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#1
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What is the best script to remove empty & crash landed planes.. there seem to be many versions knocking about.
I've heard there are issues with these scripts & the latest patch.. some enlightenment would be much appreciated. Looking at bob & bof 1.6 neither seem to have these scripts added.. ![]() |
#2
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Runs on Repka server. I think it works (not 100% sure though of cause ![]() |
#3
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Great thread on searchlights and adding AA to trains and trucks
http://forum.1cpublishing.eu/showthr...t=22740&page=2 |
#4
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WOW! I start getting depressed that flying at 400kmh, jinking like mad, the last thing I will want to do is looking a the detail of the AAA shooting at me.... ![]() It looks as if the mission builders will have as much fun as the pilots with this sim... Great job, we will go throgh hell finding out about the details but, great job! Nice week end to all ! |
#5
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Ataros
thanks for all the scripting info. I am trying your tmp script with three sub missions. It gets as far as loading the first sub mission and then my plane explodes. The text message is shown in cockpit then boom! Please help. Disregard..pilot error ![]() GH Last edited by Groundhog; 05-13-2011 at 05:08 PM. Reason: problem solved |
#6
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Thanks for the thread Ataros. Very helpful.
Is there a reason you guys are using "ticks" to measure time. C# has a few different ways of keeping track of time. Here's an example using the Stopwatch class. Don't get me wrong, modulus is great but this stopwatch is probably more accurate and it's a heck of a lot more readable. ![]() Code:
using System; using maddox.game; using maddox.game.world; using System.Collections.Generic; using System.Diagnostics; //contains Stopwatch class public class Mission : AMission { int timesRun = 0; //count how many times sub-mission has been run Stopwatch timer = new Stopwatch(); //timer. Counts... time... public override void OnTickGame() { //if sub-mission has never been run, run it if (timesRun == 0) { //start timer timer.Start(); GamePlay.gpPostMissionLoad("missions/Multi/MyMissions/mission1.mis"); timesRun++; // prints message on screen after mission load GamePlay.gpHUDLogCenter("Hello, world! Mission1.mis loaded!"); } //if five or more minutes have elapsed since the timer was started, run sub-mission if (timer.Elapsed.Minutes >= 5) { GamePlay.gpPostMissionLoad("missions/Multi/MyMissions/mission1.mis"); timesRun++; GamePlay.gpHUDLogCenter("Hello, world! Mission1.mis loaded!"); //reset timer to zero and restart it timer.Restart(); } } } |
#7
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If you want to get rid of counting ticks, you can use this: Code:
//Runs once, when mission is loaded public override void Init(maddox.game.ABattle battle, int missionNumber) { base.Init(battle,missionNumber); //Planned missions MissionLoader(30,10,"missions/Multi/Dogfight/bombers1.mis"); // 10s from main mission start and repeatedly every 30s MissionLoader(100,60,"missions/Multi/Dogfight/bombers2.mis"); // 60s from main mission start and repeatedly every 100s } public void MissionLoader(int period, int offset, string mission) { if (offset > 0) Timeout(offset, () => {MissionLoader(period,0,mission);}); else { GamePlay.gpPostMissionLoad(mission); Timeout(period, () => {MissionLoader(period,0,mission);}); } } Last edited by ZaltysZ; 05-15-2011 at 07:09 AM. |
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