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It don't matter who didn't finish it, it's an important part of multi-player and getting the sim/game online with more than just the necessary "experten" scripted Dogfight servers This is not a user friendly approach to multi-player in CoD lets hope they fix it soon. :grin: |
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Anyway my primary purchase reason was for CooP missions and the FMB with its new features etc etc................. Guess I'll join the queue and wait quietly. :cool: |
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PS. BTW I think Kodiak or other experienced C# programmers can modify naryv's script to do anything that it does not do yet. However the thread about the script received only a few replies which means that the demand is not very high either. |
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Its just as easy to use normal CooP mode on other maps as it don't really do much else in that respect. |
I would also like to see the Coop setup change to something similar to the old iL2 Coop one especialy with all the new features of Cliffs of Dover .
I like the idea of scripting triggers ,commands etc but would like to see a simpler way being to do it in the mission builder as I have no idea about writing scripts although I have looked at some of the posts on the subject. I have been mucking about in the Rise of Flight mission builder where they have made insertable MCU`s for which the properties can be set quite easily by a right click advanced properties menue. Triggers,Ojectives and server responces can be set quite simply with a few clicks of the mouse.Perhaps later something like this could be intergrated into CloD. |
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Triggers
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I don`t know the what MCU stands for but they can be inserted onto the mission builder and can be attached to aircraft objects etc .
The simplest trigger type is the waypoint but there are also many other types ,eg,timers & zone proximty triggers. These can be interlinked with other types of MCU ,eg Commands or Translators so depending on how you set them up a whole sequence of events can happen when the trigger is activated. A simple example would be a player flying within a set distance of a target would trigger a flight of enemy aircraft to take off from a nearby airbase to intercept. The Attached screenie shows some of the MCU on the right of the screen. I have only just started playing around with the mission builder but there are many useful videos up on youtube on how operate it made by members of the Rise of Flight Community. |
Hi Cheesehawk,
The `Object`is not an object as such but by adding & setting the advanced perameters of the subject it applies to, at a gues, I would say it probably writes the scripting in the mission file for you . It would be a bit more user freindly to us scripting dunces (me):) There are a few good you tube-vids that show its use better than I can explain it & quite a few complicated parameters can be set quickly and all with a few clicks of the mouse to meet the same outcome as achieved by the script writing method of CloD.This site has some good tracks on the RoF mission builder.I think the triggers are from track 4 onwards. http://www.youtube.com/user/bvanderstok |
All what you can do with mcu's, i can do with scripts, and much much much more. And i don't need to do it in every mission i build, mostly i simply copy a old script from me to the new mission.
I've tried the missionbuilder from RoF also, but i prefer the FMB and the scripting of CloDo. |
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I want objects to set triggers like a radius trigger, anything flies into it use a "set"or "attach" option, attach a flight of whatever to it and set the flights parameters, they spawn in if the radius is triggered, and a fight starts out in that area, why do I have to have a complicated script for this ? Gimme Point n click objects ..................... I'm too old to learn new stuff :) . |
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