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Ataros
04-17-2011, 11:11 AM
EDIT 10.09.11: Most of new great MP missions are posted in the FMB section now http://forum.1cpublishing.eu/forumdisplay.php?f=203


--------------------------------------
Please share online missions you create and/or host here to let other servers run them if you want helping CoD online community to develop quicker.

To start with please find attached 2 missions based on excellent BoB mission by Doghouse v1.5.

I moved red airfields to France for some instant action.

128Francev1_6.zip is a version with 6 ground airfields and many sea and ground targets.

128France_lite1_6a.zip is a lite version of the same map with reduced number of airfields, targets and AA for better stability. At more distant airfields spawns are not set to hangars, please let me know if it works. Tiger Moths set to start in the air just for sightseeing purposes.

doghous3
04-17-2011, 11:48 AM
Good idea. Sticky would be good.


Mission based for 128+ player's. English channel. Version 1.6

Each side consists of three fighter airfields, one bomber airfield (with escort/interceptor airfield next to it)

Some bomber objectives include ship convoy's, fuel depot, and a tank factory.

Each side will have a recurring AI squadron spawn at different times. Either Wellington's or HE111, which will fly to an enemy fighter airfield, and bomb it!

A short message will flash on the screen to notify all player's of event starting.

Player controlled planes get removed if player leaves, respawn's. That is AI takes control, the plane will no longer exist.

Damaged planes at spawnable airfield's will also be removed.

I think that's the important info. Enjoy.

Ataros
04-17-2011, 01:30 PM
Damaged planes at spawnable airfield's will also be removed.



Is it done by airfield.cpp or how do you do it?

doghous3
04-17-2011, 01:56 PM
yup. place an AI object and use airfield.cpp, you can give it a radius effect too.

Thee_oddball
04-18-2011, 04:47 AM
doghouse i just loaded your map (nice job :)) and spawned in one plane and then spawned another one and first one was gone :):) I tried doing the same to one of my maps by adding the script below after hiting save in FMD it generated a .cs file of the same map name ...but the destroying of empty plyer planes did not work :( can you tell me what i did wrong? thnx
using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;

public class Mission : AMission
{


public override void OnTickGame()
{
{
if (Time.tickCounter() % 1200 == 0)
{

GamePlay.gpPostMissionLoad("missions\Multi\Dogfigh t\basic40c.mis");
}
}
}

public override void OnPlaceLeave(Player player, AiActor actor, int placeIndex)
{
base.OnPlaceLeave(player, actor, placeIndex);
Timeout(1, () =>
{
AiAircraft CurAircraft = player.Place() as AiAircraft;
AiAircraft PrevAircraft = actor as AiAircraft;
if (CurAircraft != PrevAircraft)
{ (actor as AiAircraft).Destroy(); }
});
}

}

doghous3
04-18-2011, 09:06 AM
With that mission, I take it the sub-mission didn't load.

The issue is with void OnTickGame().

You used back-slash instead of forward-slash. The syntax error would in this instance prevented the rest of the script to run.

So with the changes below, it will work.



using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;

public class Mission : AMission
{


public override void OnTickGame()
{
if (Time.tickCounter() % 1200 == 0)
{

GamePlay.gpPostMissionLoad("missions/Multi/Dogfigh t/basic40c.mis");
}
}


public override void OnPlaceLeave(Player player, AiActor actor, int placeIndex)
{
base.OnPlaceLeave(player, actor, placeIndex);
Timeout(1, () =>
{
AiAircraft CurAircraft = player.Place() as AiAircraft;
AiAircraft PrevAircraft = actor as AiAircraft;
if (CurAircraft != PrevAircraft)
{ (actor as AiAircraft).Destroy(); }
});
}

}

klem
04-18-2011, 09:13 AM
Guys,

where do you get all this info from, settings, scripting (and should it be necessary?) etc

Anyway, anything I can find to help me build missions would be good. A community self-help manual Sticky??

Ataros
04-18-2011, 01:16 PM
Anyway, anything I can find to help me build missions would be good.

Small collection here http://forum.1cpublishing.eu/showthread.php?t=21518

Manual from developers is not ready yet. You can start now with learning some C# basics I think.
http://msdn.microsoft.com/en-us/vcsharp/dd919145.aspx
http://msdn.microsoft.com/en-us/vcsharp/aa336766

klem
04-18-2011, 11:32 PM
Small collection here http://forum.1cpublishing.eu/showthread.php?t=21518

Manual from developers is not ready yet. You can start now with learning some C# basics I think.
http://msdn.microsoft.com/en-us/vcsharp/dd919145.aspx
http://msdn.microsoft.com/en-us/vcsharp/aa336766

:D

Ataros I truly appreciate the reply but I don't intend to learn C# to create missions. That link you sent me scared the a$$ off me! I may have many years of VB behind me but I wouldn't expect to use even that to create missions.

