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  #1  
Old 05-23-2011, 06:34 AM
FG28_Kodiak FG28_Kodiak is offline
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Oh OK, thanks.
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  #2  
Old 05-26-2011, 07:23 AM
Ataros Ataros is offline
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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.
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  #3  
Old 06-25-2011, 05:32 PM
stillborn stillborn is offline
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Quote:
Originally Posted by Ataros View Post
Just put the mission up on Repka #3.

Is it designed to run in cycle forever or we should reload it in some time?

- 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.
yes it is designed to run in cycle forever which will fail after approximately 2 trillion sub mission loads; also any manual mission load after battle init will result in script error.

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.
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  #4  
Old 06-29-2011, 09:52 AM
Ataros Ataros is offline
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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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  #5  
Old 06-30-2011, 11:36 AM
steam steam is offline
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Lightbulb add some flaks

Hi.
I ask you to put a lot of anti-aircraft guns at airports so that they can be used for cover from enemy attacks on its territory and prevent voulching.
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  #6  
Old 07-07-2011, 10:41 PM
stillborn stillborn is offline
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here is version 1.1

changes:
  • fixed script errors at onactorcreated methods preventing removal of destroyed ship hulls and campaign progress

  • added aa guns to prevent voulching(optional, respawns each 5mins by default)
    *not available at capturable airfields because it will prevent mission progress
    if you find aa guns insufficient please suggest a good combination, i didnt put 2cm guns because their combined explosion effects causes shutters and slowdowns

  • added radius_hide value to all aa guns to prevent ships and base defenses fire on taking off enemy aircrafts, yes unfortunately map is too small, sticked with tanker+aa for the same reason, ships dont have a radius_hide option

  • raised onboard guns of ships by 2m to prevent collision

  • changed available aircrafts

    Reds:
    Aircraft.HurricaneMkI_dH5-20
    Aircraft.HurricaneMkI
    Aircraft.SpitfireMkI_Heartbreaker
    Aircraft.SpitfireMkI
    Aircraft.SpitfireMkIa
    Aircraft.BlenheimMkIV

    Blues:
    Aircraft.G50
    Aircraft.Bf-109E-1
    Aircraft.Bf-109E-3
    Aircraft.Bf-110C-4
    Aircraft.Ju-87B-2
    Aircraft.Ju-88A-1

    Both on captured airfields

  • added error logging (optional) to desktop (works on a seperate lower priority thread)

  • added campaign status saving (optional) to desktop (works on a seperate lower priority thread), main mission will resume from where it's left on server restart.

  • added new airfield points and changed airfield radius to make use of game's own cleanup system

  • campaign now reverts back by 1 mission when invading ground forces are destroyed

dgw_iod_v1_1(3aa_on_ships).zip has two extra guns to protect ships on the move, one Zwillingssockel, one Bofors, these are short range and does not engage ships

Extract the archive to "missions/Multi/Dogfight/" and launch main mission from dgw_iod_v1_1 folder.
Attached Images
File Type: jpg samplespawnpoints.jpg (108.2 KB, 23 views)
File Type: jpg aaguns.jpg (289.7 KB, 24 views)
File Type: jpg sampleerrorlog.jpg (128.6 KB, 25 views)
Attached Files
File Type: zip dgw_iod_v1_1.zip (163.9 KB, 14 views)
File Type: zip dgw_iod_v1_1(3aa_on_ships).zip (166.0 KB, 18 views)

Last edited by stillborn; 07-08-2011 at 03:36 AM.
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  #7  
Old 07-08-2011, 10:25 AM
Ataros Ataros is offline
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Quote:
Originally Posted by stillborn View Post
here is version 1.1
Thanks a lot, stillborn! Your mission is the most popular in the CloD world right now I think.

Quote:
added campaign status saving (optional) to desktop (works on a seperate lower priority thread), main mission will resume from where it's left on server restart.
How can we activate this option?

As we experienced issues with team balance red75prime from sukhoi.ru forums added a balancing script to the previous version of your mission. Please find it attached. I hope he will include it in the recent version as well.

Edit
Quote:
yes unfortunately map is too small, sticked with tanker+aa for the same reason, ships dont have a radius_hide option
It may be interesting to have the warships placed at the outside of islands as targets for bombers only if it is possible. This way they hopefully won't reach airfields with gun fire.

From my experience 2-3 20mm per airfield is fine. Also there is a German recon car #202 IIRC (the only one which can fire upwards) and it is the most efficient AA weapon used on Repka#1 atm.
Attached Files
File Type: zip dgw_iod_v1_0_online_main.zip (3.0 KB, 10 views)

Last edited by Ataros; 07-08-2011 at 10:40 AM.
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  #8  
Old 07-27-2011, 11:41 PM
Ralith Ralith is offline
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Nice job on this mission! It's a lot of fun to play (I spend almost all my MP time on Repka 3 thanks to it), and a great improvement on the bland objectiveless dogfights that used to characterize IL-2. I look forward to further developments! Much respect for wading through the APIs and producing something of quality despite the utter lack of documentation and rarity of reference material.

One comment: If you down your plane on top of an enemy airfield, but don't crash so badly that you're completely destroyed, the AA will fire at your mangled plane for some time, even after your crew is long dead and you've respawned into another aircraft. Not only does this lessen the firepower available to engage actual threats to the airfield, it presents a massive friendly fire hazard to planes taking off or landing there. Would there be some way to get the AA to disregard the target once the crew is dead?
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