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#1
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Why? Time is set in the main mission file IIRC.
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#2
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Ataros, I see 2 reasons for needing ingame "realtime" as opposed to mission run time.
1. If you want to create timelapse over shorter mission time. For example: Each hour step forward 3 hours. So during game play of 2~3hours, you could have morning, mid day, dusk and evening. 2. If you want to reset the day, which is actually how clod works. In theory you can run 24/7 on one "map" layout, which means either night missions(many can't be arsed with that) or being able to reset the time to mission start or some other time. Btw I tested tod by entering tod into the console, "Shift-Tab" type tod, enter and the console reports the game real time, as IL2 used to. But I can't find tod in clod, only the Time(), ITime(). During the IL2 series tod shifted between accessable to alter and not accessable to alter between releases. So ingame realtime is there as tod(via console), but probably not accessable or alterable by game script. btw I tested my little code snipet above to enter a new section time and this fails as I predicted. moggal, another and relatively simple way to establish ingame realtime is to gather the mission time by streamreader, then add runtime to the mission start time, there by infering the realtime. There is probably a way to check "tod" directly, just don't know the syntax to interigate the host/server for tod. |
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#3
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Because the stuff I'm writing needs to be built to work with any mission. I'm building a simulated "Fighter Command" for MP use and the solution needs to be working with whatever mission the server operator is setting up. The reason I want in-game time is because I would like to simulate the British Sector Clock, color coding all reports as they where back in the day.
__________________
Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
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#4
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C# should be able to read file names from a given folder I think but I may be wrong.
There was a mission posted here called Mission Loader that can read mission filenames. Banks' COOP lobby can do this too IIRC. |
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#5
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Moggel, I can sort that code out, Ill do it over weekend.
I have a script in development where I read data like this from mis files all over the place, a simple mod to a section I should be able to gather what you want.(doesn't help me though) But will help you. Ataros, I have includded a modified version of the missionloader(because it works well) into my current script, going to post it soon once I sort out some stuff...stuff is of course never finished |
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#6
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Ok here is a mission timer (Attached)
Reports Mission design TIME value by reading mis data directly. Reports Ingame run timer, Mins, Seconds,Ticks Reports Time from Mission TIME + run time(in decimal mins) Note Config in system folder, Config: "timeIO", "ON" "timevalue", "15" set "timeIO", "ON" = runs timer, set "timeIO", "OFF" = turns off timer, set "timevalue", "15" = seconds between count and screen reporting. Rerun mission to activate new time values note download the attached Mistimer.zip, as it contains correct setup Note: drop MisTimer into missions folder and run from there. here is the script for those interested, Please report bugs if found. seems to work though. enjoy. Code:
/**MisTimer.cs**/
//
//C# script for CLOD missions,
//Features:
//Configlist: for easy setup "ON" runs timer, "OFF" turns off timer, timevalue = seconds between count and screen reporting.
