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The problem with sub-missions
DEV"s please, please read this & address these issues :(
After much experimentation, trial & error, I've concluded that there are some fundemental flaws with the game C# code relating to sub-missions. Perhaps someone can explain the difference between the two methods GamePlay.gpLoadSectionFile and GamePlay.gpPostMissionLoad. I had hoped to setup missions (or section files) as "templates", like a template for Hawkinge airfield with buildings/roads/vehicles etc which could be loaded as a sub-mission from any main battle file. Unfortunately, it looks like GamePlay.gpLoadSectionFile and GamePlay.gpPostMissionLoad are only good for loading AIAircraft groups or AiGroundGroups as seperate Ai actors. SUB_MISSION PROBLEMS: 1. GamePlay.gpLoadSectionFile and GamePlay.gpPostMissionLoad behave differently when loading a sub-mission. Using gpLoadSectionFile, no ground objects from the submission are imported into the main battle. Using gpPostMissionLoad, stationary vehicles are loaded from sub-mission into main battle, but no other objects. 2. Spline roads are NOT loaded via ether sub-mission loading method. 3. Mobile vehicles attached to spline roads (with the car.cpp script) appear when loaded from sub-missions, but are stationary only. 4. C# script attached to sub-missions sometimes operate correctly, but fail for any game console, screen, chat, server IO messaging, voice messaging. ie. these methods fail when used in sub-missions - gpHUDLogCenter, gpLogServer, Console.Write, Console.WriteLine, sayToGroup |
When you say "sub-mission" do you mean loading another ".mis"?
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This is the exact reason I stopped using sub missions long ago.
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