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-   -   Refuel Scripting research (http://forum.fulqrumpublishing.com/showthread.php?t=29786)

salmo 02-17-2012 04:14 AM

Quote:

Originally Posted by ATAG_Bliss (Post 391255)
The only problem I see with doing this (as the game is currently) is you're only going to refuel/re-arm while on the ground (I know that part is obvious). So you're either going to land/return to base to do it.

Since we don't have the refly button of old, the despawn scripts are used to get rid of landed planes. So the second someone comes in for a landing the timer for that plane's destruction has been started.

Without the old style system of 46 (refly button available only after bail out / landed / crashed / killed) you'll run into planes building up where ever landing zones are. This is assuming 1/2 the people actually use the refuel/rearm option where as the crash landed planes will be piling up as well.

I just don't see how this would work without a significant modification to the despawn scripts (or HINT HINT HINT - Devs make it like 46!!!)

I guess you could add the plane to a array/list of "refueling" planes & change the despawn script to exclude those planes from despawning.

41Sqn_Banks 02-17-2012 06:44 AM

Quote:

Originally Posted by hc_wolf (Post 391154)
So the call in the .cs file could be something like.


if [SpitfireMkI]
types Aircraft Stationary
class part.SpitfireMkI
type Fighter
FM FlightModels.SpitfireMkI

Pneumatics Source Engine0 Pressure 300 lbsqin PrimaryContainer 4 litre Starts Open, Full SecondaryContainer 4 litre Starts Closed, Full

or
WPF.Fuel [85%]:





I think we are getting a little closer. Any assistance on this?

The mission scripts have only limited access through a defined interface. IIRC there is only read access to these values.


In this post http://forum.1cpublishing.eu/showthr...338#post342338 is a code example that shows how to read parameters from an aircraft using the "getParameter()" function. However IIRC there is no "setParameter()" function to write a value.

Smokeynz 02-17-2012 09:53 PM

Atag my modifierd version is pretty much as main despawner, just altered when things are triggered by timers.
It will be best to post in separate thread, as there are other stuff I have learned I'd like to share.

FG28_Kodiak 02-21-2012 09:15 AM

1 Attachment(s)
As 41Sqn_Banks says there is no way to set parameters for a plane via script. So the only way to simulate RRR is to create a new plane and place the player in it.

I've made a example, it's not complete (i will never finished it, no fan of "RRR" ;)) but may be it shows the direction to go.
Code:

using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Text.RegularExpressions;
using maddox.game;
using maddox.game.world;
using maddox.GP;


public class Mission : AMission
{
    bool RRRinProgress = false;


    private AiAirport getCurrentAirfield(AiActor actor, double maxdistance)
    {
        AiAirport NearestAirfield = null;
        AiAirport[] airports = GamePlay.gpAirports();

        Point3d actorPos = actor.Pos();

        if (airports != null)
        {
            foreach (AiAirport airport in airports)
            {
                if (NearestAirfield != null)
                {
                    if (NearestAirfield != null)
                        if (NearestAirfield.Pos().distance(ref actorPos) > airport.Pos().distance(ref actorPos))
                            NearestAirfield = airport;
                }
                else NearestAirfield = airport;
            }
        }

        if (NearestAirfield.Pos().distance(ref actorPos) < maxdistance)
            return NearestAirfield;
        else
            return null;
    }


    private bool IsGrounded(AiActor actor)
    {
        if ((actor as AiAircraft).getParameter(part.ParameterTypes.Z_VelocityTAS, -1) <= 1.0)
            return true;
        else
            return false;
    }


    internal bool checkAirfield(AiActor actor, AiAirport airport, double maxdistance)
    {
        Point3d ActorPos = actor.Pos();
       
        if (airport.Pos().distance(ref ActorPos) < maxdistance)
            return true;
        else return false;
    }


    private void CountDown(string Message, string EndMessage, double seconds)
    {
        string tmpMessage = Message + " {0}";
        double count = 0.0;

        while (count < seconds)
        {
            Timeout(count++, () =>
                {
                    GamePlay.gpHUDLogCenter(null, tmpMessage, new object[] { seconds-- });
                });
        }
        Timeout(count, () =>
        {
            GamePlay.gpHUDLogCenter(null, EndMessage, null);
        });
    }

