Quote:
Originally Posted by adonys
I do propose something else:
Let's make a mother of all scripts, including everything, and have it as free code on a public svn (google code for example)
The best things to do (while the IL2DCE next beta is in work) is a in-(online)missions code, containing everything needed in a mission (kill tracks for all aircrafts no matter if AI/player(s), the emergency land crew code, radar, etc..),except spawning flights, so that this code could be included in any mission/campaign.
I also think that, as the online(pure multiplayer)/online with AI/AI only (pure singleplayer) barriers are kinda foggy in IL2CoD (which is a good thing), this code should be made to work for all of them
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That might be a lot to interpret and digest.
I was hoping for a series of example modules, say one per post, titled for what they do. Like "Message players" with several examples including All, Red, Blue or player Group(based on the aircraft/Squadron they selected before flying). How to use the .ogg files to speak to real players or groups of players instead of texting them. How to detect a PlayerKilled with examples of how to delay (in-game deathkick), can he be limited/sent to certain fields/aircraft. "Remove and Create objects/objectives" such as a convoy achieves a TargetPassThrough ('arrived safe') what the code is for removing the convoy, creating a new one somewhere else, launching enemy bomber Groups at it. On enemy bombers detected (a Passthrough?) how to message a 'scramble' and location etc to "AllRed" or "AllGroup" (as selected at base) or even "AllRedsOnGround"(?). A set of examples on how to identify real players/groups would be very useful. How to set objectives and collect successes for starting a new phase of the Battle, perhaps without sub-missions due to the phantom dots bug (can a mission be 'cleaned' and new objectives generated without loading a new map/mission?). How to move players to a new start location when objectives are reached or have them land within X minutes or be removed/destroyed, etc., and be given new assignments for the new objectives.
Direct forces to a specific task rather than just advise what's happening and leave it to chance that the players might actually work out what to do.
I suppose what I am trying to achieve is semi-automated objective based missions with some success/failure criteria leading on to a new phase of battle depending on the outcome and the direction of forces rather than players randomly flying on a hit and miss basis trying to find something to attack. Even with 60-80 players the Channel map is quite large and it would be easy to fly around and still not see anyone without positive direction.
Some of these things I have seen in .cs files or been given examples of but when I try to bend them to suit mine I go off track because I don't fully understand the code and may need to 'adjust' it.
Perhaps its too tall an order, I don't know. I wish we had better tools.