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First coding attempts : pilots

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Malick:
Hi all,

This is my first coding attempt, so I started with something which I thought could be easy to implement.

My goals are :
1 - learn the coding basics and get used to the project structure.
2 - improve the implementation of the pilots ingame, in order to make them as refined as soldiers.

For this, I will start with simple mods and patches, just to see if I catch the principle.
First step : number of spawned pilots during campaign (starting and monthly)

See next posts for more details.

Malick

Malick:
STEP 1 :
Make initial / starting number of pilots depend on campaign difficulty setting (in campaign.ufo)
Make number of pilots generated each month depend on Nations satisfaction (in nation.ufo)

It 'seems' to work...
I'm trying to create a patch with GIT and then I'll post it here for you to test.
I'll be back :)

Malick

EDIT : I think I found the way to make a patch... Can you try it and tell me if it works ?
OK, the filename is not the one I expected, but anyway, you can still try ^^

geever:
Hey!

Welcome on board, and Grat for your first patch!

However as I remember available pilot count was "unlimited" by design so you can always fly your aircraft. But I think your patch is needed (I wanted to do that, thanks!) and this design must be dropped soon. The problem is if we implement pilot stats and have 512 pilots on start, players will just select the best of best of best and leave (or remove) the others. Pilot counts should be probably higher though, but it's fine.

Briefly read your patch, it seems to be fine but have no time to playtest now.
But:
* you should fix the comments in it. As you see the diff (patch) knows which lines exactly you added there is no need to sign your name everywhere, we don't do it either.
* doxygen comments with double asterisk on the start or *< have special meaning you should use this form only in those special cases (in the middle of the code we usually don't use it) Check Coding guidelines for more on our syntax rules

And at last: You can/should post patches to our Tracker so it isn't lost.

-geever

Malick:
Hi geever,

Thanks for the feedback. It's rather simple anyway : generate x pilots at game start and y each month. I ruthlessly copied code from the soldiers lines :)
Regarding comments with my name in it, it's just to make it easier for me : I get often lost in the hundreds of files and thousands of lines... I'll remove them when i submit an official patch on the tracker, thanks.

I have made a simple roadmap for improvement of the pilots. If there is something already done by the team, I'll be glad to follow it, otherwise, here are my ideas :
1 - make pilots generated at the campaign start and each month depending on difficulty and nations [done]
2 - save the number of missions and shot down ufos, show it on screen [open]
3 - create a set of ranks, link them to the missions / kills for promotion [open]
4 - create a set of skills and attributes [open]
5 - create rules so that the skills have an impact on aircraft speed, range, targeting, missile evasion, crash survival etc.. [open]

If you have any comment or proposal, feel free to jump in !
I've been on these forums for sooooo long without contributing, it's time I do something ;)

Malick

EDIT : sent on tracker as 'pilots generated in campaign'. Please tell me if everything works fine, as I may have messed with the patching process  ::)

bayo:

--- Quote ---Regarding comments with my name in it, it's just to make it easier for me : I get often lost in the hundreds of files and thousands of lines... I'll remove them when i submit an official patch on the tracker, thanks.
--- End quote ---
git status and git diff answer u the thing u change

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