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Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > FMB, Mission & Campaign builder Discussions

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  #1  
Old 11-18-2011, 07:11 AM
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CaptainDoggles CaptainDoggles is offline
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Quote:
Originally Posted by Ataros View Post
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.
We should be able to do it similar to 1946 where we put trucks inside factories, so the bomber pilot gets points for the trucks when the factory explodes.
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Old 11-18-2011, 01:52 PM
Ataros Ataros is offline
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Originally Posted by CaptainDoggles View Post
We should be able to do it similar to 1946 where we put trucks inside factories, so the bomber pilot gets points for the trucks when the factory explodes.
I think it can be done with AT guns now.

ps. Anyway it is possible to place them outside at corners of the buildings.
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Old 11-18-2011, 11:48 PM
wildwillie wildwillie is offline
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OK I've done some more testing and you guys are correct.

Most of the objects cannot be tracked in stats yet because they do not trigger the OnActorDead/OnActorDamaged methods. That really puts a damper on objective based missions unless it is shipping based.

Also only adding Artillery to buildings will you get anything about them being destroyed.

Do we know with what patch the other ground objects will be fully functional.

I would like to have all Stationary objects be able to report as dead when destoryed by another objects.

Next is clearing up the Not Actor Destroyed errors when loading a new mission.

RAF238thWildWillie
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Old 11-19-2011, 07:20 AM
Ataros Ataros is offline
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There are ground objects other than artillery that can be tracked like tanks, cars and other non-static objects. The purpose of static objects is to reduce processor load. That is why no complex code is associated with them I think.

If performance is not an issue and we want to track the objects we can use non-static objects instead in our missions. It is a mission-maker preference I think.

The devs are aware that we need to track statics in stat somehow.
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Old 11-19-2011, 10:02 AM
wildwillie wildwillie is offline
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I'll take a look at switching a quick map between cheesehawk. I would think after a while it would tax the memory if those object stay around. I've tried saving a list of objects created then make sure they are destroyed at battle stop but it does not help.


Ataros - As you mentioned, Statics use less load on the system then Cheifs. But tracking when they are destroyed is critical for objective based missions. On those style of missions when you create a storage depot, or a factory complex that are bombing targets it is the only way to know if those targets are destoryed.

Also it does not look good when you setup a static Aircraft at a airport , shoot it up and it never looks damaged.

WildWillie
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Old 11-19-2011, 02:14 PM
Ataros Ataros is offline
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Originally Posted by wildwillie View Post

Also it does not look good when you setup a static Aircraft at a airport , shoot it up and it never looks damaged.
It is possible to use non-static aircraft put on idle if performance is not an issue.

I do hope statics have a bit more functionality in the future though. Had a lot of talks about it at sukhoi.ru starting from March-April.
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Old 11-21-2011, 09:22 PM
wildwillie wildwillie is offline
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Another quick question.

Does anyone know what the damagescore value equates too when the OnActorDead method is called.

You loop through the DamageScores which gives you a list of AI/Players who damaged the Actor and a score.

I was shotdown while flying a ju88 yesterday and the values I had were:

Code:
( 11/20/2011 5:10:11 PM )  EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (RAF238thWildWillie) Score (0.7)
( 11/20/2011 5:10:11 PM )  EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_klem) Score (28.1999999999999)
( 11/20/2011 5:10:11 PM )  EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_Dutch) Score (16.7)
( 11/20/2011 5:10:11 PM )  EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_Witch) Score (68.6000000000004)
( 11/20/2011 5:10:11 PM )  EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_Rumba) Score (34.9)
( 11/20/2011 5:10:11 PM )  EventController.deadAC - Victim (3:BoB_LW_KuFlGr_706.000) Shotdown by (56RAF_Talisman) Score (7.9)
As you can see, several people including myself inflicted damage upon the Airplane causing it to be shotdown.

I am assuming that each player (not including me) would equally share the kill, but points would be assigned based on their damage score value (The higher the score value, the more points you get)

So in the above example, the total score points for all players not including me would be 154.3. With the Ju88 having a total of 200 points available, the points would be given as:

Klem (26.2 / 154.3) = .17 * 200 = 34pts
Dutch (16.7 / 154.3) = .11 * 200 = 22pts
Witch (68.6 / 154.3) = .44 * 200 = 88pts
Rumba (34.9 / 154.3) = .23 * 200 = 46pts
Talisman (7.9 / 154.3) = .05 * 200 = 10pts

Does this sound about right ?

RAF238thWildWillie
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