Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

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

Reply
 
Thread Tools Display Modes
  #21  
Old 04-20-2011, 05:02 AM
ZaltysZ's Avatar
ZaltysZ ZaltysZ is offline
Approved Member
 
Join Date: Sep 2008
Location: Lithuania
Posts: 426
Default

Quote:
Originally Posted by Thee_oddball View Post
thank you Zalty does this replace the original script?
Yes, if previous one handled only despawning.
Reply With Quote
  #22  
Old 04-20-2011, 06:27 PM
ZaltysZ's Avatar
ZaltysZ ZaltysZ is offline
Approved Member
 
Join Date: Sep 2008
Location: Lithuania
Posts: 426
Default

I have edited my despawn script post and added additional "null" check to prevent some possible error.
Reply With Quote
  #23  
Old 04-20-2011, 07:23 PM
Jwam Jwam is offline
Approved Member
 
Join Date: Apr 2011
Posts: 51
Default

Quote:
Originally Posted by ZaltysZ View Post
I have edited my despawn script post and added additional "null" check to prevent some possible error.
Cool thank you very much ! I'll use it

edit : It seems there is one more "}" than needed, but works flawlessly

Last edited by Jwam; 04-20-2011 at 08:12 PM.
Reply With Quote
  #24  
Old 04-25-2011, 09:52 PM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

More experiments with scripting. New version of Battle of France mission here http://forum.1cpublishing.eu/showpos...1&postcount=12
Reply With Quote
  #25  
Old 04-26-2011, 01:58 AM
LeadFarmer LeadFarmer is offline
Approved Member
 
Join Date: Apr 2011
Posts: 142
Default

bottom of that script says timeout 1 which is one sec. set that to 60 and your planes will despawn after 60 sec which is enough time for an aircraft to hit the ground when you bail and despwan
Reply With Quote
  #26  
Old 04-26-2011, 05:29 AM
Ralith Ralith is offline
Approved Member
 
Join Date: Aug 2010
Posts: 34
Default

Won't that leave the AI in control for 60 seconds, rather than having it glide into the ground? Really, the code should be ran instantly, and it should disable AI control instead of simply removing the aircraft--assuming that's currently possible.
Reply With Quote
  #27  
Old 04-26-2011, 07:12 AM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

This sample script made for fun disables player controls. Maybe someone can use it to disable AI controls for say 10 minutes before destroying AI

Code:
 using System;
 using maddox.game;
 using maddox.game.world;

     public class Mission: maddox.game.AMission
     {
  	 / / Override the method that is invoked when some of the planes will take off ...
	 public override void OnAircraftTookOff (int missionNumber, string shortName, AiAircraft aircraft)
         {
             base.OnAircraftTookOff (missionNumber, shortName, aircraft); / / call the base method (you never know ...)
             if (GamePlay.gpPlayer ()! = null) / / check if we have a player.
             {
                 if (GamePlay.gpPlayer (). Place ()! = null) / / check that the player is sitting somewhere and not hanging out on the rag.
                 {
                     if (aircraft.Name (). Equals (GamePlay.gpPlayer (). Place (). Name ())) / / if the plane took off - a player, then ...
                     {
                         aircraft.hitNamed (part.NamedDamageTypes.ControlsElevatorDisabled); / / ... disables  elevators ...
                         aircraft.hitNamed (part.NamedDamageTypes.ControlsAileronsDisabled); / / ...  aileron ...
                         aircraft.hitNamed (part.NamedDamageTypes.ControlsRudderDisabled); / / ...  rudder.
						 / / Have a nice flight!
                     }
                 }
             }
         }      
     }
More scripts here http://translate.google.com/translat...hp%3Ft%3D68369

Last edited by Ataros; 04-26-2011 at 07:16 AM.
Reply With Quote
  #28  
Old 04-26-2011, 08:09 AM
ZaltysZ's Avatar
ZaltysZ ZaltysZ is offline
Approved Member
 
Join Date: Sep 2008
Location: Lithuania
Posts: 426
Default

Quote:
Originally Posted by Ralith View Post
Won't that leave the AI in control for 60 seconds, rather than having it glide into the ground? Really, the code should be ran instantly, and it should disable AI control instead of simply removing the aircraft--assuming that's currently possible.
The aim is not to make how it should look in real life. The aim is to remove clutter at first and then make the best you can with realism, because piles of planes have huge impact on playability.

Yes, you can disable the controls, but trimmed plane can happily fly even without working controls. What I want to say: disabling the controls does not guarantee a quick crash.

Extending despawn timeout can lead to great clutter, i.e. when player presses "Create" multiple times.
Reply With Quote
  #29  
Old 04-26-2011, 08:38 AM
robtek's Avatar
robtek robtek is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,819
Default

The aim should be, imho, when a player bails from a working plane and he tries to create a new plane, he find himself in that "abandoned" plane, as long as it is still flying
And from a realism point of view, it is realistic that planes with dead crews were hunted and so live planes could escape.
I dont think that happens so often to have a felt influence on playability.
__________________
Win 7/64 Ult.; Phenom II X6 1100T; ASUS Crosshair IV; 16 GB DDR3/1600 Corsair; ASUS EAH6950/2GB; Logitech G940 & the usual suspects
Reply With Quote
  #30  
Old 04-26-2011, 09:11 AM
ZaltysZ's Avatar
ZaltysZ ZaltysZ is offline
Approved Member
 
Join Date: Sep 2008
Location: Lithuania
Posts: 426
Default

Quote:
Originally Posted by robtek View Post
The aim should be, imho, when a player bails from a working plane and he tries to create a new plane, he find himself in that "abandoned" plane, as long as it is still flying
You mean injection after ejection? I don't think game engine allows you to teleport a crew member into plane. You can force a player posses a virtual crew member, but at first there should be something to posses in cockpit.

Quote:
Originally Posted by robtek View Post
And from a realism point of view, it is realistic that planes with dead crews were hunted and so live planes could escape.
I dont think that happens so often to have a felt influence on playability.
In fact, the problem isn't flying Dutchmen alone. The problem is bigger. All despawning logic isn't so trivial and implementation can become very complex. The more I play in MP, the more pitfalls I see.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 11:34 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.