I suppose I was curious to know just how you fell over those files and know what to do with them, like perhaps I had missed a manual, but what I was really looking for was clues on how to use the much changed FMB graphical interface and where are the facilities you are programmimg in but you seem to have found some extra tweaks outside FMB and we could use them in it. If the devs expect us to start using C# programming I think there'll be a lynching party.

Good luck to you though :) If I have a change of heart and the time I'll look again at that link.

Thanks again.

Thee_oddball
04-19-2011, 12:18 AM
thnx doghouse :)

Ataros
04-19-2011, 08:09 AM
Ataros I truly appreciate the reply but I don't intend to learn C# to create missions.

When manuals are available people create a lot of scripts that you can just copy and paste to your missions. I do not know anything about C# myself yet but can open a script file with notepad and use copy-paste ))

I think you are acquainted with FMB but for those who is not this is a link to start http://www.il2-fullmissionbuilder.com/index.php

Ataros
04-25-2011, 08:06 PM
Attached is a Battle of France mission with scheduled shipping convoys (basic ones) and bombing runs.

Red airfields are located in France for quick action.

Script included in the mission loads 3 sub-missions into the main mission.

Put the whole 128BoF folder into your \missions\Multi\Dogfight directory. Run 128BoFv1_6.mis

Sometimes aircrafts explode on spawn. Please let me know how to fix it if you have this information.

You may try the mission on Repka server tonight and tomorrow hopefully.
Feel free to use and modify.

Thee_oddball
04-25-2011, 09:58 PM
Attached is a Battle of France mission with scheduled shipping convoys (basic ones) and bombing runs.

Red airfields are located in France for quick action.

Script included in the mission loads 3 sub-missions into the main mission.

Put the whole 128BoF folder into your \missions\Multi\Dogfight directory. Run 128BoFv1_6.mis

Sometimes aircrafts explode on spawn. Please let me know how to fix it if you have this information.

You may try the mission on Repka server tonight and tomorrow hopefully.
Feel free to use and modify.

it seems that certain airfields are meant for fighters only...and if you have a bomber spawn there it will spwn inside a building or pen that is to small.....BOOM or it just breaks the plane

Ataros
04-25-2011, 10:01 PM
it seems that certain airfields are meant for fighters only...and if you have a bomber spawn there it will spwn inside a building or pen that is to small.....BOOM or it just breaks the plane

I have the same problem even with fighters. Sometimes they spawn but sometimes just boom... I think Doghous3 corrected this problem for some airfields. I hope he can help.

Do you think unchecking "parking spawn' would solve the issue? I am afraid that without parking spawn ppl would collide when spawn on the runway.

klem
04-25-2011, 10:06 PM
Attached is a Battle of France mission with scheduled shipping convoys (basic ones) and bombing runs..............
Sometimes aircrafts explode on spawn. Please let me know how to fix it if you have this information.

Thanks Ataros.

We get aircraft exploding on Spawn if we place them as Aircraft instead of simple Spawn Places because no matter where you place the Aircraft they all spawn at the same spot on top of eachother. We have to spawn one at a time and taxi off the spawn point

mcler002
04-25-2011, 10:34 PM
Hey guys

After reading a couple of comments about current online maps for both SYN and Leadfarmer... i have began making my own BOB map...

So far i have created some ships in the middle (everyone loves ships lol), but i have been sneaking by adding 4 AA guns onto random ships :D... Works a treat

I just need some advice on reoccuring flight groups ... Shall hopefully crack on with the map tomo!

Cheers

Ross

mcler002
04-25-2011, 10:37 PM
I have the same problem even with fighters. Sometimes they spawn but sometimes just boom... I think Doghous3 corrected this problem for some airfields. I hope he can help.

Do you think unchecking "parking spawn' would solve the issue? I am afraid that without parking spawn ppl would collide when spawn on the runway.

The problem is that some of the airbases (and spawn points) have been set up poorly... The plane either makes contact with the building, bunker etc etc... and just treats it as a collision

Cheers

Ataros
04-25-2011, 10:52 PM
So far i have created some ships in the middle (everyone loves ships lol), but i have been sneaking by adding 4 AA guns onto random ships :D... Works a treat

I did not manage to put guns on a tanker in my mission. How exactly you do this?

Another issue I have is creating several tankers as one group with same waypoints. Did you manage to do so? In my mission you would see a 'convoy' consisting of 1 tanker only unfortunately. (but reoccurring every 40-45 minutes)

I just need some advice on reoccuring flight groups ... Shall hopefully crack on with the map tomo!



I used recent SYN mission by Doghous3 v.1.6 (see his message above) as a sample for reoccurring events (including shipping). You can use mine if you wish.

mcler002
04-26-2011, 08:45 AM
Nah you can have a look at what ive done once ive finished the map...

I might be cheeky and ask someone to do the scripting for us coughdoghouse?cough

I wish they had more "black & white" support for all this...

