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#1
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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. |
#2
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thanks for the tip, i'll look into the code you sent and see if there's anything i can do, the loops i use for player checks may be a bit slow if there are too many players in the server but they are designed to work with all available options, for a fixed server settings, the same things can be done much more efficiently, for example if the server is set not to show aircrafts in the map and set not to allow players to enter currently flying aircrafts than an "onplaceleave event" can be directly connected to a "destroy attempt" after a simple check for other seats(places) in this aircraft, which will be more robust compared to checking all players.
all optional features are on by default, to disable you need to set the "isLogCampaignStatus" boolean values at the beginning of the script(in all files) i had prepared a new mission in a bigger map (volcanic islands), i think it will be more suitable for 40+ players, does not have anything dynamic yet, juts refreshes aa guns and ships periodically, has the same code layout with dgw. the thing i like about this map is the bases are behind hills so preventing voulching is easier and does not interfere with mission related objects thus any kind of mission will suit better, also has plenty of neutral space for dogfight. i'll try to prepare a dynamic bomber mission series for this one. |
#3
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Speaking of bomber missions I remember naryv (one of the dev team) included very interesting code in this script http://forum.1cpublishing.eu/showpos...&postcount=133 The code dynamically assigns the most close ground target as a waypoint for bombers to attack.
Also I had an idea for airfields capture mission where objectives are 1) clear all AAA at an airfield - several bombing runs 2) drop paratroopers over the field - different bomber flight with paratroopers dropped over field (if possible) 3) then another 2-3 aircraft has to land on the airfield to deliver supplies and finally capture it. This scenario can be interesting because stopping bombers has some practical meaning for players in it. Islands map ideally fits this type of scenario I think. Feel free to use the idea if you like it. |
#4
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It does not have af capture ability yet but can be added after the fix for refreshing online briefing page is released. Quote:
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#5
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Hi!
As you know we added a Spit2 to the captured blue field after reds capture it. We have an annoying problem with it: after blue recapture the airfield and it becomes blue again reds can still spawn Spit2 on it. Looks like 2 spawnpoints remain in one place (both blue and red). Could you please have a look at the scripts and check that the red spawnpoint is destroyed after blue recapture the airfield? I have seen code destroying spawnpoints when a field is captured in naryv examples I posted in this forums sections. |
#6
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foreach (AiBirthPlace bp in GamePlay.gpBirthPlaces()) { try { bp.destroy(); } catch (Exception ex) { Console.WriteLine(ex.Message); } } |
#7
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Thanks a lot! Will try it.
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