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Yes OnActorTaskComplete sometimes have strange results (not triggered correctly). Additional problem is that it's not possible to get GetWay() on a Groundgroup to work, it's always returns null. So its not possible to check which Waypoint is reached. :(. The workaround is to create a Area (TPassthrou Trigger or defined in code) and if a GroundActor reached it then destroy it.
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ah ok thats why.....
damn it, i really hope that this is possible soon but thx for your answer |
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Hey David, I've written a solution for random life on the ground but it's collecting dust at the moment as I'm buzy writing "Fighter Command" (will be uses to simulate Chain Home and Observer corps in online sessions). I call the solution "Live Map" and if you're willing to be my tester I would love to send it to you. Currently it's written for offline use but I'm gonna upgrade it for online when I see it works as expected. Are you thinking online or single player for this? LiveMap works by loading and running "sub missions" as you fly over the country side. Most actors that gets activated below will get removed after a set time (I also couldn't get any even when they reached their last waypoint) to reduce workload. There's a few exceptions to that rule. Ships and trains do not get removed as they're much more visible and you'd expect to see them lumbering along somewhere if you return to the region some time after you saw them last. The solution means you'll need to piece together those sub missions for regions you intend to fly over. It's not alot of work and you only need to do it once. The sub missions just gets thrown into a sub folder and you're good to go. Let me know if you're interested. |
hey moggel!
nice to see you on the forum as well! man i would love to be your crash test dummy! my main aim is, to make that work for a coop mission, but it would be fine for offline use as well first! regarding the submissions..... i would like to introduce some random life on ground in my mission, which generates flights out of a pool of submissions as well... my problem is mainly, that if i just put ground vehicles into my submissions, the longer the mission runs, the more vehicles will be on the ground, that in the end they are that many, that its not playable anymore because of performance decrease... have a look, this is my script.....right now, there are no moving ground object placed in the submissions, only in the main mission template, there are static objects, and a few ships(its the ACG map template).... HTML Code:
using System; |
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There's certainly room for improvement, especially in making the "life" appear more random, but my tests show they work quite fine. I don't think it's all that much code that needs to be modified to make it work on a server in the online context but I need to clean away the "dust" and get back into the code. I'll give it a look this week and send you my private e-mail so we can link up. ~S~ Mog |
that sounds great moggel!
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