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#31
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Arma2 has scripting language similar to C#. Look what community could achieve with it. E.g. these weapon systems are 100% coded by community programmers (nothing special in ArmA scale) 99% of code presented at this site is done by community http://www.armaholic.com/index.php All online missions in ArmA2 are created by community. If you do not want to do it, don't. Just wait. |
#32
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1) I have told in other thread: if you want SDK, documentation, examples and etc., start a whining campaign. There is no dev allocated for this task, despite some of them are willing to do that. Ask Luthier to allocate some people, or we will have only what community digs out.
2) There won't be any library, GUI code generator or very complex missions until things settle down. There is no point creating them, when mission engine can change with every patch and break created snippets and tools. Things could settle down faster with help of community (some people already do that from release) catching various nuances, but then again it is slow work (see #1). 3) Scripted missions are future of this game. It is not some kind of overcomplex bonus feature. It is essential feature, pulling IL2 out of dark ages. Code generator would broaden the user base, but in the end generated missions would hardly compete with scripted missions, unless lots of work was put into generators (quality code generator is very hard thing to do). |
#33
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Thanks for the link, I'll make good use ![]() |
#34
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#35
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In IL-2:CoD you can have AI bots in 'dogfight' and spawnpoints in 'coop'. 'Coop' in Il-2:CoD is a 'dogfight' map without spawnpoints, i.e. limited version of dogfight. Say you can have a furball server like Repka 1 with action concentrating between 3-4 airfields and at the same time you can have old style 'coop' missions starting at the same server within the same virtual airspace from airfields located further away from the frontlines. Several such missions can start at the same time from different airfields. When player joins server he reads general briefing describing which missions are available at which airfields. Then depending on airfield selected the player reads specific airfield briefing and flies either a furball/dogfight mission if selected a frontline airfield or a 'coop' mission if selected one of remote 'coop' airfields. Thus flying your 'coop' mission you can meet players flying other 'coop' missions or even 'dogfight' players like it was in real life. I do not know why anyone would limit himself to old style 8 vs. 8 duels when these amazing possibilities are available in the new engine. This is only psychological limitation I assume as people tend to reject anything they are not accustomed to. |
#36
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here nobody would limit himself by using old coop engine, I try to explain again what is not playable in this game: - first: there is a community that whit old IL2 is playing a lot of tournament with more than 60 pilots in flight. They are not just a players, they want to replicate the real air war, BUT THEY NEED PLAYABILITY. - So, where COD is not playable? Some examples... 1) when enter in a coop the icons of the aircrafts are to small! Try to select a group of aircraft where there are 60 pilots to enter in game!!!! It is impossible. Did you try? 2) To do a tournament, we need to build the missions: statics objects icons disappear when zoomin out, local meteo has the adjust slider wrong... 3) And the most important, that's seems not understood here: event log! You told me that with the scripts we can have how we want: we wrote thousand and thousand of lines in pearl, php, java to build up parsers for tournaments, a question: why you have removed in the log the information needed for parsing? Why we need to write more code in C# (without an official COD manual, not a C# manual, but a IL2 COD manual)? 4) last: there is not a manual for the mission builder (in the IL2 COD the mission builder pages are just a introduction), we have to looking for the instructions in the forum, it is normal? Without these answers, the biggest community of IL2 will continue to flight with IL2 and no one of serius team will jump to COD. It is clear? With a complete respect, off course. Last edited by _1SMV_Poppy_64; 07-03-2011 at 06:40 PM. |
#37
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#38
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So imagine how disappointed I was when I noticed Cliffs Of Dover includes one official COOP mission. Which is not working, I mean I as a host could not even get inside the aircraft. It worked by default like observer mode and just watched how lame AI pilot crashed into a mountain every time. Lack of "cooperative missions" promised in the back of the gamebox cannot be excused by saying you should not want to COOP because it is unrealistic. Why was the difficulty settings easy, normal and custom added, if you want to encourage us to real life airwarfare? Ironically I would not mind if there would be no difficulty settings at all, since I have never played IL-2 series on nothing else than full realism (with the exception of No Icons disabled). There reason for me and my gamebuddies want to play COOP and COOP only is that we are tired of competition, cheating and "I want to be the best" -egoism that many player versus player games or gamemodes offers. Isn't there already enough competition and fighting between humans in the world already, so why shouldn't I want to use this simulator to simulate fight between humans and never-give-up AI. In COOP your opponent will not get tired, will not go to change baby diapers, will not go AFK, BRB and so on. Also enemy never cheats, will never get tired of stalking or camping, he can wait for you forever or chase you forever. We just like COOP and there is noway to turn us away from it. ![]() If you want to drop off COOP because it is unrealistic, get rid of everything else that is unrealistic too, like the difficulty settings and replace it with full realism only. ![]() Those who have worked for the IL-2 original COOP missions, should be happy that there are/were people who enjoyed playing them and not everyone just play dogfights, ADW or custom missions. Like we used to do. Last edited by Hanzu; 07-04-2011 at 02:06 PM. |
#39
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In summary: Some people want things to be exactly like il2fb was and are threatened by change.
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#40
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It's not like the sim is forcing you to use a certain feature just because it's there. You can ignore it and use only what you want, for example you don't set multiple spawn points all over the map so that people are forced to stick to the coop scenario and not turn it into a DF map. You can set everything up like a coop (one team of players vs one team of AI) and fly, the only thing that's changed is that there's no big sign in neon letters making a distinction between the two modes anymore: you have all the features at your disposal, choosing what to use is a matter of how the mission is designed in the FMB. Which to be honest, is not very different to IL2:1946 since it also required a few different steps in how a mission was designed. The only problem is that it's hard to click on aircraft in the pre-flight map but that's not a fundamental design flaw, it's just an interface issue. I hope i'm making myself clear, what i'm trying to say is that the only thing that's changed is the labels, we can still fly a pure DF scenario or a pure Coop scenario if we have a suitable mission made in the FMB. |
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