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  #11  
Old 11-20-2011, 06:20 PM
KG26_Alpha KG26_Alpha is offline
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Originally Posted by Ataros View Post
I think because Oleg did not manage or was not allowed to finish it. Now the team probably has different urgent priorities to keep the project alive. It is better than having the project completely closed imho.
Hmm lot of speculation there.................

It don't matter who didn't finish it, it's an important part of multi-player and getting the sim/game online with more than just the necessary "experten" scripted Dogfight servers

This is not a user friendly approach to multi-player in CoD lets hope they fix it soon.

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  #12  
Old 11-20-2011, 07:20 PM
KG26_Alpha KG26_Alpha is offline
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Originally Posted by cheesehawk View Post
The new system looks to be infinitely more customizable, we just got to figure out what works and what doesn't. Having to code doesn't help, but its a new game, new system to learn.
Nothing to learn if it don't exist

Anyway my primary purchase reason was for CooP missions and the FMB with its new features etc etc.................

Guess I'll join the queue and wait quietly.


Last edited by KG26_Alpha; 11-20-2011 at 07:33 PM.
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  #13  
Old 11-21-2011, 07:57 AM
Ataros Ataros is offline
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Originally Posted by KG26_Alpha View Post
This is not a user friendly approach to multi-player in CoD lets hope they fix it soon.

Quite agree with this. User-friendliness was lost together with Oleg's perfectionism imho. Hope it comes back soon.

PS. BTW I think Kodiak or other experienced C# programmers can modify naryv's script to do anything that it does not do yet. However the thread about the script received only a few replies which means that the demand is not very high either.

Last edited by Ataros; 11-21-2011 at 08:00 AM.
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  #14  
Old 11-21-2011, 10:17 AM
KG26_Alpha KG26_Alpha is offline
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Originally Posted by Ataros View Post
Quite agree with this. User-friendliness was lost together with Oleg's perfectionism imho. Hope it comes back soon.

PS. BTW I think Kodiak or other experienced C# programmers can modify naryv's script to do anything that it does not do yet. However the thread about the script received only a few replies which means that the demand is not very high either.
Because its working as a CooP script, only as a work around to fly on the Channel Map without using Dog Fight spawn bases.

Its just as easy to use normal CooP mode on other maps as it don't really do much else in that respect.

Last edited by KG26_Alpha; 11-21-2011 at 10:19 AM.
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  #15  
Old 11-24-2011, 09:11 PM
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6BL Bird-Dog 6BL Bird-Dog is offline
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I would also like to see the Coop setup change to something similar to the old iL2 Coop one especialy with all the new features of Cliffs of Dover .
I like the idea of scripting triggers ,commands etc but would like to see a simpler way being to do it in the mission builder as I have no idea about writing scripts although I have looked at some of the posts on the subject.
I have been mucking about in the Rise of Flight mission builder where they have made insertable MCU`s for which the properties can be set quite easily by a right click advanced properties menue.
Triggers,Ojectives and server responces can be set quite simply with a few clicks of the mouse.Perhaps later something like this could be intergrated into CloD.
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  #16  
Old 11-25-2011, 09:56 AM
Ataros Ataros is offline
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Originally Posted by 6BL Bird-Dog View Post
insertable MCU`s
What is the MCU?
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  #17  
Old 12-02-2011, 10:32 PM
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6BL Bird-Dog 6BL Bird-Dog is offline
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Default Triggers

I don`t know the what MCU stands for but they can be inserted onto the mission builder and can be attached to aircraft objects etc .
The simplest trigger type is the waypoint but there are also many other types ,eg,timers & zone proximty triggers.
These can be interlinked with other types of MCU ,eg Commands or Translators so depending on how you set them up a whole sequence of events can happen when the trigger is activated.
A simple example would be a player flying within a set distance of a target would trigger a flight of enemy aircraft to take off from a nearby airbase to intercept.
The Attached screenie shows some of the MCU on the right of the screen.
I have only just started playing around with the mission builder but there are many useful videos up on youtube on how operate it made by members of the Rise of Flight Community.
Attached Images
File Type: bmp MCU.bmp (1.65 MB, 20 views)

Last edited by 6BL Bird-Dog; 12-02-2011 at 10:46 PM.
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  #18  
Old 12-03-2011, 08:43 AM
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6BL Bird-Dog 6BL Bird-Dog is offline
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Hi Cheesehawk,
The `Object`is not an object as such but by adding & setting the advanced perameters of the subject it applies to, at a gues, I would say it probably writes the scripting in the mission file for you .
It would be a bit more user freindly to us scripting dunces (me)
There are a few good you tube-vids that show its use better than I can explain it & quite a few complicated parameters can be set quickly and all with a few clicks of the mouse to meet the same outcome as achieved by the script writing method of CloD.This site has some good tracks on the RoF mission builder.I think the triggers are from track 4 onwards.
http://www.youtube.com/user/bvanderstok

Last edited by 6BL Bird-Dog; 12-03-2011 at 09:06 AM.
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  #19  
Old 12-03-2011, 09:09 AM
FG28_Kodiak FG28_Kodiak is offline
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All what you can do with mcu's, i can do with scripts, and much much much more. And i don't need to do it in every mission i build, mostly i simply copy a old script from me to the new mission.
I've tried the missionbuilder from RoF also, but i prefer the FMB and the scripting of CloDo.
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  #20  
Old 12-04-2011, 09:16 PM
KG26_Alpha KG26_Alpha is offline
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Originally Posted by FG28_Kodiak View Post
All what you can do with mcu's, i can do with scripts, and much much much more. And i don't need to do it in every mission i build, mostly i simply copy a old script from me to the new mission.
I've tried the missionbuilder from RoF also, but i prefer the FMB and the scripting of CloDo.
What about all the "old" IL2 1946 FMB users (like me) that want a point and click CoD FMB without having to make scripts to get triggers working and get the other new features opened up.

I want objects to set triggers like a radius trigger, anything flies into it use a "set"or "attach" option, attach a flight of whatever to it and set the flights parameters, they spawn in if the radius is triggered, and a fight starts out in that area, why do I have to have a complicated script for this ?

Gimme Point n click objects ..................... I'm too old to learn new stuff





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Last edited by KG26_Alpha; 12-04-2011 at 09:20 PM.
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