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-   -   Online / multiplayer missions go here (http://forum.fulqrumpublishing.com/showthread.php?t=21602)

Ataros 04-17-2011 11:11 AM

Online / multiplayer missions go here
 
2 Attachment(s)
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

mission v1.6
 
1 Attachment(s)
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

Quote:

Originally Posted by doghous3 (Post 265872)
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
Quote:

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

Quote:

Originally Posted by klem (Post 266586)
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

Quote:

Originally Posted by Ataros (Post 266747)
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 :)


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