![]() |
|
|
|
#1
|
|||
|
|||
|
Valuable note from a developer here
Quote:
ATM we have some knowledge on the following: - triggers to check if mission objectives are complete - scripts to load new mission objectives into a current mission based on triggers - simple interface to give players new objectives GamePlay.gpHUDLogCenter Say if enemy tanks are destroyed in a mission, we can move frontline, change one airfield spawnpoint from blue to red and load next mission objectives. But a good interface mod would be extremely useful to show different briefings based on airfields selected, to allow relocating airgroups from airfield to airfield, manage fuel resources, routes of supply convoys, voting for a commander, etc. There is a great game-mode mod called "Warfare" in ArmA2. I hope we can create something similar and better. |
|
#2
|
|||
|
|||
|
This sample to use Time.current()
count in seconds from started battle. Code:
private double nextMsgTime = 0;
public override void OnTickGame() {
base.OnTickGame();
// Time. current() in seconds from Battle Start
if ( Time.current() > nextMsgTime ) {
nextMsgTime = Time.current() + 10.0; // 10 seconds to next message
GamePlay.gpHUDLogCenter( "Time elapsed (in seconds) = " + Time.current() + ", next message will be at "+nextMsgTime);
}
}
|
|
#3
|
|||
|
|||
|
These all are very useful posts, in fact I have borrowed a bit of the script for my own mission that I hope will appear on the Syndicate Server soon.
I have a few questions as I know nothing about these scripts 1) If I want the text that comes up with the 'GamePlay.gpHUDLogCenter' command to show to only one team, can this be done and if so how? 2) I have noriced that using these scripts with the spawn removal stops the in game action and trigger events working where it spawns an aircraft. Is there a way of using both? Keep up the good work, and thanks for your help in advance. |
|
#4
|
|||
|
|||
|
Quote:
2) Did not quite get what you mean by "spawn removal" and "trigger events working where it spawns an aircraft". Could you clarify please. |
|
#5
|
|||
|
|||
|
New bits of code from devs.
Shows mission objectives to players depending on side and aircraft type (fighter/bomber). "hitler caput" lol Code:
public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex)
{
base.OnPlaceEnter(player, actor, placeIndex);
AiAircraft aircraft = actor as AiAircraft;
if (aircraft != null)
switch (aircraft.Army())
{
case 1:
if (aircraft.Type() == AircraftType.Bomber)
{ GamePlay.gpHUDLogCenter(new Player[] {player},"Red Bomber, Bomb it all, hitler caput"); }
else { GamePlay.gpHUDLogCenter(new Player[] { player }, "Red Fighter, fight them all"); }
break;
case 2:
if (aircraft.Type() == AircraftType.Bomber)
{ GamePlay.gpHUDLogCenter(new Player[] { player }, "Das bomber!"); }
else { GamePlay.gpHUDLogCenter(new Player[] { player }, "Das jager!"); }
break;
}
}
public override void OnAircraftTookOff(int missionNumber, string shortName, AiAircraft aircraft)
{
base.OnAircraftTookOff(missionNumber, shortName, aircraft);
if (GamePlay.gpPlayer().Place() != aircraft)
return;
switch (aircraft.Army())
{
case 1:
if (aircraft.Type() == AircraftType.Bomber)
{ GamePlay.gpHUDLogCenter(new Player[] { GamePlay.gpPlayer() }, "Red Bomber, Bomb it all, hitler caput"); }
else { GamePlay.gpHUDLogCenter(new Player[] { GamePlay.gpPlayer() }, "Red Fighter, fight them all"); }
break;
case 2:
if (aircraft.Type() == AircraftType.Bomber)
{ GamePlay.gpHUDLogCenter(new Player[] { GamePlay.gpPlayer() }, "Das bomber!"); }
else { GamePlay.gpHUDLogCenter(new Player[] { GamePlay.gpPlayer() }, "Das jager!"); }
break;
}
}
Last edited by Ataros; 04-28-2011 at 06:03 PM. |
|
#6
|
|||
|
|||
|
Hi Ataros,
Hopefully I will be a little more clear this time! I used the in-game script system using a Trigger to cause an Action to happen. Eg in my missions if a plane I select is shot down, it triggers the spawn of another plane. EDIT>Script Trigger: Walrus 1= Target Group destroyed (Walrus flying boat selected) Action: Walrus 1= Air spawn group (second walrus selected) This system works in single player, so that when the first walrus is shot down a second spawns at a preselected place. However, when I include the scripts you guys have been developing to despawn empty aircraft (for use online) the ingame script above does not work in either single or multiplayer. Any ideas what i am doing wrong? |
|
#7
|
|||
|
|||
|
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 |
|
#8
|
|||
|
|||
|
I did not learn how to use triggers yet but if you paste here a complete script I am sure someone would help.
