![]() |
|
#1
|
||||
|
||||
![]() Quote:
|
#2
|
|||
|
|||
![]() Quote:
ps. Anyway it is possible to place them outside at corners of the buildings. |
#3
|
|||
|
|||
![]()
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 |
#4
|
|||
|
|||
![]()
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. |
#5
|
|||
|
|||
![]()
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 |
#6
|
|||
|
|||
![]() Quote:
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. |
#7
|
|||
|
|||
![]()
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) 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 |
![]() |
Thread Tools | |
Display Modes | |
|
|