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#1
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I am reallly curious about the SpawnScript check box in the item description in the FMB. The current way I hear most severs load the missions is as an over lay of another mission on top. Can SpawnScript be used in the same way and does anyone have a simple example mission they could show me. Would it not be more Stream lined to have everything on the one map? What would be the best way for server performance?
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#2
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If you script spaw via action, it's for the game like loading a submission. So no great difference, ok depens on the size of the mis-file a large file ever causes spawn lag. To avoid a spawn lag the best way is to set the the airgroups on idle and activate them when needed, but on a 24/7 server it's not practical, except you refresh the mission, if no player is connected.
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#3
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Spawnscript allows you to spawn any air/ground object/group by using a script or without a script. As long as your trigger and action are named the same, you can use TTime for how many seconds you wish to delay the spawn of that item. I love the spawnscript option. The biggest advantage I see is you can have recurring events by simply making triggers/actions assigning them to the same group. So that one airgroup could spawn once every hour, or every 2 seconds etc., without ever having to make any new mission objects/AI etc. Of course, this same thing could be done loading submission after submission, but it's a mess to try to test all of them. That's one of the main reasons I like 1 simple .mis file. I can change the numbers around and make events happen when I want for easy testing. |
#4
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I prefer the sub mission style, as you can alter the submission or load alternatives, where as hard fixing an internal mission means it is diffcult to alternate without shutting down the main mission.
I'm working on an inbetween variant, using sub missions, but creating internal missions from the mis data. It is a random flight/wing/group generator where I grab mission data from the mis files as "basic" info then manipulate waypoints and flight details to mix it up. The idea is, recurring or reactive Ai flights are different each time they are generated. I have as randoms: Class aircraft type per side, random numbers 1~12 in the flight, random skill, random path around the original "base path". Task type is taken into account for specifics placement. data is extracted from a sub mission, which is created by a single plane and flight task and path. which makes for simple user mis generation. submission can be updated in real time without dropping the main mission. Still WIP, about 80% there. |
#5
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Just a quick note. I find it is very good if spawing large gourps Land or air to use TTime and spawn them 1 - 2 seconds apart. You reduce or get no stutter on the server and in game when they are introduced
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#6
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__________________
When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
#7
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Got it working Salmo, works really well.
![]() will post C# soon, still have other features to add to the whole script. But will have atest server running over the next day or so. |
#8
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![]() Quote:
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__________________
When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
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