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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. |
View Poll Results: Do you want the old style IL2 1946 COOP Interface implemented into CloD? | |||
Yes |
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140 | 79.55% |
No |
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10 | 5.68% |
Not Fussed |
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26 | 14.77% |
Voters: 176. You may not vote on this poll |
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#41
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ABSOULUTELY CLASSIC EXAMPLE OF AOA changing the argument.... NO one said it couldn't be done but it takes much longer and is a pain compared to il2... and its not only the "coop" the whole user interface is FUBAR... Your defending this.. a 2 year old could make a better interface in his sleep for crying out loud. You guys are barmy... stop defending this game so much everyone here want it to succeed we are simply laying out some things that have been left out an shouldn't have been... You are given us hell when we ask for a simple feature that should be there... STOP DEFENDING THE "GAME" SO MUCH...
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#42
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Bottom line is
It has to change to succeed. Quote:
BTW Ataros thanks for the info you have posted in the past in the FMB section, but as already discussed this is only a work around for the Channel Map (which wont work in any other mode apart from DF) to be used in non DF server manner its just a moving DF server script not for CooP. You need to reword your thread linked above as it has nothing to do with old Il2 CooP style and how it worked, its just another script for DF server. The CooP GUI needs changing no script can fix that. Last edited by KG26_Alpha; 12-13-2011 at 07:28 PM. |
#43
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Anyone that thinks its a good idea that only programmers can make co-op missions, is clearly nuts, even if those very few can do more with those very few missions.
speaking from the point of view of someone who flys co-ops with my squad all the time. in fact its where i'm off to now, il2 1946 of course, cause we can't in clod. |
#44
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Good grief...if you cant do it and i cant do it...then we cant bloody do it.
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#45
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I don't have the time to look back at each post.. But I did get the impression that some were saying that.. If that is not the case, than sorry for the mixup Quote:
More so for some than others All I know for sure is the mission builders ask 1C for more control.. 1C listen to them and gave us what we have.. More control with more flexibility.. And for some reason 1C could not provide both the old and new methods. Had 1C changed nothing, all these posts requesting the old COOP GUI would be replaced by posts stating 1C didn't give us any more control than IL-2 had in mission building 1C.. Dammed if you do, dammed if you don't You can never make everyone happy! Quote:
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If it was so simple.. Why didn't they do it in the first place? Your answer will be very telling So pointing out the facts is defending?
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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. |
#46
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Doesn't mean no one can play the piano
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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. Last edited by ACE-OF-ACES; 12-13-2011 at 07:46 PM. |
#47
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I'm out bye
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#48
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Yes but if i cant set up what i want to do, then what good is it to me?
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#49
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1. All air units are set to idle. This means they stay at their first waypoint. 2. When a client selects a side (red/blue) he is placed into an aircraft of this side. He can then select the aircraft he wants within the radio menu 3. When all players selected their aircraft the idle block is removed from all air units and the mission starts. Yes it is a work around. Yes it doesn't have the GUI but it works very similar to the old COOP style. And you don't need any programming knowledge. Simply copy/paste the script into your mission and that's it. |
#50
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C# gives endless possibilities already now. A 6000+ lines script by Small_Bee runs on Repka #1 server now, including dynamic sea and ground war, resources production, transportation, storage and unloading procedures, landing parties capturing airfields, dynamic aircraft types limitation, vulching protection for some fields, balancing scripts, etc, etc, etc. More to come in v.2, e.g. teamplay incentives: spawn a squad of at least 4+ human-piloted fighters at an airfield and you will be able to create (via TAB-4 menu) a bomber mission that you will escort, etc. I.e. you can create and fly 'coops' one by one from within a 'dogfight' server, with several coops taking place in the same airspace like it was IRL. Last edited by Ataros; 12-13-2011 at 07:45 PM. |
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