Cheers

mcler002
04-26-2011, 10:05 AM
{
if (Time.tickCounter() % 1200 == 0)
{

GamePlay.gpPostMissionLoad("missions/Multi/Dogfigh t/OnlineBOBb1.mis");


Ive got the script to work... but no aircraft appear... (i have 6 spitfires loaded on the map)...

And can someone explain the tick counter and how to "work it"

Cheers

Ataros
04-26-2011, 01:38 PM
Ive got the script to work... but no aircraft appear... (i have 6 spitfires loaded on the map)...

And can someone explain the tick counter and how to "work it"

Cheers

Check that path is correct and open doghous3 or my example to add a line printing smth on screen to confirm that mission is loaded.

30 tics a second give you 1800 tics per minute.

if (Time.tickCounter() % 1200 == 0)

1200 - is cycle here
0 - is initial delay before running script.

I'd suggest taking doghous3 script to start with and just change filenames in it to avoid simple mistakes. This is what I did with his mission.

mcler002
04-26-2011, 01:44 PM
Check that path is correct and open doghous3 or my example to add a line printing smth on screen to confirm that mission is loaded.

30 tics a second give you 1800 tics per minute.

if (Time.tickCounter() % 1200 == 0)

1200 - is cycle here
0 - is initial delay before running script.

I'd suggest taking doghous3 script to start with and just change filenames in it to avoid simple mistakes. This is what I did with his mission.

Hope your on still

I double checked mine and doghouse's map.... neither planes load... the message pops up but thats it... i load on the game console and it mentions "load failed"... Any reason behind this :S? Steam and VAC? :S
See attached picture

Cycle here - ? whats that lol update Is this the part where it "reloads" itself? or "deletes" itself??

Cheers

DOH - HANG ON A SEC

LOL never laughed at myself so much... copy and paste - bad idea... forgot my sub folder in the line... all my own missions are saved in "Ross" folder... talk about wasting a few hours :D - ALL FIXED NOW :D :D :D

Still need an answer on the cycle though!

Ataros
04-26-2011, 01:54 PM
Hope your on still

I double checked mine and doghouse's map.... neither planes load... the message pops up but thats it... i load on the game script and it mentions "loaded failed"... Any reason behind this :S? Steam and VAC? :S :

Check if you put it in the correct directory. Doghous3 mission runs on the SYN server just fine atm.


Cycle here - ? whats that lol update Is this the part where it "reloads" itself? or "deletes" itself??

Cheers

By cycle I mean it reloads a 2nd mission (sub-mission) every 1200 ticks in this example that is every 40 seconds.

Ataros
04-26-2011, 02:01 PM
New version of "Battle of France"

Added guns to tankers.
Spawns assigned to runways on some airfields.
etc.

mcler002
04-26-2011, 02:11 PM
Cheers for all your help, hopefully have a map to show soon!

Ataros
04-26-2011, 02:28 PM
Cheers for all your help, hopefully have a map to show soon!

Good luck!

mcler002
04-26-2011, 02:30 PM
Ack next question

Any script or trigger to remove AI after mission? or should i just get them to RTB then "vanish"...

Cheers

mcler002
04-26-2011, 03:39 PM
Ok people

This is what i have made so far...

3 sub missions (b1 4xhe115 attack convoy, b2 8x he111 attack base, r1 12xblenheim attack base)

So many things can be changed/ done differently after learning a few things about script...

However, please feel free to have a look and make comments (bad or good!)

All i really want to know now is:

a) can you end the sub missions before the script starts the new one
b) bring back destory "static" objects after "x" amount of time?

Cheers

Ross

Note - If you are going to use my game maps, make sure you change the script directory for each sub mission!!! in "OnlineBoB" - Hope you understand!!!

Ataros
04-26-2011, 04:12 PM
Ack next question

Any script or trigger to remove AI after mission? or should i just get them to RTB then "vanish"...

Cheers

Discussed here http://forum.1cpublishing.eu/showthread.php?t=21518&page=2
I think a good idea would be to disable AI controls or kill engine with a script in 30 minutes after the last waypoint and destroy it 10 minutes later.

