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

Title: Feasibility: Modular mission files
Post by: Scourge of Ages on May 12, 2010, 02:04:19 am
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
Title: Re: Feasibility: Modular mission files
Post by: Jeff Vader on May 12, 2010, 02:15:24 am
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.
Title: Re: Feasibility: Modular mission files
Post by: Scourge of Ages on May 12, 2010, 02:16:42 am
[facepalm]I was certain this was where I posted it. Sorry.[/]
Title: Re: Feasibility: Modular mission files
Post by: Fury on May 12, 2010, 03:01:49 am
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.
Title: Re: Feasibility: Modular mission files
Post by: The E on May 12, 2010, 05:45:01 am
Yep. Given how mission files work, making them modular would be an incredible effort without much benefit.
Title: Re: Feasibility: Modular mission files
Post by: karajorma on May 12, 2010, 05:36:31 pm
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.
Title: Re: Feasibility: Modular mission files
Post by: Scourge of Ages on May 12, 2010, 10:11:39 pm
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.