//
//By Smokeynz
//
//lastmod 19/5/2012
//Dedicated server compatible
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text;
using System.IO;
using maddox.game;
using maddox.game.world;
using maddox.GP;
public class Mission : AMission
{
/*=========================================*/
#region Mission paths
/*=========================================*/
static string userdocpath = Environment.GetFolderPath(Environment.SpecialFolder.Personal);
/*=========================================*/
// the following 2 items are for main mission folder path and mis name, edit for preference
static string MISname = "MisTimer.mis"; //alter this to your mission name
static string FILEname = "MisTimer"; //alter this to your mission folder name
/*=========================================*/
static string filepackpath = userdocpath + @"\1C SoftClub\il-2 sturmovik cliffs of dover\missions\"; //path to mission file pack
static string mainmissionpath = filepackpath + FILEname + @"\"; // main mission
//configs
static string syspath = mainmissionpath + @"system\"; // data path for system config
static string configfile = syspath + "config.txt";
//loading mission path data
static string timefile = mainmissionpath + MISname;
/*=========================================*/
#endregion
/*=========================================*/
#region Declarations, ints, doubles, bools
/*=========================================*/
//Msgs To
private const int All = -1;
private const int Allies = 1;
private const int Axis = 2;
bool timeIO;// = true; //time indicator switch on/off
double timevalue;
double timeindicator;
double MisHour;
double MisMin;
//config file indexing
int idxIO;
int idxTV;
// Internal file creation
public int idxlist;
/*=========================================*/
#endregion
/*=========================================*/
#region Mission Parse & Class
/*=========================================*/
// mission config settings(Allows external configuration)
List<Config> ConfigList = new List<Config>();
internal class Config
{
public string ConfigName { get; set; }//item name
public string ConfigValue { get; set; }//item value
public Config(string configName, string configValue)
{
this.ConfigName = configName;
this.ConfigValue = configValue;
}
}
public void ParseConfigFile(string confile)
{
if (!File.Exists(confile))
{
GamePlay.gpLogServer(null, "File {0} not found!", new object[] { confile });
return;
}
using (StreamReader reader = new StreamReader(confile))
{
string conline;
int conlineNr = 0;
while ((conline = reader.ReadLine()) != null)
{
conlineNr++;
if (conline != "")
{
string[] tmpconPart;
conline = conline.TrimStart('"'); // remove first "
conline = conline.TrimEnd('"'); // remove last "
tmpconPart = conline.Split(new string[] { "\", \"", "\",\"" }, StringSplitOptions.None); // split string on ", " or ","
if (tmpconPart.Length < 2)
{
GamePlay.gpLogServer(null, "Error reading configlist file: {0} : {1}", new object[] { conlineNr, conline });
}
else
{
if (tmpconPart[0].Equals("null"))
tmpconPart[0] = null;
if (tmpconPart[1].Equals("null"))
tmpconPart[1] = null;
ConfigList.Add(new Config(tmpconPart[0], tmpconPart[1]));
}
}
}
}
idxIO = ConfigList.FindIndex(r => r.ConfigName.Equals("timeIO"));
idxTV = ConfigList.FindIndex(s => s.ConfigName.Equals("timevalue"));
double.TryParse(ConfigList[idxTV].ConfigValue, out timevalue);
}
public void ParseTimeDataFile(string Tfile)
{
if (!File.Exists(Tfile))
{
GamePlay.gpLogServer(null, "File {0} not found!", new object[] { Tfile });
return;
}
using (StreamReader reader = new StreamReader(Tfile))
{
string line;
int lineNr = 0;
while ((line = reader.ReadLine()) != null)
{
lineNr++;
if (line != "")
{
if (line.Contains("TIME"))
{
string[] tmptime = line.Split(new string[] { " " }, StringSplitOptions.None); // split string
if (tmptime.Length < 3)
{
GamePlay.gpLogServer(null, "Error reading Time object line : {0} : {1}", new object[] { lineNr, line });
}
else
{
GamePlay.gpLogServer(null, "Time Line Split 0:{0} 1:{1} 2:{2} 3:{3}", new object[] { tmptime[0], tmptime[1], tmptime[2], tmptime[3] });//test reading
string[] tmptime2 = tmptime[3].Split(new string[] { "." }, StringSplitOptions.None); // split string
if (tmptime2.Length < 2)
{
double.TryParse(tmptime2[3], out MisHour);
}
else
{
GamePlay.gpLogServer(null, "Time Line Split 0:{0} 1:{1}", new object[] { tmptime2[0], tmptime2[1] });
double.TryParse(tmptime2[0], out MisHour);
double.TryParse(tmptime2[1], out MisMin);
if (MisMin < 10) { MisMin = MisMin / 10; }
if (MisMin > 9) { MisMin = MisMin / 100; }
}
}
}
}
}
}
}
/*=========================================*/
#endregion
/*=========================================*/
#region Main mission operation
/*=========================================*/
//listen to events from all missions.
