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#61
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It was going to be one of my suggestions, however I have grave reservations about the ability to destroy radar. Although yes, a tactical war campaign that is perfectly sensible the impact would be:
1. Not historical. During the entire BoB, RDF was lost for under 2 hours in one sector only. 2. Lost RDF means that, on such a large map, that you are unlikely to meet each other in the sky, which is the whole point. If it came to that, the first thing one would do would be to send out the entire squadron to each station and strike the object with 1 jabo. Job done. In reality an entire bombing group had little success. When we had Radar in the USL I made it so that it wasn't worth the attempt since it would detract from the historical nature of the missions that were developed. |
#62
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Hm a sector is 10*10Km or more, so i don't think its to easy, and if no symbols in options a pilot must know where he is himself
![]() But i can create Radars, each radar then has it's sectors to observe and is attached to a HQ. If a radar is destroyed the HQ is blind in this sectors. Must test if a radar is an Actor, so i can 'see' if it is destroyed (the destroy with bombs ![]() |
#63
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![]() Mobile units were used when this happened and were not as effective due to their short hieght which effect wave length and the distance they could "see". Quote:
![]() Last edited by 5./JG27.Farber; 04-12-2012 at 06:30 PM. |
#64
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One 250kg bomb from a single fight will knock out that radar. The towers in the BoB weren't destroyed anywhere despite several attempts by entire bomber squadrons. There were a couple of single events where radar was damaged, one because a bomb happened to land on one of the essential buildings in the complex.
I'm really not sure where this is going, what is the bigger objective of the campaign? I am seeing long term a tactical reason for this. From my perspective I honestly don't care if you bomb the crap out of every target as long as we get to meet you in the skies in the same interception fashion as the boys of the day did, but if you knock out our eyes then that won't happen - you can come in from anywhere, anytime across a big map. |
#65
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Dont worry Osprey, it will be fine. I cant give to much away
![]() Last edited by 5./JG27.Farber; 04-13-2012 at 11:38 AM. |
#66
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Forgive my panickyness......
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#67
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Ok Problem, this Radars are not normal Actors, so i can't register their creation nor their destroying via script, must add TGroundDestroyed-Triggers to every radar. More unconfortable for mission-builder.
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#68
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You could parse the mission file OnBattleStart (or one of the init events before) and create a mission file that contains triggers for each radar station and then postload the trigger file (remember to set MissionNumberListener = -1 ![]() |
#69
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Yes i could, but would
![]() ![]() Gib ihnen den kleinen Finger ... ![]() |
#70
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Ok added the possibility to destroy Radars so the HQ gets blind in attached sectors.
For triggers i scan the mis file for the Radarstations: Code:
using System; using System.Collections; using System.Collections.Generic; using System.IO; using maddox.game; using maddox.game.world; using maddox.GP; public class Mission : AMission { private static string userdocpath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments); private static string FILE_PATH = userdocpath + @"\1C SoftClub\il-2 sturmovik cliffs of dover\missions\"; private static string MISSION_FILE = FILE_PATH + @"RadarTest\RadarTest.mis"; private List<string> getRadarCreationStrings(string filename) { List<string> list = new List<string>(); using (StreamReader reader = new StreamReader(filename)) { string line; while ((line = reader.ReadLine()) != null) { if (line.Contains("Stationary.Radar")) { list.Add(line); } } } return list; } private ISectionFile createRadarTriggers() { ISectionFile trigger = GamePlay.gpCreateSectionFile(); List<string> Radarstations = getRadarCreationStrings(MISSION_FILE); if (Radarstations.Count > 0) { int i = 0; Radarstations.ForEach(item => { item = item.TrimStart(' '); string[] splittet = item.Split(' '); //Radar02Destroyed TGroundDestroyed 50 23438 20849 750 string keyTr, valueTr; keyTr = "Radar" + string.Format("{0:00}", i) +"Destroyed"; valueTr = " TGroundDestroyed 50 " + splittet[3] + " " + splittet[4] + " 500"; //TGroundDestroyedTrigger 50% destroyed in radius 500m trigger.add("Trigger", keyTr, valueTr); Headquarters.ForEach(hq => { hq.AddTriggerToObserver(splittet[0], keyTr); }); i++; }); } return trigger; } public override void OnBattleStarted() { base.OnBattleStarted(); MissionNumberListener = -1; GamePlay.gpPostMissionLoad(createRadarTriggers()); } #region class Menu internal class Menu { internal class MenuEntry { internal string MenuName { get; set; } internal bool active { get; set; } } internal List<MenuEntry> menuEntries = new List<MenuEntry>(); public void AddMenuEntry(string description, bool active) { MenuEntry NewMenuEntry = new MenuEntry(); NewMenuEntry.MenuName = description; NewMenuEntry.active = active; menuEntries.Add(NewMenuEntry); } public string[] GetMenuDescriptions() { List<string> Descriptions = new List<string>(); menuEntries.ForEach(item => { Descriptions.Add(item.MenuName); }); return Descriptions.ToArray(); } public bool[] GetActives() { List<bool> Actives = new List<bool>(); menuEntries.ForEach(item => { Actives.Add(item.active); }); return Actives.ToArray(); } public bool IsValid() { if (menuEntries == null || menuEntries.Count < 1) return false; else return true; } } #endregion internal class Pilot { public Player player { get; set; } public LocalHeadquarters connectedHeadquarter; public Pilot(Player player) { this.player = player; } } internal List<Pilot> PilotsInGame = new List<Pilot>(); internal class LocalHeadquarters { public string Name { get; set; } public Point2d LocationCoords { get; set; } public string Callsign { get; set; } private List<ObserverStation> AttachedObservers = new List<ObserverStation>(); public LocalHeadquarters(string name, string callsign, double x, double y, params ObserverStation[] observerStations) { this.Name = name; this.Callsign = callsign; this.LocationCoords = new Point2d(x, y); if (observerStations != null) AttachedObservers.AddRange(observerStations); } public bool ObserveSector(string sectorName) { List<string> AttachedSectors = new List<string>(); if (AttachedObservers.Count > 0) { AttachedObservers.ForEach(item => { if (item.IsActive) AttachedSectors.AddRange(item.observedSectors); }); } if (AttachedSectors.Exists(item => item.Equals(sectorName))) return true; else return false; } public List<ObserverStation> GetObservers() { return AttachedObservers; } public string GetNotObservedSectors() { string sectorList = ""; if (AttachedObservers.Exists(item => item.IsActive == false)) { AttachedObservers[AttachedObservers.FindIndex(item => item.IsActive == false)].observedSectors.ForEach(sector => { sectorList += sector + " "; }); sectorList = sectorList.Replace(',', '/'); sectorList = sectorList.TrimEnd(' '); } return sectorList; } public void SetObserverInactive(string triggerName) { if (AttachedObservers.Exists(item => item.TriggerName == triggerName)) { AttachedObservers[AttachedObservers.FindIndex(item => item.TriggerName == triggerName)].IsActive = false; } } public void AddTriggerToObserver(string staticName, string triggerName) { if (AttachedObservers.Exists(item => item.StaticName == staticName)) { AttachedObservers[AttachedObservers.FindIndex(item => item.StaticName == staticName)].TriggerName = triggerName; } } } internal class ObserverStation { public bool IsActive { get; set; } public string StaticName { get; set; } public string TriggerName { get; set; } public List<string> observedSectors = new List<string>(); public ObserverStation(string staticName, params string[] sectorNames) { this.StaticName = staticName; this.IsActive = true; if (sectorNames != null) observedSectors.AddRange(sectorNames); } public void SetTriggerName(string triggerName) { this.TriggerName = triggerName; } } List<LocalHeadquarters> Headquarters = new List<LocalHeadquarters>{ {new LocalHeadquarters("Luton", "CallSign24", 100.0, 100.0, new ObserverStation( "Static0","A,1","A,2","A,3"), new ObserverStation( "Static1","B,1","B,2","B,3"))}, {new LocalHeadquarters("RadPoe", "CallSign32", 200.0, 200.0, new ObserverStation( "Static2","C,1","C,2","C,3"), new ObserverStation( "Static3","D,1","D,2","D,3"))}, {new LocalHeadquarters("Forest", "CallSign15", 300.0, 300.0, new ObserverStation( "Static4","E,1","E,2","E,3"), new ObserverStation( "Static5","F,1","F,2","F,3"))} }; public void checkSectors(Player player) { if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); if (PilotsInGame[i].connectedHeadquarter != null) { if (Headquarters.Exists(hq => hq == PilotsInGame[i].connectedHeadquarter)) { LocalHeadquarters localHQ = PilotsInGame[i].connectedHeadquarter; AiAirGroup[] EnemyAirgroups = GamePlay.gpAirGroups((player.Army() == 1) ? 