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#1
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I've been experimenting with persisting squadrons during a battle. ie:
1. count squadron plane numbers at battle start. 2. Count squadron numbers when they land. 3. Destroying & respawning squadron for next mission with just their remaining numbers of aircraft. I'm using the code below to test squadron/staffel numbers on aircraft takeoff & landing, but it's giving odd results. (1) The console reports the correct plane total & alive numbers as each aircraft in a squadron/staffel takes off. (2) The console always reports 1, 1, 0 when each aircraft in a squadron/staffel lands. ie. 1 total aircraft in group; 1 alive; 0 dead. irrespective of how many group aircraft are actually alive or dead at the time. (3) The console always reports no killed or destroyed aircraft in any group, even when squadron/staffel aircraft are destroyed during a mission. My question is, is this a game bug? or have I got the code screwy? code removed by author
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 10-18-2012 at 09:25 AM. |
#2
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Its a bug, sometimes the Airgroups are "splittering" into different parts.
btw. you can also use: (.. as AiAirGroup).InitNOfAirc; //start number (.. as AiAirGroup).NOfAirc; //current number (.. as AiAirGroup).DiedAircrafts; // number of destroyed but these also work sometimes not correct at the moment, maybe the next patch fix the problem. ![]() |
#3
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Thanks once again Kodiak. That stuffs up anything you want to do with peristent squadron states. I hope the patch fixes this, but I doubt it somehow.
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
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