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#61
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I was just looking at the .mis files in notepad...
Example Code:
[PARTS] core.100 bob.100 [MAIN] MAP Land$English_Channel_1940 BattleArea 200000 160000 120000 100000 9000 TIME 5 WeatherIndex 0 CloudsHeight 1000 BreezeActivity 1 ThermalActivity 1 [GlobalWind_0] Power 3.000 0.000 0.000 BottomBound 0.00 TopBound 1500.00 GustPower 5 GustAngle 45 [splines] [AirGroups] gb02.0F [gb02.0F] Flight0 1 2 3 Flight1 11 12 13 Flight2 21 22 23 Flight3 31 32 33 Class Aircraft.BlenheimMkIV Formation VIC CallSign 31 Fuel 86 Weapons 1 1 2 1 1 Detonator Bomb.Bomb_GP_250lb_MkIV 2 130 11 Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 [gb02.0F_Way] NORMFLY 224480.60 255230.91 500.00 230.00 NORMFLY 254029.14 255139.99 1000.00 230.00 NORMFLY 274678.41 250003.49 1500.00 230.00 NORMFLY 290803.61 240345.28 1500.00 230.00 GATTACK_POINT 290788.83 215917.45 1500.00 230.00 NORMFLY 290883.76 208132.47 1500.00 230.00 NORMFLY 265387.72 208373.88 1500.00 230.00 NORMFLY 246038.12 228039.38 1500.00 230.00 NORMFLY 224003.28 252601.51 1500.00 230.00 [CustomChiefs] [Stationary] [Buildings] [BuildingsLinks] [Trigger] trigger TTime 1200 Also looks like we can edit aircraft here much "easier"... if you know what your doing! ![]() NOTE - not at home to test it myself lol Ross |
#62
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#63
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Argh german language:
Das bomber! -> (singular) Der Bomber! (plural) Die Bomber! Das jager! -> (singular) Der Jäger! (plural) Die Jäger! Next time i fly a bombing raid over the translator. ![]() AircraftType could be: AmphibiousPlane BNZFighter Bomber DiveBomber Fighter Glider HeavyFighter JaBo SailPlane Scout Sturmovik TNBFighter TorpedoBomber Transport UNKNOWN So if you are in a Ju87 or Ju88 there should be Bomber or DiveBomber to Show that you are in a Bomber Code:
if ((aircraft.Type() == AircraftType.Bomber) || (aircraft.Type() == AircraftType.DiveBomber)) // if Bomber or Divebomber { GamePlay.gpHUDLogCenter(new Player[] { GamePlay.gpPlayer() }, "Der Bomber!"); } // show Der Bomber! else { GamePlay.gpHUDLogCenter(new Player[] { GamePlay.gpPlayer() }, "Der Jäger!"); } //in all other cases show Der Jäger! Last edited by FG28_Kodiak; 04-28-2011 at 07:32 PM. |
#64
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I did not learn how to use triggers yet but if you paste here a complete script I am sure someone would help.
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#65
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I think you can shut server down with .cmd file. |
#66
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Well as you know we both start a mission through the script, but i want to know if we can stop it... as we had already discused :S
But as we dont know how to do this via scipt, i was woundering is we could do it through the .mis file... |
#67
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Yeah, I would like to know this as well. The way the MP missions are designed are amazing (with missions able to be loaded into missions etc.) but, for instance, lets say you want an ongoing war, how are you going to stop it from going into the night?
