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  #1  
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.

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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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  #2  
Old 07-08-2011, 06:13 PM
stillborn stillborn is offline
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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.

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Originally Posted by Ataros View Post
How can we activate this option?
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)

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Originally Posted by Ataros View Post
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.
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.
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File Type: zip df_vi_v1_0.zip (20.0 KB, 9 views)
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  #3  
Old 07-08-2011, 07:58 PM
Ataros Ataros is offline
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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.
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  #4  
Old 07-28-2011, 05:27 PM
stillborn stillborn is offline
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Quote:
Originally Posted by Ataros View Post
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.
Quote:
Originally Posted by Ataros View Post
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
Thank you so much Ataros for the samples and links, they were very useful, i have created a new mission as a successor to DGW which is written from ground up. (link:http://forum.1cpublishing.eu/showthread.php?t=24954)
It does not have af capture ability yet but can be added after the fix for refreshing online briefing page is released.

Quote:
Originally Posted by Ralith View Post
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.
Thanks Ralith, the new mission linked above addresses this issue by removing place leaved planes instantly in a 1000m diameter, 10m height cylinder at the center of airfields.
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  #5  
Old 08-03-2011, 08:26 AM
Ataros Ataros is offline
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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.
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  #6  
Old 08-06-2011, 06:33 PM
stillborn stillborn is offline
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Quote:
Originally Posted by Ataros View Post
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.
You'll need to append this piece of script into "iod_walk2.cs", "iod_walk8.cs", "iod_mis2.cs" and "iod_mis8.cs" as in the attachment picture.
Code:
foreach (AiBirthPlace bp in GamePlay.gpBirthPlaces())
{
    try { bp.destroy(); }
    catch (Exception ex) { Console.WriteLine(ex.Message); }
}
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File Type: jpg Untitled.jpg (305.7 KB, 16 views)
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  #7  
Old 08-07-2011, 08:07 PM
Ataros Ataros is offline
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Thanks a lot! Will try it.
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