2 : 1); if (EnemyAirgroups != null) { bool foundEnemy = false; foreach (AiAirGroup aag in EnemyAirgroups) { string sectorName = GamePlay.gpSectorName(aag.Pos().x, aag.Pos().y); if (localHQ.ObserveSector(sectorName) && aag.Pos().z > 600.00) { foundEnemy = true; string type = ""; if (aag.isAircraftType(AircraftType.Bomber) || aag.isAircraftType(AircraftType.DiveBomber)) type = "Bombers"; else if (aag.isAircraftType(AircraftType.Fighter)) type = "Fighters"; GamePlay.gpLogServer(new[] { player }, "{0} Enemy {1} in Sector: {2}", new object[] { aag.NOfAirc, type, sectorName }); } } if (localHQ.GetNotObservedSectors() != "") { GamePlay.gpLogServer(null, "Attention Informations for Sectors {0} not available!", new[] { localHQ.GetNotObservedSectors() }); if (!foundEnemy) GamePlay.gpLogServer(new[] { player }, "No Enemy in other available Sectors spottet", null); } else if(!foundEnemy) GamePlay.gpLogServer(new[] { player }, "No Enemy in Range", null); } } } } } public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex) { base.OnPlaceEnter(player, actor, placeIndex); if (!PilotsInGame.Exists(item => item.player == player)) { PilotsInGame.Add(new Pilot(player)); } SetMainMenu(player); } private void connectToHeadquarterSpeech(AiAircraft aircraft, LocalHeadquarters localHQ) { double initTime = 0.0; aircraft.SayToGroup(aircraft.AirGroup(), "Hello_guys"); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), "This_is"); }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), localHQ.Callsign); }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), "n2"); // to is missing as ogg }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), aircraft.CallSign()); }); Timeout(initTime += 2, () => { aircraft.SayToGroup(aircraft.AirGroup(), "leader__"); }); } public void SetMainMenu(Player player) { if (player.Army() == 1) // red Side GamePlay.gpSetOrderMissionMenu(player, false, 0, new string[] { "Radaroperations" }, new bool[] { true }); else GamePlay.gpSetOrderMissionMenu(player, false, 0, new string[] { "Not Available" }, new bool[] { true }); } public void SetRadarMenu(Player player) { string headQuarter = "Select Headquarter"; string connectedTo = ""; if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); if (PilotsInGame[i].connectedHeadquarter != null) connectedTo = string.Format(" (connected: {0})", PilotsInGame[i].connectedHeadquarter.Name); } headQuarter += connectedTo; GamePlay.gpSetOrderMissionMenu(player, true, 100, new string[] { headQuarter, "Get Radar Information" }, new bool[] { true, true }); } public void SetConnectToHeadquarterMenu(Player player) { Menu NewMenu = new Menu(); LocalHeadquarters headQuarter = null; if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); headQuarter = PilotsInGame[i].connectedHeadquarter; } Headquarters.ForEach(item => { if (headQuarter != null && item == headQuarter) { NewMenu.AddMenuEntry(item.Name + " *", true); } else NewMenu.AddMenuEntry(item.Name, true); }); if (NewMenu.IsValid()) GamePlay.gpSetOrderMissionMenu(player, true, 101, NewMenu.GetMenuDescriptions() , NewMenu.GetActives()); else GamePlay.gpSetOrderMissionMenu(player, true, 101, new string[]{ "Not available" }, new bool[]{true}); } public void SetHeadQuarter(Player player, int menuItemIndex) { if (PilotsInGame.Exists(item => item.player == player)) { int i = PilotsInGame.FindIndex(item => item.player == player); PilotsInGame[i].connectedHeadquarter = Headquarters[menuItemIndex-1]; if (player.Place() != null) connectToHeadquarterSpeech((player.Place() as AiAircraft), PilotsInGame[i].connectedHeadquarter); } } public override void OnOrderMissionMenuSelected(Player player, int ID, int menuItemIndex) { if (ID == 0) { // main menu if (menuItemIndex == 1) { SetRadarMenu(player); } } if (ID == 100) { //Radar Menu if (menuItemIndex == 1) { SetConnectToHeadquarterMenu(player); } if (menuItemIndex == 2) { checkSectors(player); SetMainMenu(player); } if (menuItemIndex == 0) SetMainMenu(player); } if (ID == 101) { //Radar Menu if (menuItemIndex == 0) SetRadarMenu(player); else { SetHeadQuarter(player, menuItemIndex); SetRadarMenu(player); } } } public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if (shortName.StartsWith("Radar") && shortName.EndsWith("Destroyed")) { GamePlay.gpLogServer(null, "Radar destroyed", null); Headquarters.ForEach(item => { item.SetObserverInactive(shortName); }); } } } |
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