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| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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Thread Tools | Display Modes |
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#1
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This was an experimental thread for publishing small news and answers to common questions.
Please, don't use "Private Messages" to communicate with me. Use Send a message via email to BlackSix Last edited by BlackSix; 10-22-2012 at 08:27 AM. |
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#2
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QUESTION 1:
Does the ".cs" file have a character limit? OR Is the ".cs" file limited to so many functions or abilities? QUESTION 2: "Ghosts" or LOD dots that vanish when you get closer. Using triggers and actions and a "despawn" script seems to highley aggrevate this. Why are there "ghosts" and do you have a better example of a script to despawn aircraft. Are we creating this problem ourselves? Code:
Despawn Script
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);
}
}
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);
int iNumOfEngines = (aircraft.Group() as AiAirGroup).aircraftEnginesNum();
for (int i = 0; i < iNumOfEngines; i++)
{
aircraft.hitNamed((part.NamedDamageTypes)Enum.Parse(typeof(part.NamedDamageTypes), "Eng" + i.ToString() + "TotalFailure"));
}
/***Timeout (240, () =>
{explodeFuelTank (aircraft);}
);
* ***/
Timeout (300, () =>
{destroyPlane (aircraft);}
);
}
QUESTION 3: Which map/s can we expect to see in the sequal? Will Smolensk and Stalingrad be included? QUESTION 4: Why is there not a gladiator static object? Last edited by 5./JG27.Farber; 08-17-2012 at 01:01 PM. |
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#3
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Quote:
2) Can you show me track with the "Ghosts"? 3) No comments, waiting for the announcement 4) We'll add this plane in the next patch maybe |
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#4
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Only as a static object, right? Not flyable?
Is everything alright in Moscow Thank you!
__________________
AMD Penom ll 6x 1055T Processor 2.8 GHz // 8GB Ram // XFX Radeon HD 7870 Black Edition DD (2048 MB Memory DDR5, GPU 1055MHz) // Windows 7 Professional 64 Bit Version Saitek x52 // Saitek Throttle Quadrant // Saitek Pro Flight Rudder Pedals // Track IR 5 |
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#5
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Quote:
No news for you, sorry. |
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#6
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Thx Blacksix!
Not even any new screens from the sequel? |
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#7
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I've a lot of new screens, but I've no permission to publish them)
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#8
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Hello Black6,
Any news on progress on the AI? There are still a lot of crashings of AI, in the air and on the ground. Frustrating if you do a succesfull escort and the bombers crash during landing.
__________________
Intel i7 970 6x3.2 ASUS Sabertooth X58 ASUS GTX580 Corsair 12GB 1600 Mhz OZC SSD 120GB |
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#9
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Hello Black6!
I would like to have an update on the following topics, please: - clouds: shadows and self-shadows, reflection on water, source light influences, etc.. are you working on them, and when they will be added (back)? - Radio Comms.. any progress in this area? is some programmer assigned to and working on it, or it was postponed? - AI.. any progress in this area? is some programmer assigned to and working on it, or it was postponed? thank you! Last edited by adonys; 08-23-2012 at 12:24 PM. |
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#10
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Quote:
Quote:
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