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It makes life easier for new users like me. I opened original FMB 10 and 6 years ago but it looked too messed up for me then. The new one was self explanatory 95% except for rotation hot-keys, spawn-points placement, AAA placement on ships and triggers/action menu which I had to ask about in the FMB section. It may seem more difficult to original FMB users than new ones because change is difficult. Regarding issues you mentioned: - to spawn in a Spitfire as a player (not AI) just tick a "player" checkbox in its properties - to spawn any plane in a Spawn Area (which is an MP spawn only) launch mission in MP (Lobby or Server room) - to start on the ground set starting alt to zero in SpawnArea(MP) or Airgroup waypoint (SP) properties. Make sure ground start is not disabled in main game difficulty settings (!) - to make an airfield or spawn area (whatever you call base) red or blue, select "red" or "blue" in its properties - to get a Spitfire to fly to a destination place a new waypoint in that destination, edit its properties - to launch a mission click "Load" and then press "Start Battle" Sounds 100% logical and self-explanatory, doesn't it? Again the same functionality of original FMB is available in the new one without scripting. I am afraid many myths about complexity of new FMB are created by old FMB users who do not what to change 5 - 10 habits in spite of the fact that new FMB is more consistent and streamlined. As far as I can see no one who actually uses it (like ATAG guys) thinks it is more difficult than original one. The best way to learn those little differences with original FMB is to open 5 existing SP, campaign and MP missions then right-click and carefully look through properties of all placed objects. Takes 40 - 60 minutes. There are still many bugs in FMB that make creation and testing of missions very time consuming. They have to be fixed but it is a different subject. Anyway I think the main issue for mission building is a general state of the game itself as it does not give enough motivation to make missions. It will change after 1) official patch or two, 2) BoM, 3) more people fly new Il-2 compared to original. |
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I agree it is just like 46 for making a basic mission with the tools to take that to your imagination limits. |
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No ones spreading false info here, you are not reading what were saying but picking what you want to see, and are not seeing it from any other view point but your own. Some of us dont want to fly in DF servers but want to fly in CooP mode 30 - 40 mins missions structured to a specific mission parameter/s. Old CooP gives mission results pilots results and win/loose condition of the CooP when the mission is closed, none of this is present in CoD, see the pics in this thread. We know how to make missions we know how to fly the aircraft we don't have the interface to do it how we do in IL2 1946 style CooP mode, as there's no CooP mode in CoD. Please read the thread from the beginning to understand what's being said here. Im just saying no ones knocking DF servers and what they do, its just we need a proper CooP interface. Thanks. |
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But again, maybe I don't understand the point. Cheers, Insuber |
What am I missing here? COOP is a mode where you build a mission and play the AI? One side is all human the other is the AI and they carry out a mission that happened in the past? Is that right? To me COOP is what ATAG server does. Problem is not everyone cares what you want to accomplish. There are those that want to complete the objective and others that are looking to disrupt my goal so it requires an amount of sneakiness and planning to avoid them. I have had very few DF's in the last several hours on ATAG. Depends on what you are looking for. If you want a fight you can sure get into one. If you want coop it's there to. The situation changes very often from one hour to the next. Depends on what is complete and what is left. Who on the other side is flying and how many. Lots of dynamics that require your team to coordinate and think about what you are doing.
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Then you complain that you don't have the same interface as 46. I think Oleg brought this up years ago, stating that there won't be different modes, but one on-going mode you can do w/e you want with. As I've already stated, someone will make a program that will give you all the on screen chat / AAR type stuff you want, like an old IL2 COOP. But my point is, you can have the same "FLYING EXPERIENCE" by doing exactly what I said with regards to your missions. Sure you won't have the 46 style AAR but you can all fly together towards your common goal at the same time quite easily with what is available atm. Didn't someone release a COOP script anyhow? Has anyone used it? |
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Here is the coop link, I'm sure many already know its existence just posting for those who are unaware...would like to hear from any who are using it.
http://code.google.com/p/il2coop/downloads/list |
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Ok
I'm outta here its like banging my head against a brick wall. http://forum.1cpublishing.eu/showpos...9&postcount=24 CoD will go nowhere if it don't evolve the multiplayer from just dogfight. http://forum.1cpublishing.eu/showthread.php?t=27934 http://forum.1cpublishing.eu/showpos...2&postcount=35 Quote:
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Online at the moment in my experience is not "airquake". It is objective absed gameplay. Sure, some people will head straight to airbases and try to ogfight, but that isn't the point of the best multiplayer servers. If you mean you only want to fight AI I am sure that everyone could stack one team and AI flights would still be generated (like bombers to intercept) but someone with mission making knowledge would need to tell you if that is the case. |
ElJoven...
From: ElJoven,
"So, time to get down to the point. Nobody I play sims with finds IL-2 Cliffs of Dover worth their time. The single player is bland. The multi player is worse. There's no dynamic campaign and the development teams refusal to compensate for the fact that this is a sim played on a computer monitor leads to unrealistic engagements. So, the game needs to be fixed. So far nobody I've spoken to is impressed with the direction IL-2 is headed and a few have already taken a 'won't get fooled again' stance when it comes to the Moscow expansion coming out. If you want us back, you need to make this a better game." You have to know the patch could come out any time now, whats your point. It sounds like you and nobody you know all dont fly the sim. Let me tell you, if you have not found the genius in what CoD is at the moment regardless of bugs etc, you will never be satisfied IMHO...no patch will remake the sim in your image. Blanket statements regarding the purchase of future il2 expansions are ludicris if you allready cant find any positive in the ww2 cfs we have at hand. Jiminy creepers dude, at least find a plane you like and then post improvements that are needed after you have flown the crap out of it, untill then I find no credibility in these type of posts(thats right we have all read this same stuff over and over if you allready dont know) Oh and if your friends dont know allready it takes a good year or more before any ww2 cfs gets better. rant over, now I can go to lunch:) |
Ok, One last time then im giving up...
