Turns out it was pretty effective to leverage some intermediate and placeholder classes in order to achieve primary, secondary, and sidearm weapon types, as demonstrated herein. In addition to which, smart factoring of view and refresh code supporting all weapons templates cases. Magazines are not shown, yet. I suppose that should come next, should be easy to accomplish, I think. Following which probably focus on the advanced display for weapon accessories.
0. Overview [0:00]
0.1. Separated LOGAMB secondary objective from logistics line
0.2. Review the settings
0.3. Run through couple of the more prominent scenarios
1. The cba settings
1.1. Logistics [3:32]
1.1.1. Routes can be blocked
1.1.2. Blocked rountes can be ambushed
1.1.3. Friendly zone ambushes
1.1.4. Civilian hostility bias
1.1.5. Ambush interval
1.1.6. Radius, not to be confused with LOGAMB radius
1.2. Logistics - Ambush [6:41]
1.2.1. Ambush 'semaphore'
1.2.2. Objective pessimistic
1.2.3. Radius, activation coefficient
1.2.4. Success threshold, bias
1.2.5. Surrender, allow, bias, pressure coefficient, base
1.2.6. Crate decimation, base, by percent
1.2.7. Transports, capture on success, bypass on tear down [16:59]
1.2.8. Waypoint density, crate, transport
1.2.9. Transport, fuel loss, hit point damages
2. Two main scenarios
2.1. Guerrillas got away with the resources [18:44]
2.1.1. Crate decimation occurs with patrol waypoints
2.1.1.1. Crate watch service, auto GC zero RESOURCE VALUE crates
2.1.2. LOGISTICS MANAGER, line suspended in AMBUSH state until objective resolved
2.1.2.1. The exciting part happens via the MISSIONS MANAGER
2.1.3. Failure, watching as it happens over telemetry
2.1.4. Got away debrief [31:46]
2.2. Success, neutralizing the patrols, and/or as they surrender [33:15]
2.2.1. Surrender may be configured
2.2.2. And with varying degrees of bias weighting in that direction
2.2.3. Surrender, capture, interrogate
3. In conclusion [37:04]
3.1. CBA settings not final, composition, order, etc
3.2. Bugs, debugging, troubleshooting
3.3. Reconsidering LOGISTICS TELEMETRY a bit
3.3.1. Loosely modeled after the SECONDARY OBJECTIVES telemetry approach
Musical credit:
Tank! [0:02]
Too Good Too Bad [1:31]
Cat Blues [4:04]
The Egg and You [6:38]
NY Rush [10:16, 26:50]
Fe [15:29]
Doggy Dog III [17:24]
See You Space Cowboys [19:16]
The Great Escape (Spiral Remake) (Epilogue) (1) [25:17]
March for Koala [25:51]
Call Me Call Me [31:21]
All tracks except (1) Cowboy Bebop Original Soundtrack (2002)
(1) Marillion, Brave Remastered, The Great Escape hidden track Scott Joplin's The Entertainer
TABLE OF CONTENTS
0:00 Intro salut
0:17 Table of contents
3:37 Change orders process one many
6:12 Logistics ep queries
a. Normalize with, without bill
b. Get, get abandoned
c. Are equal, abandoned
10:59 Simplified logistics status API
a. Supports namespace versus atomic element
b. Allows for predicated setting or unsetting of status flags /// KEY!!!
i. Partially inspired by UI enable/disable predicates
ii. Plus example (15:55)
20:35 Logistics state machine pending
a. Processes two immediate change orders always
i. Blocked
ii. Abandoned
21:55 UI abandoned logistics
a. EP combos include current+abandoned
b. Loading+abandoned
c. En route+abandoned
d. Unloading+abandoned
30:06 Logistics change order reroute
a. Filter those not already aligned with line
b. Reroute to nearest other EP if necessary
c. Verify their integrity, are not equal, not still abandoned, etc
d. Establish an aborting logistic route
33:06 Outro salut
Background music credits:
Geddy Lee: My Favourite Headache (2000): The Present Tense, Window to the World, Working At Perfekt, The Angels' Share, Home On the Strange, Slipping, Still, Grace to Grace
0. Intro (0:00)
1. Search and rescue
1.1. Settings (1:24)
1.1.1. Revisited (5:57)
1.2. Create from config (7:11)
1.2.1. Notifications (10:03)
1.2.2. Starting and tear down phase lines (10:35)
2. Starting the mission
2.1. Telemetry
2.1.1. Standby telemetry (13:43)
2.1.2. Started ready telemetry (15:59)
2.2. Map markers (20:13)
2.2.1. Responding with players in and out of the radius (22:41)
2.3. Mission completion
2.3.1. Pessimistic failure, 1+ pilots KIA for any reason (25:52)
2.3.2. Pessimistic success, pilots interrogated (29:19)
2.3.3. Optimistic success, rescue 1+ pilots (31:00)
2.3.4. Optimistic failure, pilots KIA
# do not need to set any flags when we can teleport directly to the units
3. Aborting the mission (34:06)
4. Outro (38:13)
Disclaimer: Admitedly the audio is a bit sketchy in places, and I apologize for that. I attempted to adjust the overall balance, so hopefully much of it comes through. When it does not, hopefully the visual cues are adequate to illustrate what is going on.
https://github.com/mwpowellhtx/KP-Liberation/wiki/en_dev_secondary.md
Background music credits:
A Feast Of Consequences, The High Wood - [iv] Thistle Alley, Other Side Of Me (1)
Grace of God, Walking on Eggshells, Weltschmerz (2)
Derek William Dick AKA "Fish", (1) A Feast Of Consequences (2013), (2) Weltschmerz (2020)
0:00 00-intro-salut
1:02 01-view-fob-all-resources
a. fob
b. all
2:48 02-dialogs-redeploy-start-fob
a. fob
b. start
4:32 03-resource-summary
a. supply, ammo, fuel
b. intel (5:37)
# Recorded a bit out of sequence...
7:02 04-percentage-maximums
a. civilian reputation
b. enemy awareness (9:26)
c. enemy strength (11:07)
12:18 05-outro-salut
Musical credits:
Foolishness, There Is a Kingdom That Cannot Be Shaken, Walking Home with You, New Creation: Tree63: Sunday! (2007)
https://en.wikipedia.org/wiki/Tree63