We need such a script badly. Hope someone with C# knowledge can write it for us.

mcler002
04-28-2011, 03:52 PM
Update for my online map

not sure if the script for disabling ai controls works though :S

Ross

using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;

public class Mission : AMission
{


public override void OnTickGame()
{

if (Time.tickCounter() % 54000 == 18000)
{

GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/Ross/OnlineBOBb1.mis");
GamePlay.gpHUDLogCenter("Intel: 4x He115's, Heading for Convoy!");
}

if (Time.tickCounter() % 99000 == 36000)
{

GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/Ross/OnlineBOBb2.mis");
GamePlay.gpHUDLogCenter("Intel: 8x He111's, Heading for Lympne!");
}

if (Time.tickCounter() % 108000 == 27000)
{

GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/Ross/OnlineBOBr1.mis");
GamePlay.gpHUDLogCenter("Intel: 12xBlenheim, Heading for Calais Marck!");
}
}


// destroys aircraft abandoned by a player
public void _DespawnEmptyPlane(AiActor actor)
{
if (actor == null)
{ return; }

Player[] Players = GamePlay.gpRemotePlayers();

bool PlaneIsEmpty = true;

foreach (Player i in Players)
{
if ((i.Place() as AiAircraft) == (actor as AiAircraft))
{
PlaneIsEmpty = false;
break;
}
}

if ((PlaneIsEmpty) && (actor as AiAircraft).IsAirborne())
{

(actor as AiAircraft).hitNamed(part.NamedDamageTypes.Control sElevatorDisabled);
(actor as AiAircraft).hitNamed(part.NamedDamageTypes.Control sAileronsDisabled);
(actor as AiAircraft).hitNamed(part.NamedDamageTypes.Control sRudderDisabled);
(actor as AiAircraft).hitNamed(part.NamedDamageTypes.Eng0Tot alFailure);
//for 2mots
(actor as AiAircraft).hitNamed(part.NamedDamageTypes.Eng1Tot alFailure);

//then wait 1sec?
Timeout(1.0, () =>
{
(actor as AiAircraft).Destroy();
});

}
else if (PlaneIsEmpty)
{
(actor as AiAircraft).Destroy();
}
}

public override void OnPlaceLeave(Player player, AiActor actor, int placeIndex)
{
base.OnPlaceLeave(player, actor, placeIndex);
_DespawnEmptyPlane(actor);
}
// destroys crushlanded aircraft in 10 minutes
public override void OnAircraftCrashLanded(int missionNumber, string shortName, AiAircraft aircraft)
{
base.OnAircraftCrashLanded(missionNumber, shortName, aircraft);
Timeout(600, () =>
{
aircraft.Destroy();
});
}
}


Please make sure you change the file directory to your "set-up"

Ataros
04-30-2011, 02:11 PM
A lite version of Battle of France. No scripts, only triggers.

Hangar explosion problem solved by adding new "aerodrome" objects on top of default ones and placing spawn points closer to the center of new ones. Do not move them if you edit the mission.

Ground units spawn does not work yet.

Feel free to use and modify but please share the missions that you create with community.

If you know C# please join discussion here http://forum.1cpublishing.eu/showthread.php?t=21518

theOden
05-01-2011, 09:11 PM
Two sets of Airbase Attack missions (old Jane's ATF concept), one set early in the morning and one late evening.

Spawn a bomber or fighter at home base to destroy the 3 enemy hangars, defend base or escort bombers.

Airbase Attack Mission Pack (http://odenhouse.servegame.com/aba.7z)

http://odenhouse.servegame.com/aba.jpg

Airbase Attack Dieppe

Red side spawn at Dieppe (B4)
Blue side spawn at Brombos (H1)


Airbase Attack Harwell

Red side spawn at Harwell (B3)
Blue side spawn at White Waltham (F2)


AI will spawn for CAP and bombing missions so mission should be playable solo, coop or TvT.

Host passworded server to play solo or go public with an open server.

Feel free to edit/crush/jump/delete/copypaste any file in pack.

MadTommy
05-11-2011, 09:04 AM
Ataros any chance of getting your latest mission.. 1.7, i trying to get my head around the scripting options.

Getting there due to your help.

Ataros
05-11-2011, 09:16 AM
Ataros any chance of getting your latest mission.. 1.7, i trying to get my head around the scripting options.

Getting there due to your help.

Please find it attached. It has 5 smaller sub-missions loading into it via this script http://forum.1cpublishing.eu/showpost.php?p=279416&postcount=95

Feel free to modify the mission, however if you decide to use it on any server please remove at least 3 out of 5 sub-missions and include your own submissions instead. We would like to have this particular unique mission running on Repka server only till we have the next version. Thanks for understanding )

Known issues: Blenheims do not manage to sink ships in this one. Did not figure out detonator/alt settings for them yet.

MadTommy
05-11-2011, 09:34 AM
Thanks a lot mate!! The included script really helps.. i believe i understand the key components now.. time to get mission building.

Your help has been invaluable. :grin:

Tigertooo
05-12-2011, 07:30 PM
from a rookie in scripting and Visual C or whatever:to all FMB ers and to mcler002 in particular (his BoB mission worked for me):is there a way to post a simple (if possible) tutorial on how to make a proper COOP (only one mission) with humans and AI's. Think the community would appreciate (well i would:cool:)
Thanks in advance

Groundhog
05-14-2011, 01:40 PM
With lots of help from the scripters on this forum I have made my first scripted mission.

It uses a trigger at startup to load one of 9 submissions.
It also uses a timer to load sub missions later in the mission.

