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#1
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Thanks a lot. I'd never guess what this command mean ))
btw. There is a Break command there. What does it break? Show Insert command - what can it be? Change and Change+ commands - ? Last edited by Ataros; 05-23-2011 at 04:16 AM. |
#2
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Can you add a screenshot of the feature, please?
I have a german Version and do not find this interesting option. ![]() |
#3
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The Branch is not in FMB it is in Control Settings. First line.
https://lh4.googleusercontent.com/_S...-23_100638.jpg Last edited by Ataros; 05-23-2011 at 06:41 AM. |
#4
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Oh OK, thanks.
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#5
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Just put the mission up on Repka #3.
Is it designed to run in cycle forever or we should reload it in some time? I will add more feedback in this post later: - Errors on misload: [11:10:55] System.ArgumentOutOfRangeException: index and length should point to a position in a line [11:10:55] Parameter name: length - looks like guns do not spawn on ships. the ships just stand one in front of another and do not fight. - 110-C7 can carry bombs which gives blue side an advantage. - (will add later if I have more info) I hope to get some feedback from players in this thread http://forum.1cpublishing.eu/showpos...1&postcount=44 I have found a useful link on how to put guns on tankers here http://forum.1cpublishing.eu/showthr...t=22740&page=3 Last edited by Ataros; 05-26-2011 at 07:55 AM. |
#6
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i'll look into these errors, i havent tested it with the last version yet. loading a mission manually causes the campaign to stop progressing just like u described, it may be my mistake too, or a possible situation i havent noticed, for example spawning an object fails when there's a wreck on the spawn location, nd ships spawn many random objects when damaged, destroyed or broken into two, if i dont manually destroy those, they will simply hit those wrecks n stop or wont spawn at all, leading to a script error or preventing the campaign to progress, these may have been changed since last patch btw. Script behavior has also changed with the last patches, some of the things we try to do are already being done transparently right now, like removing the landed planes, also the last changelog says that it wont be possible to damage planes with incorrect damagenames, which is present in my code too, idk if this gives an error or continues to work silently without doing nothing. honestly all the reference i have when writing scripts is the names of the methods present in the game's dlls and the campaign's code as an example, i'm not sure if i'm using the right methods or coding with the right approach, somethings i try to do may be intended for a specific purpose or restricted or may lead to error when combined with another. it'll be much more clear and painless when we have a guide or documentation about scripting. i also plan to change tanker+aa gun configuration with new battle ships that came with the last patch so they can defend themselves while moving and write a statistic collection method, possibly outputting to a text file for simplicity if possible, so we can save or upload those(the count of the aircrafts each side lost, current situation of the front line, etc) with a seperate program or even inside the script. This way in case of any script error or server restart, stats wont be lost and campaign can continue from where it was and users can view an online briefing web page prepared for the current situation of the frontline, check the stats nd so on, even we can downgrade the available aircraft models according to losses or maybe define a victory condition. |
#7
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Thanks a lot! I am sure all Repka #2 and #3 pilots are looking forward to the new version.
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#8
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The break statement terminates the closest enclosing loop or switch statement in which it appears. Control is passed to the statement that follows the terminated statement, if any.
Is this the break you are talking about? Quote:
The next section of code checks 'aircraftWillBeDestroyed' if player is present then this is set to false and the section that destroys the aircraft will be skipped. Cheers! Last edited by Skoshi Tiger; 07-03-2011 at 03:22 AM. |
#9
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lol no, sorry i misunderstood, its the "break command" (key command) set in options-controls-builder, exits free view mode in fmb and deselects current object, could be handy if you fine tune the positions of objects in free view mode a lot, by the way this is what i use it for, may be intended for something else. Last edited by stillborn; 07-07-2011 at 11:05 PM. |
#10
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![]() Thanks for the clarification! Cheers! Last edited by Skoshi Tiger; 07-08-2011 at 02:51 AM. |
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