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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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hey guys....i now the basics of the FMB and im able to build missions to play offline.
but now, i want to make some missions, which i can play online with a squadmate. nothing too fancy, i only want to be able to spawn from an airfield of my choice, and fight some enemy AI planes together with him, to learn him the basics of air combat... so i have a few questions on how to accomplish that.. -if the mission is created successfully, how do i play it in multiplayer?do i have to go into the lobby or server section? -while creating the mission, is there a difference i have to consider to offline missions?or can i just create a plane on an airfield with only one waypoint set to take off? -how can i achieve, that one is able to respawn, if a player died? thats it for now... thx for your help in advance |
#2
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My suggestion is that you put a "Spawn Area" over an airbase of choice and via properties controls what plane you/him will be able to choose, at the same tab you will be able to set number of planes available - that will be your possible respawns more or less.
Host by selecting Multiplayer-Server-Pick the mission-Start Battle-click the flag (choose side)-select the "white" airbase (your spawn area)-click on the plane to choose another plane if available-click "create" to spawn into the airbase parking area (if you set the spawn area correctly in editor). Your mate will select Multiplayer-Client-select your server-optionally type in password-and then do the same procedure as you did after "Start Battle". When you crash or just wants to ditch the plane (standing at the and of the runway with nose down - been there done that haha) press escape, select flag/side and confirm leaving plane and repeat above. Good luck getting him up and running, having a very hard time to get "my ePilots" to spend time in Dover makes the above process rather deadly, but it works. Edit: Oh and for the coop situation, make the enemy flight "script spawn" and let them loose when you or your mate enters a trigger - that way you can run full CEM and hassling around on ground without any stress due to mission design enemy flights - RAMP start will in effect be the new pre-coop-chat-and-have-a-laugh that is the today missing coop interface of 1946. If all above to total overkill for you I can slap together a mission for you guys to have a look at and adjust as preferred. (or just rip apart my "Italian Visit" in this training pack: http://odenhouse.servegame.com/DoverTraining.7z I think that one has the basics you're looking for, just no enemies)
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![]() Last edited by theOden; 04-23-2012 at 08:14 AM. |
#3
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thx for the fast answer Oden, as im eager to build it now.
well i will try it myself first, cause everything you wrote, is comprehensive for me. except the point where you state that one should let the AI loose...? |
#4
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"Let AI loose", mm not too detailed of me to be honest
![]() Add an enemy flight. Set them as "Script spawn" Create a trigger named "workHarderLuthier" Set it as "Pass through" for your AirSide and make it cover where you guys will be heading after take off. Create an "Action" named "workHarderLuthier" to "Spawn Group" and click the enemy flight. Important, they need to have the same name. Mind you, this will trigger once for both of you so make the enemy flight "half size" maybe? - easier to control in C# code but I'm not sure how confident you are on that level.
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#5
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well i have done some missions with c# code, but only with the help of Kodiak, and honestly, i have forgotten everything about it(unfortunately)
the spawnpoint already works online.... what i do want, is to have a group of spits, and another group of hurris spawning infinitely after a certain time.meaning, every 10 minutes the spits spawn, and the same with the hurris, but delayed for 5 minutes. so that every 5minutes a new group spawns, alternating spits and hurris until the end of day... after both groups have reached their waypoint, where they should attack us("free hunt" or "attack fighters" dont know which is more effective), they should head to their airfield, where they get "destroyed" again, so that the mission does not have thousands of planes in the air after a certain time. Last edited by David198502; 04-23-2012 at 08:51 AM. |
#6
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You can try a basic script under link #3 in my sig.
Set the last waypoint for enemy aircraft to "Landing". They will land and be removed by the game in 10-20 minutes. |
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