    public void SetMainMenu(Player player)
    {
        GamePlay.gpSetOrderMissionMenu(player, false, 0, new string[] { "RRR" }, new bool[] { true });
    }


    public void SetRRRMenu(Player player)
    {
        if (IsGrounded(player.Place()) && !RRRinProgress )
            GamePlay.gpSetOrderMissionMenu(player, false, 10, new string[] { "Refuel, Rearm, Repair current Plane"}, new bool[] { true });
        else
            GamePlay.gpSetOrderMissionMenu(player, false, 11, new string[] { "Not possible" }, new bool[] { false });
    }


    public override void OnOrderMissionMenuSelected(Player player, int ID, int menuItemIndex)
    {

        if (ID == 0)
        {
            if (menuItemIndex == 1)
            {
                SetRRRMenu(player);
            }
        }
        if (ID == 10)
        {
            if (menuItemIndex == 1)
            {
                changePlayerPlane(player, 10);
                SetMainMenu(player);
            }
        }
        if (ID == 11)
        { //return to main menu
            SetMainMenu(player);
        }
    }

    //not finished yet - a lot of work to do at the moment only Airgroup, AircraftType and Location is handled
    internal ISectionFile CreateNewPlaneAtAirfield(AiAirport airport, AiActor actor)
    {
        if (actor == null) return null;
        if (!(actor is AiAircraft)) return null;
       

        ISectionFile f = GamePlay.gpCreateSectionFile();
        string sect;
        string key;
        string value;

        string[] splittet = (actor as AiAircraft).AirGroup().Name().Split(':');
        string airgroupname = splittet[1];

        sect = "AirGroups";
        key = airgroupname;
        value = "";
        f.add(sect, key, value);

        sect = airgroupname;
       
        f.add(sect, "Flight0", "1");

        key = "Class";
        value = (actor as AiAircraft).InternalTypeName().Replace("bob:", "");
        f.add(sect, key, value);

        f.add(sect, "Formation", "LINEABREAST");
        f.add(sect, "CallSign", "26");
        f.add(sect, "Fuel", "100");
        f.add(sect, "Weapons", "1 1");
        f.add(sect, "SetOnPark", "1");
        f.add(sect, "Idle", "1");
        f.add(sect, "Skill", "0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3");

        sect = airgroupname + "_Way";
        key = "TAKEOFF";
        value = airport.Pos().x.ToString(System.Globalization.CultureInfo.InvariantCulture.NumberFormat) + " " + airport.Pos().y.ToString(System.Globalization.CultureInfo.InvariantCulture.NumberFormat) + "  0 0";

        f.add(sect, key, value);

        return f;
    }


    public override void OnBattleStarted()
    {
        base.OnBattleStarted();

        MissionNumberListener = -1;
    }


    private void changePlayerPlane(Player player, double seconds)
    {
        RRRinProgress = true;
        CountDown("Rearming/Refueling finished in:", "Finished", seconds);

        int newMissionNumber = GamePlay.gpNextMissionNumber();

        Timeout(seconds, () =>
            {
               
                GamePlay.gpPostMissionLoad(CreateNewPlaneAtAirfield(getCurrentAirfield(player.Place(), 700), GamePlay.gpPlayer().Place()));
               
            });

        string CurrentName = player.Place().Name();
        string[] tmpString = CurrentName.Split(':');

        string NewActorName = newMissionNumber + ":" + tmpString[1];

        Timeout(seconds+1, () =>
        {
            AiActor NewActor = GamePlay.gpActorByName(NewActorName);

            if (NewActor != null)
                player.PlaceEnter(NewActor, 0);

            AiActor OldActor = GamePlay.gpActorByName(CurrentName);
            if (OldActor != null)
                (OldActor as AiAircraft).Destroy();
           
            RRRinProgress = false;
        });
    }


    public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex)
    {
        base.OnPlaceEnter(player, actor, placeIndex);

        SetMainMenu(player);
    }
}

The script copy player plane with "CreateNewPlaneAtAirfield" (this part is not complete at the moment it only copy the Airgroup, PlaneType and uses the AirfieldLocation) after a countdown then places the player in the new one and Destroy the old one.

You can start the "RRR-Simulation" with the Mission-Menu
TAB->4


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