#11
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add some flaks
Hi.
I ask you to put a lot of anti-aircraft guns at airports so that they can be used for cover from enemy attacks on its territory and prevent voulching. |
#12
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The break statement terminates the closest enclosing loop or switch statement in which it appears. Control is passed to the statement that follows the terminated statement, if any.
Is this the break you are talking about? Quote:
The next section of code checks 'aircraftWillBeDestroyed' if player is present then this is set to false and the section that destroys the aircraft will be skipped. Cheers! Last edited by Skoshi Tiger; 07-03-2011 at 03:22 AM. |
#13
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Quote:
lol no, sorry i misunderstood, its the "break command" (key command) set in options-controls-builder, exits free view mode in fmb and deselects current object, could be handy if you fine tune the positions of objects in free view mode a lot, by the way this is what i use it for, may be intended for something else. Last edited by stillborn; 07-07-2011 at 11:05 PM. |
#14
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here is version 1.1
changes:
dgw_iod_v1_1(3aa_on_ships).zip has two extra guns to protect ships on the move, one Zwillingssockel, one Bofors, these are short range and does not engage ships Extract the archive to "missions/Multi/Dogfight/" and launch main mission from dgw_iod_v1_1 folder. Last edited by stillborn; 07-08-2011 at 03:36 AM. |
#15
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Quote:
Thanks for the clarification! Cheers! Last edited by Skoshi Tiger; 07-08-2011 at 02:51 AM. |
#16
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Thanks a lot, stillborn! Your mission is the most popular in the CloD world right now I think.
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As we experienced issues with team balance red75prime from sukhoi.ru forums added a balancing script to the previous version of your mission. Please find it attached. I hope he will include it in the recent version as well. Edit Quote:
From my experience 2-3 20mm per airfield is fine. Also there is a German recon car #202 IIRC (the only one which can fire upwards) and it is the most efficient AA weapon used on Repka#1 atm. Last edited by Ataros; 07-08-2011 at 10:40 AM. |
#17
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thanks for the tip, i'll look into the code you sent and see if there's anything i can do, the loops i use for player checks may be a bit slow if there are too many players in the server but they are designed to work with all available options, for a fixed server settings, the same things can be done much more efficiently, for example if the server is set not to show aircrafts in the map and set not to allow players to enter currently flying aircrafts than an "onplaceleave event" can be directly connected to a "destroy attempt" after a simple check for other seats(places) in this aircraft, which will be more robust compared to checking all players.
all optional features are on by default, to disable you need to set the "isLogCampaignStatus" boolean values at the beginning of the script(in all files) i had prepared a new mission in a bigger map (volcanic islands), i think it will be more suitable for 40+ players, does not have anything dynamic yet, juts refreshes aa guns and ships periodically, has the same code layout with dgw. the thing i like about this map is the bases are behind hills so preventing voulching is easier and does not interfere with mission related objects thus any kind of mission will suit better, also has plenty of neutral space for dogfight. i'll try to prepare a dynamic bomber mission series for this one. |
#18
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Speaking of bomber missions I remember naryv (one of the dev team) included very interesting code in this script http://forum.1cpublishing.eu/showpos...&postcount=133 The code dynamically assigns the most close ground target as a waypoint for bombers to attack.
Also I had an idea for airfields capture mission where objectives are 1) clear all AAA at an airfield - several bombing runs 2) drop paratroopers over the field - different bomber flight with paratroopers dropped over field (if possible) 3) then another 2-3 aircraft has to land on the airfield to deliver supplies and finally capture it. This scenario can be interesting because stopping bombers has some practical meaning for players in it. Islands map ideally fits this type of scenario I think. Feel free to use the idea if you like it. |
#19
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Nice job on this mission! It's a lot of fun to play (I spend almost all my MP time on Repka 3 thanks to it), and a great improvement on the bland objectiveless dogfights that used to characterize IL-2. I look forward to further developments! Much respect for wading through the APIs and producing something of quality despite the utter lack of documentation and rarity of reference material.
One comment: If you down your plane on top of an enemy airfield, but don't crash so badly that you're completely destroyed, the AA will fire at your mangled plane for some time, even after your crew is long dead and you've respawned into another aircraft. Not only does this lessen the firepower available to engage actual threats to the airfield, it presents a massive friendly fire hazard to planes taking off or landing there. Would there be some way to get the AA to disregard the target once the crew is dead? |
#20
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Quote:
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It does not have af capture ability yet but can be added after the fix for refreshing online briefing page is released. Quote:
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