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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 08-28-2011, 06:28 AM
hc_wolf hc_wolf is offline
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Lightbulb Dynamic Campaign with dynamic AI planes and dynamic AI ground units

Hi from HC_WOLF in Melbounre Australia. Love Cliffs of Dover and took coding from Dynamic AI and Dynamic ground and stitched both together.

Here are 2 missions with the coding.
HCv2.mis
Dynamic Campaign with dynamic AI planes - Good for playing on your own or with all english team defending.

HCv7.mis Falcon4 campaign style!
Dynamic Campaign with dynamic AI planes and dynamic AI ground units

Both with moving frontlines.

*******Check your difficulty settings, side change must be possible******



HCv2.mis
Dynamic Campaign with dynamic AI planes

This is a game for 1-20 people who want to fly all for the one side or PvP with some AI.
Germans Bombing englind. English Defend.


HCv7.mis
Dynamic Campaign with dynamic AI planes and dynamic AI ground units

English have landed in France and move to push German back.
This is a game for 1-20 people who want to fly all for the one side or PvP with some AI Also Dynamic Ground units.

Dynamic Ground units spawn in random vehicles and armour of groups of 4 and will attack closest enemy bases. If they destroy enemy the airodrome will change to the attacking side.



Install into the following directory

Just unzip and put the HellsCircus folder in the Dogfight folder.

To play just go to multiplayer > server> navigate to dogfight folder and HellsCircus. Click on either HCv2.mis or HCv7.mis


Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Multi\Dogfight\HellsCircus




Note* I think it is still bug of the game. But if you start the game and the flags do not appear to
choose the side to fly on. restart the server game and left click on map on the left first then click Start Battle.


have fun


Thanks to programmers I stole your bits and put them all into one. Hope you don't mind.
I have shared out the code the *.cs files as they are the most desired parts. People can now see how you can stitch together Dynamic AI planes and AI gound troups.
I am sure there are smarter people out there who can take this and turn into awesome stuff.

30/08/2011 UPDATED*************************


1) Ground units - removed vehicle lists. Only Armor now.

2) Planeset - move BR-20 to red side (as if captured units) to compensate for limited amount of flyable red bombers.
3) Remove Spit-2 and Bf-110C7 for balancing purpose.
4) All AI fighters in the mission are now 2-engine only. From feedback on the server we learned that players hate fighting a single-engined fighter only to learn in the end it was an AI but not a human pilot.
5) reduced volume of AI planes in each flight.
6) removed flights and ships spawing on wrong side of battle line.
7) armed all bombers
lots of other tweaks and shit!


next update** code is in just not the triggers >>> What happens when no red airfields are left in France? Can an end mission message be printed on screen and original mission (frontline) reloaded to start from beginning?


HCWolf
Attached Files
File Type: zip HellsCircus.zip (217.8 KB, 17 views)
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Last edited by hc_wolf; 08-30-2011 at 12:24 PM. Reason: upload missions
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  #2  
Old 08-28-2011, 07:13 AM
tintifaxl tintifaxl is offline
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Wow, thanks for that!
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Old 08-28-2011, 05:00 PM
Jonk Jonk is offline
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Hmmm, no go on this end. No matter the authority to which I left click the map prior to "Start Battle", the side flags never appear.
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Old 08-28-2011, 05:32 PM
FG28_Kodiak FG28_Kodiak is offline
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Check your difficulty settings, side change must be possible.
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  #5  
Old 08-28-2011, 05:42 PM
Jonk Jonk is offline
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Oh lordy....Easy fixes are a love/hate relationship
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Old 08-29-2011, 04:22 AM
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zapatista zapatista is offline
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this sounds pretty amazing as a new function

wolf, does it look like the CoD game engine could allow for some Falcon4 style dynamic campaign engine to be used ?

eg, where there is a "programmed" unfolding of a scripted battle scenario (which map movements and troop/plane wins and losses) which outcome can be modified by players (in a limited way), but with an action that is significant enough to have a domino effects on other variables ? ( eg blocking a bridge for ground troop movement so they cant "conquer" a partic map area)

sounds pretty promising, amazing your are/were able to dig that far into the game code (?which must have been left open deliberately to allow user mods maybe ?)
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Old 08-29-2011, 06:09 AM
hc_wolf hc_wolf is offline
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Zapatista,

I have had a look at he extent to what Falcon went into with coding for dynamics and yes you can do it in COD. But I am not the one going to do it. LOL

The dynamics of these missions are basically spawn random groups from captured or owned bases and they set out on their own to take over the closest or random targets. If bridges are blocked they will re-route and try and cross. Or they will hold up and be easy targets.

Bombers Bomb targets, Fighters attack fighters or Bombers, Dive bombers do ground attacks and air to air.

You can manipulate the HC7.mission file to just move the mission flags to form a boarder on any map and then assign some air bases on either side and use the .cs code and away you go. You can trim the code down to or up the random flights. Random flights just need a beginning waypoint. you don't need to plan missions.

Really I am just giving everyone a working dynamic code for AI Planse and Vehicles in the one code file. I have not seen anyone else do this yet and by all means anyone take the code and make it better!
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Old 08-29-2011, 07:56 AM
Ataros Ataros is offline
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Quote:
Originally Posted by hc_wolf View Post
took coding from Dynamic AI and Dynamic ground and stitched both together.
Which Dynamic AI and ground do you mean? Is it based on naryv or someone else code?

Why number of players is limited by 20? Is it possible to have this increased to 60?

Last edited by Ataros; 08-29-2011 at 08:00 AM.
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Old 08-29-2011, 09:34 AM
hc_wolf hc_wolf is offline
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Quote:
Originally Posted by Ataros View Post
Which Dynamic AI and ground do you mean? Is it based on naryv or someone else code?

Why number of players is limited by 20? Is it possible to have this increased to 60?
Code: It is a compilation of about 4 codes into one.

Dynamic AI generated or effected are Armor, Vehicles, all planes, anti aircraft at airfields

I limited planes to 20 cause i was not running dedicated server and only had about 10 people joined on direct connect at a time. That said my PC could run a war of about 60 plus planes, 3000 plus static objects and 100+ vehicles advancing.

So feel free to change the limits and ranges and anything.
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Old 08-29-2011, 10:05 AM
Ataros Ataros is offline
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Great job! Thank you!

Will try to run it on Repka #2 if BigRepa does not have any other plans for it yet.

S!
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