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| CoD Multiplayer Everything about multiplayer in IL-2 CoD |
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#1
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I think as we have only one map atm (channel one) there is now need to change it. When more territory is added to the map I think there will be a way to load it dynamically without stopping a server the same way as everything else.
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The difference from Il-2 is that it can all happen in real time: you analyse results of the mission in real time and load new missions in real time. There is no need to stop the war or change a map. Same way as in real life. In IL-2 virtual wars ppl used particular scripts to analyze logs of separate coop missions to move frontline on web map and to create new missions with new mission objectives. Now you can rewrite the same scripts in C# and include them in the server script to have the same results but in real time. Try the simple script I link to in my previous post. It is sufficient to create some interesting dogfight missions. Say having 20 missions running one after another with several different time-cycles and overlapping in time can produce very vivid and unpredictable airwar environment. Quote:
ps. All the above applies mostly to virtual wars that used to be run in coop mode. If you just want to run a simple dogfight server you do not have to use any script to load missions of cause. You can do it the old way like you did in Il-2, but I personally think it is much more fun to let your missions overlap in time at your server. Last edited by Ataros; 05-07-2011 at 03:04 PM. |
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#2
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Dear all, it's all true that you say, but I mean that without a real eventlog isn't impossible to have a real statistics...
let me show an example: I flyed a mission with IL2 4.10.1m: take off with a Spit destroyed a static object landed on an airfield a very simple and basic dog mission, now see the eventlog written by 4.10.1m: Quote:
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This is not an event log and in this way is not possible to upload on any web statistics software... In this way no community can be created! Thank you Last edited by _1SMV_Poppy_64; 05-08-2011 at 01:52 PM. |
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#3
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