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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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#81
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Well, now you have the ability to do the same thing by simply linking a spawn group trigger with a delay trigger. But now you have the advantage of making as many triggers/TT delays with that single airgroup. If you want that thing to spawn every hour, every 10 seconds, every second etc. Now you can do it without having to ever put another object in the mission. Not only is there less clutter, but it makes for soo many more possibilities. Add coding on top of that, then next thing you know you have events triggering when things spawn, destroy, land, w/e - the makings for a completely dynamic environment where things occur based on what players do. So, I for one am happy that it's this way. It just makes this one soo much better. |
#82
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I guess it all depends on just how bad they want to make missions.. But at least I am glad to hear you admit it did not take a year for people to realize they did not need to know C# to make missions! S!
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Theres a reason for instrumenting a plane for test..
That being a pilots's 'perception' of what is going on can be very different from what is 'actually' going on. |
#83
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ACE if YOU read the thread, you would see the problem is the overly complicated process and non friendly GUI.
Thats what were trying to get noticed. What i dont understand is what are you trying to prove or achieve with your posts in this thread? How is your post helping apart from just wanting to chime in with a argumentative poke? There must be reason for the lack of COOPs and if guys like the well respected mission maker Cthor tell you the reason, then that's the reason, not a un willingness to read.
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Furbs, Tree and Falstaff...The COD killers... ![]() Last edited by furbs; 03-25-2012 at 09:44 PM. |
#84
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Ace is a prime example why new users going to the forums for help making missions is a bad idea.
HAHAHAHA! They just need to "Bootstrap" missions! |
#85
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I don't get why some developers choose to make drastic changes to what has already proved to be a success. I think most people would have just been happy with better graphics and IL 1946 game play, I know I would. I am just not keen on the driveable tanks and all that and I think it could be heading in the wrong direction. I hope I am proved wrong because I love 1946. I just think if you create driveable tanks then you have to make infantry to take out the tanks. The game then has to properly simulate how all of these vehicles work and to me would take a lot of hardware, but like I say I may be proved wrong.
Last edited by PotNoodles; 03-25-2012 at 10:20 PM. |
#86
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If several mission builders are not happy there must be a good reason. And it is a pity that CloD cannot yet leverage their skills and experience, to enrich the game's environment.
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#87
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The changes are welcome and sound fantastic, but what we need is to make them accessible to the majority of CLOD users.
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#88
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Mission making shouldn't be this hard and it shouldn't be such a necessity in the first place. That's the point. I've done a few missions in IL-2 1946 and it's fairly hard, even with the limited scope of the FMB, to do a good mission. The last time I tried the FMB in CloD it was like all the bad stuff from the 1946 FMB with a whole lot of other stuff on top I had to learn that made it an even bigger pain.
I'm not begrudging having a powerful FMB, other flight sims and ARMA both come with one and people have used it to make some really cool stuff but those games at least came with some content out of the box. Some even come with dynamic mission generators of varying quality. The way I figure it, if I have to learn so much scripting to get ANY content other than a lacklustre SP campaign and a few anaemic multiplayer maps, I may as well go ahead a step further and just code myself a flight sim. Hell, maybe I ought to do that, I can even sell it on services like Steam! I'll call it PE-2 Petlyakov - Canterbury Fields. The graphics will be great and I'm sure you'll love it. The physics modelling will be up to the player but I'm sure that won't be a problem, it's not that hard to make with the physics model tools I'll include. Don't worry about the lack of documentation, I'm sure one of my loyal fans will write a wiki. |
#89
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But they already are...it's really not out of reach, just need to jump in, fool around with it, and learn as you go. It won't be easy at first, but think of the self rewards that follow...by studying others work, I think I will enjoy creating my own ...I know its a busy world we live in, but I could squeeze in some hours a week to learn it. ![]() ![]()
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GigaByteBoard...64bit...FX 4300 3.8, G. Skill sniper 1866 32GB, EVGA GTX 660 ti 3gb, Raptor 64mb cache, Planar 120Hz 2ms, CH controls, Tir5 Last edited by SlipBall; 03-25-2012 at 11:43 PM. |
#90
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And the only thing that's changed between the old IL2 / new IL2 FMB is just how many more possibilities you can have in it. Placing objects, spawn areas, AI, etc.,etc., are virtually the same. The 3rd party stuff will come that does many of the coded things you could do in the old game for the new. The documentation is needed, I agree, but for anyone that did any missions in the old IL2 it shouldn't be hard to make an old IL246 type mission with the new FMB, with the exception of the traditional old IL2 COOP. The hardest part is making the mission work in the bug filled environment we have atm. But that's not a fault of the FMB. |
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