Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > CoD Multiplayer

CoD Multiplayer Everything about multiplayer in IL-2 CoD

Reply
 
Thread Tools Display Modes
  #41  
Old 07-04-2011, 05:57 PM
Thee_oddball Thee_oddball is offline
Approved Member
 
Join Date: Mar 2011
Posts: 812
Default

Quote:
Originally Posted by CaptainDoggles View Post
In summary: Some people want things to be exactly like il2fb was and are threatened by change.
Quote:
Originally Posted by _1SMV_Arden View Post
My job is c# programmer... my script on il2 COD are ok, but we think it right that I should study the objects created by a guy who even know and understand that the role assigned without a shred of documentation?

Thanks for the link, I'll make good use
perhaps its not fear of change but fear of being blind..

S!
__________________
Gigabyte Z68
Intel 2500K (@4.3 ghz)212 CM Cooler
8GB Ram
EVGA 660SC (super clocked) 2GB Vram
CORSAIR CMPSU-750TX 750W
64 GB SSD SATA II HD
WIN7 UL 64BIT
Reply With Quote
  #42  
Old 07-06-2011, 07:03 PM
Gerhard Blake Gerhard Blake is offline
Registered Member
 
Join Date: Apr 2011
Posts: 6
Thumbs down

This is really bad news since coop in original IL2 was really my favourite playing style. Flying against some random bots on some fairy-tale land islands just won't cut it. We need ability to create proper coops with briefings and objectives on English Channel map.
Reply With Quote
  #43  
Old 07-07-2011, 11:29 AM
Blackdog_kt Blackdog_kt is offline
Approved Member
 
Join Date: Jan 2008
Posts: 2,715
Default

For the umpteenth time guys, that ability is already there. The only thing that's missing is the coop label, not the tools to create one.

Way too much panic caused by small changes and lack of having our hand held through it all i think
Reply With Quote
  #44  
Old 07-11-2011, 07:17 AM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Anyone who likes ground attack 'coops' may try this mission http://forum.1cpublishing.eu/showpos...00&postcount=9

This a basic sample mission creating an ongoing ground war which you can influence supporting your ground troops.

This is not an old original IL-2 style coop of cause but a very basic 'alpha-stage' example of CoD multiplayer.


upd. The mission is being tested on Repka #2 server ATM please give it a try and report bugs.

Last edited by Ataros; 07-11-2011 at 07:44 AM.
Reply With Quote
  #45  
Old 07-11-2011, 07:50 AM
Nitrous's Avatar
Nitrous Nitrous is offline
Approved Member
 
Join Date: Apr 2011
Posts: 74
Default

The way this game works in coop ish mode is, instead of selecting a base and spawning, you click on a moving plane and jump into it. It works fine on all the online small gay maps, but when it comes to the BoB map the host can see the moving planes but anybody joining can't see anything to select to spawn into. It's problem with the game/map itself. Thats all that needs fixing. The old style coop mode is just a bonus.

Like all of you have said. Would be nice if the game came with instructions.
__________________
Regards Andy (Nitrous)

Gigabyte P35C-DS3R
Q6600 @ 3.2Ghz
4Gb Kingston KingMAX
Ati 6950 2GB

Reply With Quote
  #46  
Old 07-19-2011, 06:39 AM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

http://forum.1cpublishing.eu/showthr...d=1#post310693
Reply With Quote
  #47  
Old 09-16-2011, 07:36 PM
Tigertooo Tigertooo is offline
Approved Member
 
Join Date: Feb 2009
Posts: 140
Default

Hi again chaps, i started this thread and read all answers very carefully. It seems C# scripting cando miracles.Alas i know nothing on how C# scripting works and after reading some scripts it is complete Cinese for me.Hence a question that perhaps will be impossible to answer, but who knows:
Is it possible to make a script, just and only to to determine the amount flyable planes a mission builder wants to have on different "spawn areas" ?
Stupid example: i want 5 spits2 on Tangmere and 6 Me 110's at calais? next mission: 6 Rotols on Manston and 4 Me 109 at whatever French airfield.
So is it possible that with one script, this one script can be used in different missions,to determin the amount of flyable a/c in different "spawn areas"?
One can laugh if this is not possible, as said it's chinese for me
so just wondering
Thanks to the scripting chaps
Reply With Quote
  #48  
Old 09-17-2011, 10:22 AM
Ataros Ataros is offline
Approved Member
 
Join Date: Jun 2010
Location: USSR
Posts: 2,439
Default

Quote:
Originally Posted by Tigertooo View Post
Hi again chaps, i started this thread and read all answers very carefully. It seems C# scripting cando miracles.Alas i know nothing on how C# scripting works and after reading some scripts it is complete Cinese for me.Hence a question that perhaps will be impossible to answer, but who knows:
Is it possible to make a script, just and only to to determine the amount flyable planes a mission builder wants to have on different "spawn areas" ?
Stupid example: i want 5 spits2 on Tangmere and 6 Me 110's at calais? next mission: 6 Rotols on Manston and 4 Me 109 at whatever French airfield.
So is it possible that with one script, this one script can be used in different missions,to determin the amount of flyable a/c in different "spawn areas"?
One can laugh if this is not possible, as said it's chinese for me
so just wondering
Thanks to the scripting chaps
Absolutely possible but you should better start a new thread in the the FMB section.

For me it is not clear if you want to change missions automatically or manually. It is also easier to limit number of planes by type in total, not by airfield.

You may also search for Dynamo online mission/campaign. It has a script example limiting plane numbers that some C# programmers can fine-tune to your needs.
Reply With Quote
  #49  
Old 09-17-2011, 07:42 PM
Tigertooo Tigertooo is offline
Approved Member
 
Join Date: Feb 2009
Posts: 140
Default

thanks Ataros . I'll post in the FMB sectoion tomorrow and will try to be as specific as possible
Reply With Quote
  #50  
Old 09-17-2011, 10:14 PM
5./JG27.Farber 5./JG27.Farber is offline
Approved Member
 
Join Date: Aug 2011
Posts: 1,958
Default

Quote:
Originally Posted by Nitrous View Post
I, along with alot of others am extremely disappointed with your work on the patches.
Im not! The last patch was awesome!
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:43 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.