are 100s of parameters available a dictionary will be built to describe their purpose and the impact of different values. Further, example profiles will be provided to demonstrate some of the ways mission profiles can be used. These resources will be provided on both this forum and the AGSI wiki.

Improving the ME is one critical element in improving the AI. Sounds interesting and promising.

RE: 3.10 Feature: Mission Profiles

Posted: Mon Jul 13, 2009 8:52 pm
by rsharp@advancedgamin
Documentation available on the AGSI wiki.

http://www.computerharpoon.com/wiki/mai ... onProfiles

Harpoon

Posted: Tue Jul 14, 2009 5:30 am
by hermanhum
Okay, I've tinkered a bit with this and cannot seem to get control of my Plotted missions.  The mission profiles page says that:
[blockquote]you may select a profile from for any mission except for the plotted mission.
[/blockquote] Well, I want manual control of my plotted missions and I want them to obey my fire control (RoE) commands.  I have tried various combinations and permutations for the
[blockquote]MissionAutoDefenseWeaponsFree

MissionAutoDefenseWeaponsTight [/blockquote]parameters, but nothing seems to work.  My manual (Plotted) missions still do whatever they like and ignore player input.  So, how do I get the AI to stop taking control of my Plotted mission and returning it to me?

RE: Harpoon

Posted: Tue Jul 14, 2009 8:44 pm
by rsharp@advancedgamin
Check out the Rules Of Engagement settings dialog detailed in this other thread.

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