|
|
#9
|
|||
|
|||
|
Quote:
However we should try: 1) make a mission with internal triggers without script 2) make a mission with script that loads the first mission in. 3) load more missions when needed. I will not have time to try this for a couple of days however (( Alternatively you can program all the triggers in a script by hand. Check links in the 1st message of this thread for examples. e.g. Code:
/ / $ Reference Campaign.dll
/ / - $ Debug
using System;
using maddox.game;
using maddox.game.world;
public class Mission: maddox.game.campaign.Mission {
public override void OnTrigger (int missionNumber, string shortName, bool active)
{
if ("trigger". Equals (shortName) & & active)
{
GamePlay.gpHUDLogCenter ("Triggers trigger");
}
}
}
Code:
using System;
using maddox.game;
using maddox.game.world;
class Mission: maddox.game.AMission
{
public override void OnActorDead (int missionNumber, string shortName, AiActor actor, System.Collections.Generic.List <DamagerScore> damages)
{
base.OnActorDead (missionNumber, shortName, actor, damages);
AiAction action = GamePlay.gpGetAction ("TestAction");
if (action! = null)
{
action.Do ();
}
}
}
Code:
using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;
public class Mission : maddox.game.AMission
{
private List<AiAction> actions = new List<AiAction>();
private int round = 1;
private bool completed = false;
public override void OnBattleStarted()
{
AiAction action = GamePlay.gpGetAction("startGroup2");
if (action != null) actions.Add(action);
action = GamePlay.gpGetAction("startGroup3");
if (action != null) actions.Add(action);
GamePlay.gpHUDLogCenter(String.Format("Раунд {0}", round));
}
public override void OnActorDead(int missionNumber, string shortName, AiActor actor, System.Collections.Generic.List<DamagerScore> damages)
{
base.OnActorDead(missionNumber, shortName, actor, damages);
if (!(actor is AiAircraft))
return; // Не самолет
int army = (actor as AiAircraft).Group().Army();
if (army == 1)
{
if (!completed)
{
bool fail = (actor as AiAircraft).AirGroup().DiedAircrafts >= (actor as AiAircraft).AirGroup().InitNOfAirc;
if (fail)
{
GamePlay.gpHUDLogCenter("Миссия провалена.");
}
}
}
else
{
bool next = (actor as AiAircraft).AirGroup().DiedAircrafts >= (actor as AiAircraft).AirGroup().InitNOfAirc;
if (next)
{
if (round == 3)
{
completed = true;
GamePlay.gpHUDLogCenter("Поздравляем, миссия пройдена!");
}
else
{
round++;
startNewRound();
}
}
}
}
private void startNewRound()
{
GamePlay.gpHUDLogCenter(String.Format("Раунд {0}", round));
if (actions.Count > 0)
{
actions[0].Do();
actions.RemoveAt(0);
}
}
}
http://translate.google.com/translat...hp%3Ft%3D68369 Would you tell us what exactly you are trying to do and what does not work. Run my script it loads missions on timing more or less. Does not always destroy planes on the server however. Last edited by Ataros; 04-30-2011 at 02:23 AM. |
|
#10
|
|||
|
|||
|
Quote:
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|