Works fine for me.

Thanks again for all the scripting examples.

GH

Groundhog
05-15-2011, 01:58 PM
Updated the mission to 2 player CooP/Dogfight.

Place folder in Multi/Dogfight

Select main file to start.

Fly as Blue [2 Emils at Caffiers]

Now loads a random sub mission at startup and a random sub mission roughly evey 5 mins. 9 sub missions in pool.


GH

Ataros
05-15-2011, 05:27 PM
Now loads a random sub mission at startup and a random sub mission roughly evey 5 mins. 9 sub missions in pool.

GH

I love this idea of random submission selection! Will try to steal it from you for my next mission )

Thanks for sharing!

Groundhog
05-15-2011, 05:51 PM
Glad to help!

GH

Ataros
05-16-2011, 05:42 AM
Current version of script from Repka server. Works like magic )
Feel free to use.

// v.1_17_04. script by oreva, zaltys, small_bee

using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;

public class Mission : AMission
{

// loading sub-missions
public override void OnTickGame()
{
if (Time.tickCounter() % 216000 == 108000) // 216000=120 min repeat. 108000=60 min delay.
{
GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_small01.mis");
}

if (Time.tickCounter() % 216000 == 215999) // 216000=120 min repeat. 215999=120 min delay.
{
GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_small02.mis");
}

///////////////////////

if (Time.tickCounter() % 162000 == 9000) // 162000=90 min repeat. 9000=5 min delay.
{
GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_air01.mis");
// GamePlay.gpHUDLogCenter("mis1 loaded!");

double initTime = 0.0;
Timeout(initTime += 600, () =>
{
GamePlay.gpHUDLogCenter("Attention! Enemy activity is expected at E3!");
});
Timeout(initTime += 600, () =>
{
GamePlay.gpHUDLogCenter("Attention! Help is needed at E3/D4!");
});

}

if (Time.tickCounter() % 162000 == 63000) // ; 162000=90 min repeat, 63000 - 35 min delay.
{
GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_sea01.mis");
// GamePlay.gpHUDLogCenter("mis2 loaded");

double initTime = 0.0;
Timeout(initTime += 500, () =>
{
GamePlay.gpHUDLogCenter("Attention! Cover your shipping at C4!");
});

Timeout(initTime += 300, () =>
{
GamePlay.gpHUDLogCenter("Attention! Friendly ships are under attack at C4!");
});
}

if (Time.tickCounter() % 162000 == 117000) // 162000 == 117000 = 90 min repeat, 65 min delay
{
GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_air02.mis");
// GamePlay.gpHUDLogCenter("mis3 loaded!");

double initTime = 0.0;
Timeout(initTime += 600, () =>
{
GamePlay.gpHUDLogCenter("Attention! Enemy activity is expected at E3!");
});
Timeout(initTime += 300, () =>
{
GamePlay.gpHUDLogCenter("Attention! All airgroups please proceed to D2!");
});
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////

// destroys aircraft abandoned by a player.
private bool isAiControlledPlane (AiAircraft aircraft)
{
if (aircraft == null)
{
return false;
}

Player [] players = GamePlay.gpRemotePlayers ();
foreach (Player p in players)
{
if (p != null && (p.Place () is AiAircraft) && (p.Place () as AiAircraft) == aircraft)
{
return false;
}
}

return true;
}

private void destroyPlane (AiAircraft aircraft) {
if (aircraft != null) {
aircraft.Destroy ();
}
}

private void explodeFuelTank (AiAircraft aircraft)
{
if (aircraft != null)
{
aircraft.hitNamed (part.NamedDamageTypes.FuelTank0Exploded);
}
}

private void destroyAiControlledPlane (AiAircraft aircraft) {
if (isAiControlledPlane (aircraft)) {
destroyPlane (aircraft);
}
}

private void damageAiControlledPlane (AiActor actor) {
if (actor == null || !(actor is AiAircraft)) {
return;
}

AiAircraft aircraft = (actor as AiAircraft);

if (!isAiControlledPlane (aircraft)) {
return;
}

if (aircraft == null) {
return;
}

aircraft.hitNamed (part.NamedDamageTypes.ControlsElevatorDisabled);
aircraft.hitNamed (part.NamedDamageTypes.ControlsAileronsDisabled);
aircraft.hitNamed (part.NamedDamageTypes.ControlsRudderDisabled);
aircraft.hitNamed (part.NamedDamageTypes.FuelPumpFailure);

int iNumOfEngines = (aircraft.Group() as AiAirGroup).aircraftEnginesNum();
for (int i = 0; i < iNumOfEngines; i++)
{
aircraft.hitNamed((part.NamedDamageTypes)Enum.Pars e(typeof(part.NamedDamageTypes), "Eng" + i.ToString() + "TotalFailure"));
}

