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  #1  
Old 05-21-2011, 05:28 PM
stillborn stillborn is offline
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Default Online Dynamic Campaign with Script

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)
Attached Files
File Type: zip dgw_iod_v1_0.zip (144.6 KB, 109 views)
File Type: zip dgw_iod_v1_1(3aa_on_ships).zip (166.0 KB, 35 views)

Last edited by stillborn; 07-08-2011 at 03:55 AM.
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  #2  
Old 05-22-2011, 11:56 AM
Ataros Ataros is offline
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Quote:
Originally Posted by stillborn View Post
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.
How do you link one airfield point to 3-4 others at the same time? When I set airfield points (AFP) they appear one by one in a row only. Do you experience a bug trying to set more than 5-6 AFPs at an AF?

Many great ideas in your mission.
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  #3  
Old 05-23-2011, 12:00 AM
stillborn stillborn is offline
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Default

Quote:
Originally Posted by Ataros View Post
How do you link one airfield point to 3-4 others at the same time? When I set airfield points (AFP) they appear one by one in a row only. Do you experience a bug trying to set more than 5-6 AFPs at an AF?

Many great ideas in your mission.
there is a "add branch" command in the control options - builder category, FMB automatically threats end points as spawn points, the only strange thing i noticed about it is if i dont put at least two points inside the runway, ai aircrafts teleport to the parking points after landing, thanks btw.
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  #4  
Old 05-23-2011, 04:12 AM
Ataros Ataros is offline
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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 - ?

Last edited by Ataros; 05-23-2011 at 04:16 AM.
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  #5  
Old 05-23-2011, 05:52 AM
FG28_Kodiak FG28_Kodiak is offline
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Can you add a screenshot of the feature, please?
I have a german Version and do not find this interesting option.
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  #6  
Old 05-23-2011, 06:08 AM
Ataros Ataros is offline
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The Branch is not in FMB it is in Control Settings. First line.

https://lh4.googleusercontent.com/_S...-23_100638.jpg

Last edited by Ataros; 05-23-2011 at 06:41 AM.
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  #7  
Old 07-03-2011, 03:16 AM
Skoshi Tiger Skoshi Tiger is offline
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Quote:
Originally Posted by Ataros View Post
btw. There is a Break command there. What does it break?
The break statement terminates the closest enclosing loop or switch statement in which it appears. Control is passed to the statement that follows the terminated statement, if any.

Is this the break you are talking about?

Quote:
//check if there is any player inside
foreach (Player p in ps)
{
if (p != null)
{
if (p.Place() != null)
{
AiAircraft playerAircraft = (p.Place() as AiAircraft);
if (playerAircraft != null)
{
if (playerAircraft == aircraft)
{
aircraftWillBeDestroyed = false;
break;
}
}
}
}
}
I think the break statement will drop out of the foreach loop. As far as I can see the purpose of the code is to see if any of the planes contained in array ps have a player inside. If any of the array locations contains a player then the loop does not have to continue.

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!

Last edited by Skoshi Tiger; 07-03-2011 at 03:22 AM.
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  #8  
Old 07-07-2011, 04:24 PM
stillborn stillborn is offline
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Quote:
Originally Posted by Skoshi Tiger View Post
The break statement terminates the closest enclosing loop or switch statement in which it appears. Control is passed to the statement that follows the terminated statement, if any.

Is this the break you are talking about?



I think the break statement will drop out of the foreach loop. As far as I can see the purpose of the code is to see if any of the planes contained in array ps have a player inside. If any of the array locations contains a player then the loop does not have to continue.

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!
yes the break u mention here interrupts the foreach loop because we found a player inside the plane queued for destroy and there is no need to check other players,this will be a waste of time, there is possibly someone else entered this plane in the meantime and the plane must not be destroyed, i set a boolean value (aircraftWillBeDestroyed) to hold the result because the code continues to execute after foreach loop according to this result.

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.

Last edited by stillborn; 07-07-2011 at 11:05 PM.
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