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Online Dynamic Campaign with Script
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Campaign contains 14 static missions chained from red airfield to blue. 6 of them are ground based, 8 of them are naval. campaigh starts by spawning tankers moving towards enemy airfield, if they encounter each other they spawn AA guns over them and start to fight until one side is killed and the next mission towards the defeated side is loaded, if one of the ships is destroyed before encountering enemy the other ship continues to progress. When the ships reach the coast, they disembark and continue as AA trucks, when the trucks reach enemy airfield, spawn points change and players can spawn enemy's aircrafts from captured airfield. if the aa trucks are destroyed, spawn points restore and campaign reverts 3 missions.
Scripts contain a code for destroying aircrafts on player leave, crashland or land with a timeout, also the code does not trigger if the player is still inside or another player entered this aircraft in the meantime. Also airborne left aircrafts are not destroyed but damaged. Player checks contain the server too so you can use it with steam lobby. I have created new airfields for spawning parked in front of the runway, only two aircrafts spawn in front of the runway, if these points are full the other aircrafts spawn in a tight circle next to them. FMB has a limit for min airfield radius which also defines the spawning locations for extra aircrafts when all points are full, i overrided it in notepad, if you edit the airfields in main mission dont forget to change these. There's also a single player version of main mission for testing at 16x, ground war is totally random but you can interact with it with unlimited ammo to preview all the missions quickly. Server briefing page does not refresh the spawn points after you select army, so if a base capture occurs change your army twice to see the updated spawn points on map to use enemy's airfield. I've made this campaign to share my approach for dynamic mission loading, feel free to copy/manipulate it, with the same logic and a more tidy-flexible code, multiple dynamic frontlines can be created. Extract the archive to "missions/Multi/Dogfight/" and launch main mission from dgw_iod_v1_X folder. latest version: dgw_iod_v1_1(3aa_on_ships) |
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Many great ideas in your mission. |
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Thanks a lot. I'd never guess what this command mean ))
btw. There is a Break command there. What does it break? Show Insert command - what can it be? Change and Change+ commands - ? |
Can you add a screenshot of the feature, please?
I have a german Version and do not find this interesting option. :rolleyes: |
The Branch is not in FMB it is in Control Settings. First line.
https://lh4.googleusercontent.com/_S...-23_100638.jpg |
Oh OK, thanks. ;)
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Just put the mission up on Repka #3.
Is it designed to run in cycle forever or we should reload it in some time? I will add more feedback in this post later: - Errors on misload: [11:10:55] System.ArgumentOutOfRangeException: index and length should point to a position in a line [11:10:55] Parameter name: length - looks like guns do not spawn on ships. the ships just stand one in front of another and do not fight. - 110-C7 can carry bombs which gives blue side an advantage. - (will add later if I have more info) I hope to get some feedback from players in this thread http://forum.1cpublishing.eu/showpos...1&postcount=44 I have found a useful link on how to put guns on tankers here http://forum.1cpublishing.eu/showthr...t=22740&page=3 |
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i'll look into these errors, i havent tested it with the last version yet. loading a mission manually causes the campaign to stop progressing just like u described, it may be my mistake too, or a possible situation i havent noticed, for example spawning an object fails when there's a wreck on the spawn location, nd ships spawn many random objects when damaged, destroyed or broken into two, if i dont manually destroy those, they will simply hit those wrecks n stop or wont spawn at all, leading to a script error or preventing the campaign to progress, these may have been changed since last patch btw. Script behavior has also changed with the last patches, some of the things we try to do are already being done transparently right now, like removing the landed planes, also the last changelog says that it wont be possible to damage planes with incorrect damagenames, which is present in my code too, idk if this gives an error or continues to work silently without doing nothing. honestly all the reference i have when writing scripts is the names of the methods present in the game's dlls and the campaign's code as an example, i'm not sure if i'm using the right methods or coding with the right approach, somethings i try to do may be intended for a specific purpose or restricted or may lead to error when combined with another. it'll be much more clear and painless when we have a guide or documentation about scripting. i also plan to change tanker+aa gun configuration with new battle ships that came with the last patch so they can defend themselves while moving and write a statistic collection method, possibly outputting to a text file for simplicity if possible, so we can save or upload those(the count of the aircrafts each side lost, current situation of the front line, etc) with a seperate program or even inside the script. This way in case of any script error or server restart, stats wont be lost and campaign can continue from where it was and users can view an online briefing web page prepared for the current situation of the frontline, check the stats nd so on, even we can downgrade the available aircraft models according to losses or maybe define a victory condition. |
Thanks a lot! I am sure all Repka #2 and #3 pilots are looking forward to the new version.
