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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 140 79.55%
No 10 5.68%
Not Fussed 26 14.77%
Voters: 176. You may not vote on this poll

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  #41  
Old 12-13-2011, 07:10 PM
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JG52Krupi JG52Krupi is offline
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Quote:
Originally Posted by ACE-OF-ACES View Post
Thank you Krupi!

So it was easier in IL-2, which is not to be confused with it can not be done in CoD, just that it was easier

That is kind of what I was gathering from all the posts.. In that I have yet to see someone post an example of something that can not be done in CoD.
WHAT THE HELL...

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  
Old 12-13-2011, 07:17 PM
KG26_Alpha KG26_Alpha is offline
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Bottom line is

It has to change to succeed.



Quote:
Originally Posted by Ataros View Post
Everyone interested please try this script http://forum.1cpublishing.eu/showthr...537#post354537

I hope C# knowledgeable people can fine-tune it to match old IL-2 style and functionality till we have a GUI version from the DEVs.

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.
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  #43  
Old 12-13-2011, 07:20 PM
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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.
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  #44  
Old 12-13-2011, 07:23 PM
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Quote:
Originally Posted by ACE-OF-ACES View Post
no need fubs.. K and others allready confirmed that what was doable is still doable just harder to do

Good grief...if you cant do it and i cant do it...then we cant bloody do it.
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  #45  
Old 12-13-2011, 07:25 PM
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ACE-OF-ACES ACE-OF-ACES is offline
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Quote:
Originally Posted by JG52Krupi View Post
WHAT THE HELL...

ABSOULUTELY CLASSIC EXAMPLE OF AOA changing the argument....
What?

Quote:
Originally Posted by JG52Krupi View Post
NO one said it couldn't be done
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:
Originally Posted by JG52Krupi View Post
but it takes much longer and is a pain compared to il2... and its not only the "coop" the whole user interface is FUBAR...
Change is always a pain

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:
Originally Posted by JG52Krupi View Post
Your defending this.. a 2 year old could make a better interface in his sleep for crying out loud.
That is your opinion and you welcome to it.. But in light of the fact that no 2 year olds have stepped up to the plate I think you assessment is in error

Quote:
Originally Posted by JG52Krupi View Post
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...
Laying? I think I know what you meant, and I am not lying.. And I would also appreciate you not implying that I am and if you could refrain from calling me names like barny that would be appreciated too! Thanks!

Quote:
Originally Posted by JG52Krupi View Post
You are given us hell when we ask for a simple feature that should be there...
Ask yourself Krupi..

If it was so simple..

Why didn't they do it in the first place?

Your answer will be very telling

Quote:
Originally Posted by JG52Krupi View Post
STOP DEFENDING THE "GAME" SO MUCH...
So pointing out the facts is defending?
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  #46  
Old 12-13-2011, 07:27 PM
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Quote:
Originally Posted by furbs View Post
Good grief...if you cant do it and i cant do it...then we cant bloody do it.
Well I cant play the piano either..

Doesn't mean no one can play the piano
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Last edited by ACE-OF-ACES; 12-13-2011 at 07:46 PM.
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  #47  
Old 12-13-2011, 07:34 PM
KG26_Alpha KG26_Alpha is offline
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I'm out bye
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  #48  
Old 12-13-2011, 07:34 PM
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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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  #49  
Old 12-13-2011, 07:38 PM
41Sqn_Banks 41Sqn_Banks is offline
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Quote:
Originally Posted by KG26_Alpha View Post
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.
No. This script does the following:

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.
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  #50  
Old 12-13-2011, 07:41 PM
Ataros Ataros is offline
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Quote:
Originally Posted by BPickles View Post
As an example i wanted to code a small script to turn on airfield lights (previously laid out of course ) when detecting a friendly aircraft, ie you return home or taking off for a mission is late and dark, within a defined radius "ping" the lights pop on and stay on till the friendly is outside of that radius then turn off - simple yet effective, but currently there aren't any resources to make this reality.

Or how about when an enemy is within a certain radius the placed air raid sirens trigger.
There are so called 'static' objects in CloD similar to original Il-2 which can not be addressed by script yet like sirens, airfield lights, buildings, trees, etc. And there are dynamic objects like aircraft, tanks, cars, AAA and AT guns that can be addressed. The purpose of the static objects is to reduce hardware load (less code attached to them). Statics are not very important for mainstream air-to-air game-play, but mostly used for decoration. You can create any mission without them to reduce loading time and increase FPS. In the future more statics will become dynamic objects though (when people are happy about their PC performance with CloD).

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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