/***Timeout (240, () =>
{explodeFuelTank (aircraft);}
);
* ***/

Timeout (300, () =>
{destroyPlane (aircraft);}
);
}

//////////////////////////////////////////

public override void OnPlaceLeave (Player player, AiActor actor, int placeIndex)
{
base.OnPlaceLeave (player, actor, placeIndex);
Timeout (1, () =>
{damageAiControlledPlane (actor);}
);
}

public override void OnAircraftCrashLanded (int missionNumber, string shortName, AiAircraft aircraft)
{
base.OnAircraftCrashLanded (missionNumber, shortName, aircraft);
Timeout (300, () =>
{ destroyPlane(aircraft); }
);
}
public override void OnAircraftLanded (int missionNumber, string shortName, AiAircraft aircraft)
{
base.OnAircraftLanded(missionNumber, shortName, aircraft);
Timeout(300, () =>
{ destroyPlane(aircraft); }
);
}


//////////////////////////////////////////////////////////////////////////////////////////////////

//Listen to events of every mission
public override void Init(maddox.game.ABattle battle, int missionNumber)
{
base.Init(battle, missionNumber);
MissionNumberListener = -1; //Listen to events of every mission
}

//////////////////////////////////////////////////////////////////////////////////////////////////

//Ground objects (except AA Guns) will die after 55 min when counted from their birth

public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);
//Ground objects (except AA Guns) will die after 55 min when counted from their birth
if (actor is AiGroundActor)
if ((actor as AiGroundActor).Type() != maddox.game.world.AiGroundActorType.AAGun)
Timeout(3300, () =>
{
if (actor != null)
{ (actor as AiGroundActor).Destroy(); }
}
);
}

/****
//Ground objects will die after 55 min when counted from their birth

public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
{
base.OnActorCreated(missionNumber, shortName, actor);

//Ground objects will die after 55 min when counted from their birth
if (actor is AiGroundActor)
Timeout(3300, () =>
{
if (actor != null)
{ (actor as AiGroundActor).Destroy(); }
}
);
}
****/
}

Ataros
05-17-2011, 12:40 PM
Glad to help!

GH

I can not get the randomization part to work as I wrote here
http://forum.1cpublishing.eu/showpost.php?p=284120&postcount=109
and here
http://forum.1cpublishing.eu/showpost.php?p=284278&postcount=111

Could you have a look please.

UPD. fixed.

Why do you need the first part in your script with a trigger?
Did you check if it works without the first part? May it be the case that the 1st part is working but the 2nd does not as I included only the 2nd part in my script?

335th_GRAthos
06-15-2011, 09:08 AM
Hallo Ataros,

I do not know if it is too much asking, can you post the missions you have running on the REPKA Server #(I do not know the number) the one with English Channel and the many objects moving around.

I could not find the server yesterday and I would ike to play around with my GPU settings (I only get 30fps with this gameset while the other REPKA English chanel map gives me 85fps and the islands map 110 with grass, shadows, roads off)...

~S~

Ataros
06-15-2011, 09:15 AM
Hi GRAthos!

Please find Repka #1 mission attached. Repka #2 runs a mission by cFobos and I do not have it on my PC.

335th_GRAthos
06-15-2011, 10:30 AM
Many Thanks !

:)


~S~

jojovtx
08-12-2011, 01:08 PM
On Repka 2 is there any chance you can add the 110C4? I understand not having the C7 because it almost give an unfair balance in ground attack to blue. I cannot in good conscious fly on a server that does not have the 110C4 available though. :(

Thanks.

Ataros
08-12-2011, 04:57 PM
rgr, asked BigRepa

Dangerousdave26
09-07-2011, 08:37 PM
New version of "Battle of France"

Added guns to tankers.
Spawns assigned to runways on some airfields.
etc.


Ataros we are running this mission on our server (128BoFv1_6.mis). What is the suggested time frame to rotate maps?

Thanks

Richie
09-07-2011, 11:25 PM
Where are the mission files stored once you build them. How do you get rid of them and how do you make them work? How come I can't select a plane in a coop mission like I could in IL-2? My dogfight mission bases don't show up at all. I sure liked Simple Simon IL-2. This thing is great but mission building...playing has me stumped :(

Richie
09-08-2011, 02:04 AM
I just did get a coop to work and for some reason the missions are in the folder now. They weren't in there before the patch...weird. Now I'll see if I can make a Dogfight mission work. It's got to be something stupid that I'm not doing...me being the stupid part of it.

I've got to say sitting back and letting that mission play and listening to those 109s and Spitfires roar up and down this river on the new mid size map witch I like was a blast. The sound is fantastic :)

Steuben
09-09-2011, 09:27 PM
COOP still dont work for the client! Only the host can fly the mission it seems! Or we are missing something!

MegOhm
09-10-2011, 08:46 AM
COOP still dont work for the client! Only the host can fly the mission it seems! Or we are missing something!

