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#1
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Surely the Regiment.Name() is unique? If so is it not possible to group by this? Internally it does not matter what the string is, only that groups are not confused?
What about the callsign which the pilot has selected? |
#2
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From the little experiments I've conducted on a local dedicated server those properties doesn't seem very unique at all but I think we should try it out over at the ACG server in a more structured way. Let's meet up and spawn in at various points while I examine the logs produced. Maybe we'll see a pattern then?
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Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
#3
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Well whatever is easiest, I was just curious that's all.
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#4
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Curiosity is the mother of invention my friend...
![]() Some more testing has revealed that the regiment is linked to how the spawnpoints (called "birth place" internally) are configured. If I set up a spawnpoint and assign it to the "Fat Cat Squadron" the "Regiment.name()" becomes "BoB_RAF_F_FatCat_Early" but if I spawn in from a spawn point I've configured for the "64th Sqn" the Regiment name is "BoB_RAF_F_64Sqn_Early". Then, if I don't configure the spawn point for a squadron (leave it at "<Any>") the Regiment name is set to "BoB_RAF_F_FatCat_Early". Seems the "Fat Cats" squadron is the default in this sim. All this tells me that spawnpoints make up groups, not what squadron we belong to. Now, I know very little on how to build missions so please step in and tell me if there is a way to configure them in other ways. For example, I have no idea how to use the last tab - "Aircrafts" - in the spawnpoint property window. In all my testing the callsign was always "Callsign0" but we'll see how all this looks when more players spawn in. A related question for Kodiak (or anyone who cares to enlighten us): When I selected to create 3 airplanes the other two became AI's. I assume this is how to create groups, right? But how can players spawn in to that group if the server spawns AI's into those slots?
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Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
#5
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#6
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#7
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I've tried it by myself -> no problem i select 64Sqn early and get this, so moggel seems to make a mistake
![]() Code:
GamePlay.gpLogServer(null, "GroupName: {0}", new object[]{(actor as AiAircraft).AirGroup().Name()}); GroupName: 1:BoB_RAF_F_64Sqn_Early.01 Code:
GamePlay.gpLogServer(null, "RegimentName: {0}", new object[] { (actor as AiAircraft).Regiment().name()}); RegimentName: BoB_RAF_F_64Sqn_Early |
#8
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I was a bit unclear it seems. What I tried to explain to Osprey (who is my "project manager" and "customer" for the "Fighter Command" project ![]() This whole discussion came from a desire to have the actual virtual squadron reflected by the "Regiment" property but that, as far as I've seen, cannot be done. Could you confirm I've got this right Kodiak or am I still far out there in the fog? ![]()
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Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
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