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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
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"Let AI loose", mm not too detailed of me to be honest
![]() Add an enemy flight. Set them as "Script spawn" Create a trigger named "workHarderLuthier" Set it as "Pass through" for your AirSide and make it cover where you guys will be heading after take off. Create an "Action" named "workHarderLuthier" to "Spawn Group" and click the enemy flight. Important, they need to have the same name. Mind you, this will trigger once for both of you so make the enemy flight "half size" maybe? - easier to control in C# code but I'm not sure how confident you are on that level.
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#2
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well i have done some missions with c# code, but only with the help of Kodiak, and honestly, i have forgotten everything about it(unfortunately)
the spawnpoint already works online.... what i do want, is to have a group of spits, and another group of hurris spawning infinitely after a certain time.meaning, every 10 minutes the spits spawn, and the same with the hurris, but delayed for 5 minutes. so that every 5minutes a new group spawns, alternating spits and hurris until the end of day... after both groups have reached their waypoint, where they should attack us("free hunt" or "attack fighters" dont know which is more effective), they should head to their airfield, where they get "destroyed" again, so that the mission does not have thousands of planes in the air after a certain time. Last edited by David198502; 04-23-2012 at 08:51 AM. |
#3
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You can try a basic script under link #3 in my sig.
Set the last waypoint for enemy aircraft to "Landing". They will land and be removed by the game in 10-20 minutes. |
#4
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One way to do it: http://odenhouse.servegame.com/SurfingTheWaves.7z
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#5
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well thx guys!
in the meantime, i have looked at one of my previous threads, and after reading again all the scripts Kodiak posted, now i have achieved what i wanted get. |
#6
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thx oden i will have a look at it...
this is what i have done so far... it consists of a main mission, in which submissions will be continually loaded out of a "mission-pool" by coincidence... i just have adjusted a script which i luckily found on my usb stick, from a former mission i had on my pc, where london gets bombed infinitely by He's. Now the script only uses the first two submissions, from the possible 65 the script contains... im already pretty satisfied, and it will probably serve the purpose of the mission, but what i would really like to add, is a trigger, which would end the entire mission.for example if a certain opbject, or a group of objects gets destroyed, then the submissions will stop to get loaded and only the main mission continues.it would be cool, if for example a bombing raid would continue until a group of ships is completely destroyed, or if all planes of a swarm get destroyed, the submissions would stop to get loaded... in more detail i mean, that if in my attached mission, the player manages to shoot all planes down, before another group of ai planes get loaded again, then the submissions wont load anymore, and therefore no new ai planes will spawn at all, and the mission is completed.one could still go back to the airfield and land,or fly on the map and destroy objects placed in the main mission, but the submissions will not get loaded anymore. Last edited by David198502; 04-24-2012 at 09:18 AM. |
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