public override void OnBattleStarted()
{
base.OnBattleStarted();
MissionNumberListener = -1;
ParseConfigFile(configfile);
ParseTimeDataFile(timefile);
}
public override void OnTickGame()
{
base.OnTickGame();
// Time.current() in seconds from Battle Start
timeIO = (ConfigList[idxIO].ConfigValue == "ON" ? true : false);
if (timeIO == true)
{
if (Time.current() >= timeindicator)
{
double MisTime = MisHour + MisMin;
ScreenMsg(-1, "MisStart:: " + MisTime + " decimalhours");
Timeout(2.0, () => { ScreenMsg(-1, "Elapsed Time:Min:" + timeindicator / 60 + " Secs:" + timeindicator + " Ticks:" + timeindicator * 30); });
MisTime = Math.Round((MisHour + ((MisMin*60) + (timeindicator / 60)) / 60), 2);
Timeout(4.0, () => { ScreenMsg(-1, "MisTime:: " + MisTime + " decimalhours"); });
}
}
if (Time.current() >= timeindicator)
{
timeindicator = timeindicator + timevalue;
}
}
/*=========================================*/
#endregion
/*=========================================*/
#region ScreenMsg screen message
/*=========================================*/
private void ScreenMsg(int army, string msg, params object[] args)
{
List<Player> Consignees = new List<Player>();
if (GamePlay.gpPlayer() != null)
Consignees.Add(GamePlay.gpPlayer());
if (GamePlay.gpRemotePlayers() != null)
Consignees.AddRange(GamePlay.gpRemotePlayers());
if (army == -1)
{
GamePlay.gpHUDLogCenter(null, msg, args);
GamePlay.gpLogServer(null, msg, args);
}
else if (Consignees.Exists(item => item.Army() == army))
{
GamePlay.gpHUDLogCenter(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args);
GamePlay.gpLogServer(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args);
}
}
/*
private void sendChatMessage(int army, string msg, params object[] args)
{
List<Player> Consignees = new List<Player>();
if (GamePlay.gpPlayer() != null)
Consignees.Add(GamePlay.gpPlayer());
if (GamePlay.gpRemotePlayers() != null)
Consignees.AddRange(GamePlay.gpRemotePlayers());
if (army == -1)
GamePlay.gpLogServer(null, msg, args);
else if (Consignees.Exists(item => item.Army() == army))
GamePlay.gpLogServer(Consignees.FindAll(item => item.Army() == army).ToArray(), msg, args);
}
*/
/*=========================================*/
#endregion
/*=========================================*/
}
//note the last bracket wraps Amission
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#7
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Quote:
But since I don't know which file is the one containing the current main mission I don't have much use for it. Hard coding the name of the mission into every mission file is not the way I want it to work since that would force the server operator to open up the mission .cs files and fiddle with its content. That, in turn, requires coding skills and presents a big risk he/she will corrupt the mission. Instead, I'm aiming for a solution where all "extensions" (like "Fighter Command") can be installed from installation packages using a graphical installer, just like we're used to install normal desktop applications. I wrote the coding framework for this (and the installer) a few week back and "Fighter Command" will be the first extension for it followed by "Live Map" (which automatically populates the landscape with traffic, livestock etc as the player flies over the map). The "framework", which I call "IL2X" right now seems to be stable and allows the coder to write code like he/she is used to, splitting up all code into libraries which can be reused and distributes automatically. Also, you can use normal runtime debugging in Visual Studio, setting up breakpoints or tracepoints to figure out how the sim works and for hunting down bugs in the code if need be. It works fine right now but needs more testing before I present it to the forums (hopefully within a week or two )So (sorry for the digression), what I'm really looking for here would be something like: "myMission.GamePlay.gpCurentFileName()" or something similar to it. I have not been able to find it though...
__________________
Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
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#8
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There is no way to get the MissionfileName from a script (i am looking for it too), via CloDo - API
It would be possible (i think) if we can create Addins for Multiplayer, to get the current directory. IGame: gameInterface.ToFileSystemPath(..) |
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#9
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Quote:
__________________
Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
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#10
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I call the managed Dlls CloDo-API. Cliffs of Dover Application Programming Interface
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