Or could you just load a mission and make the sun appear again out of nowhere, without missing a beat, while others are playing at the same time? More testing I guess ![]() |
#68
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I wish I were a part of the dev team and know all the answers
![]() Meanwhile another script destroying abandoned planes from ru forums. Tell me what you think of it. Code:
using System; using maddox.game; using maddox.game.world; using System.Collections.Generic; public class Mission : AMission { private bool isAiControlledPlane (AiAircraft aircraft) { if (aircraft == null) { return false; } Player [] players = GamePlay.gpRemotePlayers (); foreach (Player p in players) { if (p != null && (p.Place() is AiAircraft) && (p.Place() as AiAircraft) == aircraft) { return false; } } return true; } private void destroyPlane (AiAircraft aircraft) { if (aircraft != null) { aircraft.Destroy (); } } private void explodeFuelTank (AiAircraft aircraft) { if (aircraft != null) { aircraft.hitNamed (part.NamedDamageTypes.FuelTank0Exploded); /*** aircraft.hitNamed (part.NamedDamageTypes.FuelTank1Exploded); aircraft.hitNamed (part.NamedDamageTypes.FuelTank2Exploded); aircraft.hitNamed (part.NamedDamageTypes.FuelTank3Exploded); aircraft.hitNamed (part.NamedDamageTypes.FuelTank4Exploded); aircraft.hitNamed (part.NamedDamageTypes.FuelTank5Exploded); aircraft.hitNamed (part.NamedDamageTypes.FuelTank6Exploded); aircraft.hitNamed (part.NamedDamageTypes.FuelTank7Exploded); ***/ } } private void fuelTankFire (AiAircraft aircraft) { if (aircraft != null) { aircraft.hitNamed (part.NamedDamageTypes.FuelTank0Fire); /*** aircraft.hitNamed (part.NamedDamageTypes.FuelTank1Fire); aircraft.hitNamed (part.NamedDamageTypes.FuelTank2Fire); aircraft.hitNamed (part.NamedDamageTypes.FuelTank3Fire); aircraft.hitNamed (part.NamedDamageTypes.FuelTank4Fire); aircraft.hitNamed (part.NamedDamageTypes.FuelTank5Fire); aircraft.hitNamed (part.NamedDamageTypes.FuelTank6Fire); aircraft.hitNamed (part.NamedDamageTypes.FuelTank7Fire); ***/ } } private void destroyAiControlledPlane (AiAircraft aircraft) { if (isAiControlledPlane (aircraft)) { destroyPlane (aircraft); } } private void damageAiControlledPlane (AiActor actor) { if (actor == null || !(actor is AiAircraft)) { return; } AiAircraft aircraft = (actor as AiAircraft); if (!isAiControlledPlane (aircraft)) { return; } if (aircraft == null) { return; } aircraft.hitNamed (part.NamedDamageTypes.ControlsElevatorDisabled); aircraft.hitNamed (part.NamedDamageTypes.ControlsAileronsDisabled); aircraft.hitNamed (part.NamedDamageTypes.ControlsRudderDisabled); aircraft.hitNamed (part.NamedDamageTypes.FuelPumpFailure); // aircraft.hitNamed (part.NamedDamageTypes.Eng0TotalFailure); // aircraft.hitNamed (part.NamedDamageTypes.Eng1TotalFailure); /*** Tank fire doesn't work after engine total failure - ??? Timeout (15, () => {fuelTankFire (aircraft);} ); ***/ /*** Cool, but kills fps Timeout (25, () => {explodeFuelTank (aircraft);} ); ***/ Timeout (90, () => {destroyPlane (aircraft);} ); } ////////////////////////////////////////////////////////////////////////////////////////////////// public override void OnPlaceLeave (Player player, AiActor actor, int placeIndex) { base.OnPlaceLeave (player, actor, placeIndex); Timeout (1, () => {damageAiControlledPlane (actor);} ); } public override void OnAircraftCrashLanded (int missionNumber, string shortName, AiAircraft aircraft) { base.OnAircraftCrashLanded (missionNumber, shortName, aircraft); Timeout (30, () => {destroyAiControlledPlane (aircraft);} ); } /** public override void OnAircraftTookOff (int missionNumber, string shortName, AiAircraft aircraft) { base.OnAircraftTookOff (missionNumber, shortName, aircraft); ... } **/ } Quote:
Quote:
Quote a Dev: Quote:
My guess is you can switch server off, but you can not unload a mission as you can not unload life as it gives birth to smth ![]() Last edited by Ataros; 04-28-2011 at 09:49 PM. |
#69
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Problem with exploding fuel tanks could be that other players also get damaged.
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#70
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Hi Guys, im having some fun with this scripting business and have finally got a script that works, however I could do with some help with the timing commands:
I know that 1800 ticks = 1 minute but im not entirely sure what these two number cause to happen. From my script file: if (Time.tickCounter() % 126000 == 18000) When this counts down a mission is launched but im unsure as to the significane of the two timings: does the 126000 give the time between each repeat operation of the operation? I have found the second number, 18000 in this case appears to set the time for the first operation. Is this correct? SO, if i want the operation (in this case a mission starts within themain mission and planes spawn) to repeat every 2 hours, but the first operation is 10 minutes after the main mission begins would this be correct? if (Time.tickCounter() % 216000 == 18000) Thanks! |
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