SQM2SQS Mission Interpretation Tool

For Operation Flashpoint: Resistance

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A parser for Operation Flashpoint SQM files with the purpose of interpreting a mission into dynamic SQS scripts. Currently, it does not support all aspects of a mission, but it will eventually be made to convert every aspect of a mission  into dynamic script formats. There are currently no script commands for trigger and marker manipulation in Flashpoint 1.96, but these exist in VBS1 and will exist in Armed Assault, so the system should support complete mission interpretation by the end of 2005.

 

Eventually, it will be able to take most all other missions made and have the Unscripted War mission system dynamically pick and choose from them which, and how many, should occur during gameplay. Various arrangements of static objects can be easily converted into scripts to allow meaningful dynamic placement in game. The only requirement for more complex missions will be that abstract object pointers must also be placed into the mission to specify to the dynamic game where to generate features such as towns and forests, or to specify where and how the static mission objects can rearranged to support the existing static level, the former being more practical to implement.

 

This SQM2SQS.exe requires java 1.5, or just JRE 5, you can get it from java.com if you don't have it. This current version constructs all empty vehicles placed in an sqm. The relative position of the player unit in the sqm to the vehicle being created determines the relative position from the position of the player in the game to where the vehicle will be created, and if there is no player unit in the sqm then the absolute positions are used.

Download SQM2SQS.EXE for vehicle position interpretation. Note that this is an early version, and requires supporting scripts to serve any useful purpose. If you have a need for a specific purpose sqs script interpreter, let me know and I can create a custom version for your purpose easily.

 

For my dynamic environment generation systems, I have made an "abstract object" interpreter, AOSQM2SQS. Get the latest dynamic grass addon package for instructions for use and supporting scripts.

Download version 1.0 of AOSQM2SQS

 

 

Djukels and KeyCats scripts: I made a customized interpreter for a form of grass generation script based off of my first grass addon, read about it here. That system, which lays out all positions into one array large, can be downloaded here.