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#1
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Oh OK, thanks.
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#2
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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. |
#3
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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. |
#4
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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
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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. |
#6
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here is version 1.1
changes:
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. Last edited by stillborn; 07-08-2011 at 03:36 AM. |
#7
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Thanks a lot, stillborn! Your mission is the most popular in the CloD world right now I think.
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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:
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. Last edited by Ataros; 07-08-2011 at 10:40 AM. |
#8
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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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