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#1
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Yes the OnActorDead method picks up Static objects. Here is the line I pass from Clod to my program which identifies the Dead Ground Actor:
Code:
( 11/15/2011 4:01:27 PM ) New (STATS): DeadGA::1321390887075::0:Static24::1::bob:Artillery.3_inch_20_CWT_QF_Mk_I::AAGun::0:Static34::2::272406.84/200908.39 Event Type (DeadGA) TimeStamp (In unix format) Object Destroyed Name (0:Static24) Object Destroyed Army (1) Object Destroyed Model (The InternalTypedName ) Object Destroyed Type (AAGUN) Destroyer (Who killed the object 0:Static34) Destroyer Army (2) Location of destroyed object (x/y) The same goes for Chiefs and Planes. It still needs to be updated with the damage score value. Thanks for the input. I think I will populate the objects in a database with their total available score there. That way it would be easier for Server Managers to adjust scoring without having to adjust code. I've only crash landed on land. If I kill myself while doing this then the OnActorDead method gets called after about a million OnAircraftDamaged methods ! WildWillie |
#2
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Ok, interesting.
![]() With static I meant "enviroment" types like static cars, tanks, planes in listed "Enviroment". Artillery-types are recognized, that`s why I had to rebuilt in all my missions the ground units to artillery types and that`s why I asked. Looking forward for your tool! ![]() |
#3
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SNAFU -
What do you mean by Environment types ? Unfortunatly I'm not that versed in the FMB stuff. I thought any static planes, trucks, tanks, etc added to a mission were listed under the [Stationary] section of the .mis file. AI objects are listed under the [Chief] sections. Other building objects are under [Buildings] which would be great if we had a way to identify those being destroyed. That was always a problem with IL2 is you can create a factory complex, but had to place cars/static objects inside to register when they were destroyed. Can you post an example of a .mis file with the environment types ? Wildwillie |
#4
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With "Enviromental" Types I mean all objects listed in FMB under "Enviroment" (?not sure if thats is the right designation in the english installation, I have the german one installed). For excample this object:
Static274 Stationary.Bf-109E-1 de 280631.88 212409.64 3665.00 or this Static278 Stationary.Renault_UE_Track_CargoSet2 gb 245508.16 233959.69 -120.00 Is not recognized with OnActorDestroyed of course, because it is no actor. Artillery-Objects in FMB as: Static258 Artillery.Bofors_StandAlone gb 88914.33 195537.75 75.00 /timeout 0/radius_hide 0 are Actors and are therefore recognized - that was what I tried to say. ![]() Last edited by SNAFU; 11-16-2011 at 05:11 PM. |
#5
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They must be another form of Actor that we have not identified yet.
Right now I know of 2 types of Actors Actor as AiAircraft Actor as AiGroundActor There must be others or else I would not be receiving the "Not Destroyed" errors after loading a new mission. I think another one is something like AiHuman, but not positive. (Saw some errors in the console that leads me to believe that. Unfortunatly the file was deleted before I could process it) Code:
NOT Destroyed actor: e40nRumWubHfA3gPCiI.h7LahLmVcZuiZk94t4i |
#6
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#7
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I think NOT Destroyed actor is some sort of a bug. I do not know what kind of objects are causing it.
It is not possible to track any Static objects besides artillery yet. (It was not possible for artillery several months ago either.) Probably this is made to reduce hardware load but will be changed in the future. Till then we have to use objects other then Statics if we want remove them or track by stats. Statics can be used for decoration only which is their initial purpose in the game I think. |
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