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I am trying to run this script with reduced delays for testing purposes and it does not load any submission or prints any message at all. Please try to run it if you have time to see. Mission is attached. Code:
// v.1_17_05. script by oreva, zaltys, small_bee |
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I'm not at my desktop so I can't run your mission, but I can't see why that code wouldn't work. |
@Ataros
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switch (RandomIncident.Next(1,4)) It should look like: Code:
public override void OnTickGame() |
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Would it be hard to exclude the last mission flown from random selection for the next round? As I am getting case #3 like 4 times in a row, than case 2 2 times. It can become boring for players. (I am planning to add more various missions to it in the future.) We will test the script on Repka 2 for some time and then move it to Repka 1. Welcome to our servers! |
It's possible to avoid repeating of last mission:
Code:
public class Mission : AMission |
I use C# everyday and I can't imagine using any of the .NET stuff to code a flight sim.
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Tested offline and now put up on Repka 2 for online test. Randomization will give us possibility to add more missions and overlap them randomly in time to make the airwar environment absolutely unpredictable. I consider Repka server as a sandbox or a demo for the game-engine possibilities hoping that more people from community would be involved in mission-building and even in creation of online wars like ADW, Bellum or AFW as soon as they see how far the engine allows them to go compared to limited IL-2 COOPs or Dogfights. Unfortunately I do not have enough knowledge in C# myself. Your help is highly appreciated. Complete code as of today for Repka 2. Code:
// v.1_17_05. script by FG28_Kodiak, ZaltysZ, oreva, small_bee |
I can understand this thread just enough to get excited by the possibilities for online wars. Otherwise you guys might as well be doing voodoo for all I can tell :D
Great stuff! I may one day even move myself to borrow a C# for Dummies! |
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Well, I've been messing around with changing spawn points for a while and I've got it mostly working except for one huge problem. The new spawn points don't update until I switch teams. For example, if I'm on red team and BirthPlace_1 switches to blue, I can still spawn there until I switch to blue and then back to red. I suspect it has something to do with the first mission still running after the second one is started, or the code isn't destroying BirthPlaces properly. It destroys "AiBirthPlaces". Do players use "AiBirthPlaces", or is that only for the AI. I saw no way to get a list of player "BirthPlaces".
Here's the code and the missions attached. If anybody sees any problems with it, please tell me. The spawn points and front lines will change sixty seconds after the mission starts. Code:
using System; |
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I suspect that BirthPlace has not much to do with creating planes, except as mean for UI making decision where it should show spawn points on map. Probably, we won't be able to handle this nicely until we get access to client UI (i.e. force refresh of UI). Quote:
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