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
  #1  
Old 05-11-2011, 09:13 AM
MadTommy MadTommy is offline
Approved Member
 
Join Date: Jan 2011
Posts: 493
Default

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..
Reply With Quote
  #2  
Old 05-11-2011, 09:21 AM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Quote:
Originally Posted by MadTommy View Post
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..
Did you try this one? http://forum.1cpublishing.eu/showpos...0&postcount=92

Runs on Repka server. I think it works (not 100% sure though of cause ) .
Reply With Quote
  #3  
Old 05-12-2011, 08:23 AM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Great thread on searchlights and adding AA to trains and trucks

http://forum.1cpublishing.eu/showthr...t=22740&page=2
Reply With Quote
  #4  
Old 05-13-2011, 11:58 AM
335th_GRAthos 335th_GRAthos is offline
Approved Member
 
Join Date: Oct 2007
Posts: 1,240
Default

Quote:
Originally Posted by Ataros View Post
Great thread on searchlights and adding AA to trains and trucks

http://forum.1cpublishing.eu/showthr...t=22740&page=2


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 !
Reply With Quote
  #5  
Old 05-13-2011, 04:46 PM
Groundhog Groundhog is offline
Approved Member
 
Join Date: Apr 2011
Posts: 24
Default

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
Reply With Quote
  #6  
Old 05-14-2011, 09:16 PM
TheEnlightenedFlorist TheEnlightenedFlorist is offline
Approved Member
 
Join Date: May 2011
Location: SLC, Utah, USA
Posts: 143
Default

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();
        }
    }
}
Reply With Quote
  #7  
Old 05-14-2011, 09:58 PM
ZaltysZ's Avatar
ZaltysZ ZaltysZ is offline
Approved Member
 
Join Date: Sep 2008
Location: Lithuania
Posts: 426
Default

Quote:
Originally Posted by TheEnlightenedFlorist View Post
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.
The problem with external timing is that you will get time according to your system and not to game. Simulation can slow down because of lag, and external timer won't take that into account, i.e. briefing can say that bombers start at 9:00, however you may see that start greatly off its planned time (according to game clock), if you use external timer.

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.
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 04:42 PM.


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