I agree would someone post a procedure to walk us thru it. so frustrating...how are you guys getting it to work for the client?

Ataros
09-10-2011, 09:21 AM
You should create a mission with some planes located at airfields.
When you join server you should chose side and click one of these airfield. When you click the airfield a list of aircrafts and crue positions appears on the right hand. You click the position to occupy it and then click fly or create. Which part does not work exactly? Let me know and I will report the bug.

I can use this new coop-style selection menu even on Repka server but have to create an extra aircraft first and then hit ESC to get to the list of available aircrafts and crue positions. Have to do it because Repka mission has spawnpoints placed on airfields. If you do not place spawnpoints you do not have to create aircraft first and hit ESC.

LeadTurn_SD
09-11-2011, 07:14 AM
COOP still dont work for the client! Only the host can fly the mission it seems! Or we are missing something!

Agree.

Can fly the "pseudo" coop missions on various servers (which is fun, and appreciated), but still not "IL2-style" coop in which a singleplayer-type mission is created, with the goal of humans vs AI, or humans vs humans, or a mix.

The host can fly the mission, but the clients cannot join. Numerous aircraft on the ground and in the air.... clients cannot see them, no list, nothing.

I am very experienced at mission editing in IL2, very inexperienced in COD, so it is very likely I am still missing something (I've been trying for months to get this working for our small group of pilots).... but what I've seen online so far "appears" to be "dogfight-type" maps / missions that have been "scripted" to become coop missions.... is this correct?

Thanks.

Ataros
09-11-2011, 08:23 AM
Numerous aircraft on the ground and in the air.... clients cannot see them, no list, nothing.

Did you try clicking the airfield to get a list of aircraft available on it? The list is added in the recent beta patch.

LeadTurn_SD
09-11-2011, 06:04 PM
Did you try clicking the airfield to get a list of aircraft available on it? The list is added in the recent beta patch.

Hi Ataros,

In the online servers (Hyperlobby is the one our group flew in yesterday) we were able to see plane lists.

We may be talking about an entirely different "concept" regarding coop. More like traditional coop in IL2.

Example:

1.) Create a single player mission. No spawn points, no scripting... just a mission with a Spitfire flight taking off from an airbase, or inflight.
2.) Make an opposing flight of German fighters, bombers, whatever.
3.) Test offline to make sure you have the timing, weather, everything to your liking.
4.) This mission will work great offline.
4.) Now try to use this as a coop mission online.

What we see when we try this is that the host will be able to fly the mission normally. The clients can connect with the host, but cannot find any planes....

I guess a simple question is this: Can a COD campaign mission be flown online as a coop mission, without scripting? Can the host and clients enter their planes, on the airfield, takeoff in formation; or enter their planes in flight, in formation?

In IL2 the answer would be yes; so far in COD it seems to be no.

Are we missing something here?

Thanks.

Blackdog_kt
09-11-2011, 07:00 PM
What Ataros is saying is that as long as an aircraft is available, you can spawn into it in a specific position from a list/menu (the menu was added in the latest beta patch).

a) If the mission uses spawn points (a la DF mode), then a player first has to spawn the aircraft and then other players can spawn into it.

b) If the mission doesn't use spawn points (a la coop mode), then an aircraft must be sitting on the tarmac, placed there via the FMB, for players to spawn into (much like selecting from the list just like it was in IL2).

However, you first need to click on the airfield where your aircraft are located.

So it should be select airfield-->select aircraft and position from the list-->fly.

At least that's how i understand it. If it is indeed that way, then the only change from old IL2 to CoD is that you need to select an airfield first, the rest works as usual.

MegOhm
09-11-2011, 07:02 PM
I will defer to Leadturn...he is our mission builder for WWII Sims

Thanks for your Help Ataros

Cirrus
09-11-2011, 08:02 PM
If you are referring to each Client clicking on the Airbase, it is not available to them. It is grayed out.

Cirrus_SD

LeadTurn_SD
09-11-2011, 08:26 PM
If you are referring to each Client clicking on the Airbase, it is not available to them. It is grayed out.

Cirrus_SD

Yes.

Hi Blackdog_kt (and again, hi Ataros),

Thanks, but what we are seeing both pre-beta patch and with the new patch is as described. With a "classic" type coop, written as it would be in IL2, the clients cannot join. Clicking on airfields by the clients has no effect. No list appears.

They can join, just as described by Ataros, on servers that appear to be running "scripted" missions... my apologies if I have this confused, but it really appears that the missions on these servers are "dogfight-style" mission (in the way dogfight servers ran for IL2) that have been modified or tweaked via scripting to allow a form of coop play.

