I was trying to figure out aircraft limiting script in the Channel mission. I think it is missing a part which deducts aircraft numbers when exiting a plane.
Code:
public override void OnPlaceLeave(Player player, AiActor actor, int placeIndex)
{
base.OnPlaceLeave(player, actor, placeIndex);
if (actor != null && actor is AiAircraft)
{
//check limited aircraft
switch ((actor as AiAircraft).InternalTypeName())
{
case "bob:Aircraft.Bf-109E-3":
current109s--;
break;
case "bob:Aircraft.SpitfireMkI":
currentSpitIs--;
break;
case "bob:Aircraft.HurricaneMkI":
currentRotols--;
break;
}
}
Timeout(1, () =>
{ damageAiControlledPlane(actor); }
);
}
I saw this script here
http://forum.1cpublishing.eu/showthr...eration+dynamo
Maybe it should be added.
Can number of planes be limited in the France and Fields missions as well?
To start with I think it is reasonable to limit say:
Spit 2a by 10
109E4 by 15
110C7 by 3
Stuka by 3
Please remove 109-E3B and 109-E4B completely if possible.
I noticed that Fields mission has this code
Code:
GamePlay.gpHUDLogCenter(new Player[] { player }, "Your Task: Wait for Server to be Restarted. All markers are Captured");
// GamePlay.gpLogServer(pl, " GAME OVER!! score now is Red {0}:{1} Blue", new object[] { ScoreRed,ScoreBlue });
GamePlay.gpHUDLogCenter(new Player[] { player }, "GAME OVER: Restart Server Game");
I do not think we can restart a server (launcher.exe) via script yet and we have no one at Repka to do this manually. I think when mission is ended all Actors must be destroyed by a script and then the main .mis file of the mission loaded again. This would start the mission from beginning again. What do you think?
Thank you again for your great missions and support you provide. Sorry if I misunderstand something.
BigRepa probably plans to run the France HCv6 map on Repka #3 and maybe the Fields map on Repka #2 in rotation with Steppe map if he figures out how rotation works and if it works correctly.
edit. HCv6a.cs has a different filename than a .mis file.