Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Scourge of Ages on May 12, 2010, 02:04:19 am
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So we have modular table files to add or change bits of tables without needing to completely replace them. Is it possible to make a modular .fs2 file to add or change bits of missions? eg. to add a few SEXPs to every mission at once that do not rely on specifics, to add weapons or ships to entire campaigns at once, to set special hits for all of a certain ship, to add new random messages and their usage all at once, etc.
Question based on this topic: http://www.hard-light.net/forums/index.php?topic=69438.0
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I'm not entirely sure of what this is. In a way it's modding, but then again, if the feature doesn't exist yet, it should be coded. In any case, it isn't about the FSU since the FSU creates purdy graphics. Moved to the SCP board.
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[facepalm]I was certain this was where I posted it. Sorry.[/]
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I believe mission files are far too complicated to add modular support.
Fred2 and fred2_open already breaks stuff when you change position of an event in the events window, this would be a coding and support nightmare like no other.
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Yep. Given how mission files work, making them modular would be an incredible effort without much benefit.
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I can't see any sensible reason you wouldn't do that by editing the original mission file to be honest even if it was easy to add.
Unlike table editing it is a very, very bad idea to not have all the mission code in the same place.
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Yeah, I remember that moving events and stuff around in FRED causes horrible problems, but I thought that you could get around it by editing the text files instead, which is how I thought modular files would work.
Eh, no big deal.
Conclusion: Inconcievable.