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add some flaks
Hi.
I ask you to put a lot of anti-aircraft guns at airports so that they can be used for cover from enemy attacks on its territory and prevent voulching. |
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Is this the break you are talking about? Quote:
The next section of code checks 'aircraftWillBeDestroyed' if player is present then this is set to false and the section that destroys the aircraft will be skipped. Cheers! |
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lol no, sorry i misunderstood, its the "break command" (key command) set in options-controls-builder, exits free view mode in fmb and deselects current object, could be handy if you fine tune the positions of objects in free view mode a lot, by the way this is what i use it for, may be intended for something else. |
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here is version 1.1
changes:
dgw_iod_v1_1(3aa_on_ships).zip has two extra guns to protect ships on the move, one Zwillingssockel, one Bofors, these are short range and does not engage ships Extract the archive to "missions/Multi/Dogfight/" and launch main mission from dgw_iod_v1_1 folder. |
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Thanks for the clarification! Cheers! |
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As we experienced issues with team balance red75prime from sukhoi.ru forums added a balancing script to the previous version of your mission. Please find it attached. I hope he will include it in the recent version as well. Edit Quote:
From my experience 2-3 20mm per airfield is fine. Also there is a German recon car #202 IIRC (the only one which can fire upwards) and it is the most efficient AA weapon used on Repka#1 atm. |
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thanks for the tip, i'll look into the code you sent and see if there's anything i can do, the loops i use for player checks may be a bit slow if there are too many players in the server but they are designed to work with all available options, for a fixed server settings, the same things can be done much more efficiently, for example if the server is set not to show aircrafts in the map and set not to allow players to enter currently flying aircrafts than an "onplaceleave event" can be directly connected to a "destroy attempt" after a simple check for other seats(places) in this aircraft, which will be more robust compared to checking all players.
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Speaking of bomber missions I remember naryv (one of the dev team) included very interesting code in this script http://forum.1cpublishing.eu/showpos...&postcount=133 The code dynamically assigns the most close ground target as a waypoint for bombers to attack.
Also I had an idea for airfields capture mission where objectives are 1) clear all AAA at an airfield - several bombing runs 2) drop paratroopers over the field - different bomber flight with paratroopers dropped over field (if possible) 3) then another 2-3 aircraft has to land on the airfield to deliver supplies and finally capture it. This scenario can be interesting because stopping bombers has some practical meaning for players in it. Islands map ideally fits this type of scenario I think. Feel free to use the idea if you like it. |
Nice job on this mission! It's a lot of fun to play (I spend almost all my MP time on Repka 3 thanks to it), and a great improvement on the bland objectiveless dogfights that used to characterize IL-2. I look forward to further developments! Much respect for wading through the APIs and producing something of quality despite the utter lack of documentation and rarity of reference material.
One comment: If you down your plane on top of an enemy airfield, but don't crash so badly that you're completely destroyed, the AA will fire at your mangled plane for some time, even after your crew is long dead and you've respawned into another aircraft. Not only does this lessen the firepower available to engage actual threats to the airfield, it presents a massive friendly fire hazard to planes taking off or landing there. Would there be some way to get the AA to disregard the target once the crew is dead? |
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It does not have af capture ability yet but can be added after the fix for refreshing online briefing page is released. Quote:
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Hi!
As you know we added a Spit2 to the captured blue field after reds capture it. We have an annoying problem with it: after blue recapture the airfield and it becomes blue again reds can still spawn Spit2 on it. Looks like 2 spawnpoints remain in one place (both blue and red). Could you please have a look at the scripts and check that the red spawnpoint is destroyed after blue recapture the airfield? I have seen code destroying spawnpoints when a field is captured in naryv examples I posted in this forums sections. |
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foreach (AiBirthPlace bp in GamePlay.gpBirthPlaces()) |
Thanks a lot! Will try it.
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