I can see great advantages to this approach:

1. Join "on the fly".... this is a huge advantage. IL2 coops don't allow this.
2. Respawn if killed.
3. The possibility of creating a "persistent" battle server (somewhat like Falcon 4 online campaign servers, where clients could come and go, but the server kept the battle running)

But, the disadvantage is that it seems like you cannot fly a "traditional" style mission with your buddies. You can spawn at "spawn points" if an aircraft is available, or into a flying aircraft.... but not into a "mission"... if that makes sense. If you've flown coop in IL2, JF-18, Falcon 4, etc., you'll know what I mean.

Can a group of players decide to fly a mission together, all "spawn" into the same flight on the runway or in the air, and then complete the mission, just as if it were a singleplayer campaign mission?

When I test the COD missions I've written as the Host, it appears that this can be done, but when we tested it online, we could not get it to work. We are talking about missions with dozens of flyable aircraft, but only the Host can play the mission, clients cannot join.

Does IL2-style coop now work? If so, how? We were not able to figure it out. (That would be Cirrus, Megohm and myself, long-time flying buddies).

Again, apologies if I am missing something really basic, but it still appears that "traditional" style coop play is not available in COD yet.

Thanks!!

Ataros
09-12-2011, 07:34 AM
If you are referring to each Client clicking on the Airbase, it is not available to them. It is grayed out.

Cirrus_SD

Client has to click one of flags first to chose side and make airfield selection possible. Did you try this?

To make flags clickable you have to allow side switching in difficulty settings. If you have side switching off you can not click a flag or an airfield.

I will try to run one of offline missions online as a coop later this week when I have time.

BTW there is no much difference between dogfight and coop any more and scripting is no required to run a simple online mission.

Ataros
09-12-2011, 07:47 AM
a) If the mission uses spawn points (a la DF mode), then a player first has to spawn the aircraft and then other players can spawn into it.

I can add that if a mission has some "coop" airgroups placed on an airfield AND a spawn point at the same airfield you can not select a "coop" aircraft because list of these aircraft is not visible before you create any other aircraft and hit ESC. This bug/limitation is reported.

Cirrus
09-12-2011, 02:11 PM
Client has to click one of flags first to chose side and make airfield selection possible. Did you try this?

To make flags clickable you have to allow side switching in difficulty settings. If you have side switching off you can not click a flag or an airfield.

I will try to run one of offline missions online as a coop later this week when I have time.

BTW there is no much difference between dogfight and coop any more and scripting is no required to run a simple online mission.


Both flags are available for the Client to click on but afterwards they do not get a list of planes and are not able to click on the airbase.

Thanks for your interest and help,
Cirrus

LeadTurn_SD
09-12-2011, 07:48 PM
Client has to click one of flags first to chose side and make airfield selection possible. Did you try this?

To make flags clickable you have to allow side switching in difficulty settings. If you have side switching off you can not click a flag or an airfield.

I will try to run one of offline missions online as a coop later this week when I have time.

BTW there is no much difference between dogfight and coop any more and scripting is no required to run a simple online mission.

Thanks! We appreciate the help. Our small group has been trying to figure this out, and so far no luck.

Best wishes.

Ataros
09-24-2011, 11:22 AM
Both flags are available for the Client to click on but afterwards they do not get a list of planes and are not able to click on the airbase.

Thanks for your interest and help,
Cirrus

Sorry, it appears I can not reproduce this as I do not have external IP address now. Anyone knows how to start a dedi server in Lobby instead of Server room?

Report this in bug threads with screenshots please. If you can make screenshots of both host and client at the same time showing the client issue I will repost them at sukhoi.ru forums in online bugs thread http://www.sukhoi.ru/forum/showthread.php?t=68697&page=8

upd. Another idea is make sure you do not accidentally check a "Player" checkbox in any aircraft properties. In that case only the host would fly as if it was an offline mission. To quickly check it, try flying the mission offline, if you get into a cockpit then this aircraft's "Player" checkbox is checked. Uncheck it.

Again host must press "Battle" to start the battle before others can select planes as far as I understand it.

It looks like some people are flying coops successfully already http://forum.1cpublishing.eu/showthread.php?t=26483

Ataros
09-28-2011, 09:10 AM
Ataros we are running this mission on our server (128BoFv1_6.mis). What is the suggested time frame to rotate maps?

Thanks

Sorry, did not see your message earlier. Repka restarts map every 12 hours.

I just did get a coop to work and for some reason the missions are in the folder now. They weren't in there before the patch...weird. Now I'll see if I can make a Dogfight mission work.

When creating a new mission make sure you remember where you save it. Try saving all the missions to C:\Users\%user%\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Multi\Dogfight for instance. Launch them from this same folder.

I agree would someone post a procedure to walk us thru it. so frustrating...how are you guys getting it to work for the client?

It appears that in the current beta coop works only on small maps, not the Channel map as discussed here http://forum.1cpublishing.eu/showthread.php?t=23997&page=7

A temporary workaround is suggested.

Ataros
11-21-2011, 02:16 PM
Repka Steppe mission is attached.