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  #1  
Old 04-28-2011, 10:12 PM
ATAG_Bliss ATAG_Bliss is offline
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Yeah, I would like to know this as well. The way the MP missions are designed are amazing (with missions able to be loaded into missions etc.) but, for instance, lets say you want an ongoing war, how are you going to stop it from going into the night?

Or could you just load a mission and make the sun appear again out of nowhere, without missing a beat, while others are playing at the same time?

More testing I guess
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  #2  
Old 04-28-2011, 10:25 PM
Ataros Ataros is offline
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I wish I were a part of the dev team and know all the answers

Meanwhile another script destroying abandoned planes from ru forums. Tell me what you think of it.

Code:
using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;

public class Mission : AMission 
{
	private bool isAiControlledPlane (AiAircraft aircraft) 
        {
		if (aircraft == null) 
            { 
			return false;
		    }

		Player [] players = GamePlay.gpRemotePlayers ();
		foreach (Player p in players) 
        {
        if (p != null && (p.Place() is AiAircraft) && (p.Place() as AiAircraft) == aircraft)
            {
            return false;
            }
	    }
		    
		return true;
	    }

	private void destroyPlane (AiAircraft aircraft) 
    {
		if (aircraft != null) { 
			aircraft.Destroy ();
		}
	}

	private void explodeFuelTank (AiAircraft aircraft) 
    {
		if (aircraft != null) 
        { 
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank0Exploded);
			/***
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank1Exploded);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank2Exploded);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank3Exploded);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank4Exploded);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank5Exploded);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank6Exploded);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank7Exploded);
			***/
		}
	}

	private void fuelTankFire (AiAircraft aircraft) 
    {
		if (aircraft != null) 
        { 
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank0Fire);
			/***
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank1Fire);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank2Fire);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank3Fire);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank4Fire);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank5Fire);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank6Fire);
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank7Fire);
			***/
		}
	}

	private void destroyAiControlledPlane (AiAircraft aircraft) 
    {
		if (isAiControlledPlane (aircraft)) 
        {
			destroyPlane (aircraft);
		}
	}

	private void damageAiControlledPlane (AiActor actor) 
    {
		if (actor == null || !(actor is AiAircraft)) 
        { 
			return;
		}

		AiAircraft aircraft = (actor as AiAircraft);

		if (!isAiControlledPlane (aircraft)) 
        {
			return;
		}

		if (aircraft == null) 
        { 
			return;
		}

		aircraft.hitNamed (part.NamedDamageTypes.ControlsElevatorDisabled);
		aircraft.hitNamed (part.NamedDamageTypes.ControlsAileronsDisabled);
		aircraft.hitNamed (part.NamedDamageTypes.ControlsRudderDisabled);

		aircraft.hitNamed (part.NamedDamageTypes.FuelPumpFailure);
		// aircraft.hitNamed (part.NamedDamageTypes.Eng0TotalFailure);
		// aircraft.hitNamed (part.NamedDamageTypes.Eng1TotalFailure);

		/*** Tank fire doesn't work after engine total failure - ???
		Timeout (15, () =>
				{fuelTankFire (aircraft);}
			);
		***/

		/*** Cool, but kills fps
		Timeout (25, () =>
				{explodeFuelTank (aircraft);}
			);
		***/

		Timeout (90, () =>
				{destroyPlane (aircraft);}
			);
	}

//////////////////////////////////////////////////////////////////////////////////////////////////

	public override void OnPlaceLeave (Player player, AiActor actor, int placeIndex) {
		base.OnPlaceLeave (player, actor, placeIndex);
		Timeout (1, () =>
				{damageAiControlledPlane (actor);}
			);
	}

	public override void OnAircraftCrashLanded (int missionNumber, string shortName, AiAircraft aircraft) {
		base.OnAircraftCrashLanded (missionNumber, shortName, aircraft);
		Timeout (30, () =>
				{destroyAiControlledPlane (aircraft);}
			);
	}
	
	/**
	public override void OnAircraftTookOff (int missionNumber, string shortName, AiAircraft aircraft) {
            base.OnAircraftTookOff (missionNumber, shortName, aircraft);
	    ...
        }
	**/	
}
Quote:
Originally Posted by SYN_Bliss View Post
for instance, lets say you want an ongoing war, how are you going to stop it from going into the night?
I think just like in real life you order (with a script) your units to rtb when it is getting dark. Then they have a rest till early morning.

Quote:
Originally Posted by mcler002 View Post
But as we dont know how to do this via scipt, i was woundering is we could do it through the .mis file...
I think you can stop mission with a script like you can stop real life: kill all units, stop time and that's it.

Quote a Dev:
Quote:
Выгрузить - это сложно, миссия же может по скрипту кого-то нарожать, что-то в себя подгрузить и т.д
"To unload (a mission) - it is difficult, because a mission can give birth to something using scripts, upload smth into itself, etc."

My guess is you can switch server off, but you can not unload a mission as you can not unload life as it gives birth to smth This is not a game this is real life simulator.

Last edited by Ataros; 04-28-2011 at 10:49 PM.
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  #3  
Old 04-28-2011, 10:35 PM
FG28_Kodiak FG28_Kodiak is offline
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Problem with exploding fuel tanks could be that other players also get damaged.
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  #4  
Old 04-29-2011, 09:42 AM
Flashman Flashman is offline
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Join Date: May 2010
Posts: 109
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Hi Guys, im having some fun with this scripting business and have finally got a script that works, however I could do with some help with the timing commands:

I know that 1800 ticks = 1 minute but im not entirely sure what these two number cause to happen. From my script file:

if (Time.tickCounter() % 126000 == 18000)

When this counts down a mission is launched but im unsure as to the significane of the two timings:

does the 126000 give the time between each repeat operation of the operation?

I have found the second number, 18000 in this case appears to set the time for the first operation. Is this correct?

SO, if i want the operation (in this case a mission starts within themain mission and planes spawn) to repeat every 2 hours, but the first operation is 10 minutes after the main mission begins would this be correct?

if (Time.tickCounter() % 216000 == 18000)

Thanks!
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  #5  
Old 04-29-2011, 09:49 AM
mcler002 mcler002 is offline
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Location: UK
Posts: 277
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1st number = repeat i.e if it was 108000 - the map/ mission should load every 1hour...

2nd number = start time i.e. if it was 18000 = the map/mission should start within 10 minutes of the game start, or repeat interval...

But i dont think it works 100%... but as i have been told 1800 ticks "roughly" equals a minute...
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  #6  
Old 04-29-2011, 10:24 AM
Flashman Flashman is offline
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Posts: 109
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Quote:
Originally Posted by mcler002 View Post
1st number = repeat i.e if it was 108000 - the map/ mission should load every 1hour...

2nd number = start time i.e. if it was 18000 = the map/mission should start within 10 minutes of the game start, or repeat interval...

But i dont think it works 100%... but as i have been told 1800 ticks "roughly" equals a minute...
Cool, thanks.

I actually did some offline testing and set the timings to minutes adn sped things up! It appears to work roughly as you say... it will do for now!
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  #7  
Old 04-29-2011, 10:30 AM
mcler002 mcler002 is offline
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Location: UK
Posts: 277
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Quote:
Originally Posted by Flashman View Post
Cool, thanks.

I actually did some offline testing and set the timings to minutes adn sped things up! It appears to work roughly as you say... it will do for now!
Yea i did offline testin as well... but x16 is just not fast enough lol! only went a couple of hours in...
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