We dont want a DF server, we want a working COOP GUI that lets us fly and host COOPs....no wait...we want both, we want DF servers for when we want to fly respawn DFs like ATAG, but we also want COOPs for when we want to fly a COOP. We want a simple easy to use GUI that lets us gather in a lobby collect willing players and then launch the mission, we all read the brief then we all pick our side,planes and load out, then when everyone is ready the host starts the mission with a simple click. Then when everyone is finished or the mission is won or lost, the host ends the again with a click and we all see the scores and who did what to whom and where, then the stats can be collected and used in a online war like VEF or used for sqds to use, then if we want the host can load another mission or the same mission with a click and off we go again with all the players still here and no waiting around. Why is it hard for people to understand that's what we want? All this was easy and simple in IL2 46 and we want the same for CLOD with all its bells and whistles to make it even better. We want both, more options means more players playing CLOD everyone wins. Why would you not want more options for CLOD? If Luthier tomorrow added this to CLOD what would be the problem? |
[QUOTE=furbs;403076]Ok, One last time then im giving up...
We dont want a DF server, we want a working COOP GUI that lets us fly and host COOPs....no wait...we want both, we want DF servers for when we want to fly respawn DFs like ATAG, but we also want COOPs for when we want to fly a COOP. We want a simple easy to use GUI that lets us gather in a lobby collect willing players and then launch the mission, we all read the brief then we all pick our side,planes and load out, then when everyone is ready the host starts the mission with a simple click. Then when everyone is finished or the mission is won or lost, the host ends the again with a click and we all see the scores and who did what to whom and where, then the stats can be collected and used in a online war like VEF or used for sqds to use, then if we want the host can load another mission or the same mission with a click and off we go again with all the players still here and no waiting around. Why is it hard for people to understand that's what we want? All this was easy and simple in IL2 46 and we want the same for CLOD with all its bells and whistles to make it even better. We want both, more options means more players playing CLOD everyone wins. Why would you not want more options for CLOD? If Luthier tomorrow added this to CLOD what would be the problem?[/QUOTE] No one here is against that, I hope you get it...I think you may already have it, just not as easy to implement as in the old game. |
What some people dont seem to understand is:
There are no Dogfight-Servers anymore!!! Nada! a thing of the past! gone with the wind! There are only online-server for CoD, where everything happens as the mission designer wants it. Keeping talking about "Coop" - and "Dogfight" -Servers gives the impression of being rooted in the past and to be unwilling to cope wth the new reality. That is my opinion. |
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If that's true Robtek then its a sad day, and CLOD and what ever comes after will be worse off for it.
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hello furbs
perhaps you can make a video from the beginning when you fly coop with friends in il2 1946 with then gui and so on? and with the end where the points stats are? Okay ebnglish is not my language and its hard for me to imagine what your problem is with the coops? |
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I think that's a directly related result of people not being able to fly...Once the patch, PC upgrades, new coop designers etc. kick in, there will be much more servers for that type of flying. |
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It would be great if we could have it all.. As in all the OLD features with the NEW features.. But sometimes you have to give up the OLD to get the NEW.. To make an analogy.. Take Microsoft OS.. Some old DOS and early windows 3.11 apps will NOT run on the Win7 OS.. Why? Because to provides us with the NEW features they had to stop supporting the OLD. Life is funny like that |
It's funny that 1C is making this a tank sim to try to attract more players and generate more money for the sim to evolve. You would think that they would want to attract the thousands of players from the old IL-2 that are staying away from COD until they can fly with their squads in a "user friendly" co-op environment. The defenders of the current system IMO are just defending it because Luthier said he isn't going to change it and they know it's a big enough issue to keep flyers away from it. They are making seem like it's "better" and really not a big deal but are not helping the sim survive by alienating players that want to fly co-op in a way that is more user friendly.
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The stats were created at the end of a mission in a file that held all the info, that file could be uploaded to a website that then could be viewed by all the pilots that took part. In VEF online war the stats would be added after each mission and your pilot history would be kept up to date with kills, deaths, missions, ground kills and time flown. you really wanted to keep your pilot alive and keep and it made you fly much more like real life. |
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We want is the Il2COOP GUI with CLODs bells and whistles. |
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Than someone wrote the script that allowed coops.. Now the argument is MORE FRIENDLY coops.. Which only proves to me that if 1C did include a coop like menu 'someone' would still find issues with it Quote:
How do I know it is not true? Easy, note you did NOT provide a quote of ANYONE of the so called/labeled 'you guys' protesting 1C making it more user friendly. The only thing the so called/labeled 'you guys' did is point out that 'thing change' What use to be one of two options (DF or COOP) is now one (MISSION). The funny part about all this is how 'YOUR GUYS' totally.. and I mean TOTALLY ignore all the POSITIVES that come with the new CoD missions.. YOUR GUYS want to focus on the NEGATIVE.. Which falls in line with the goal of many guys posting in this thread that are just looking for something to complain about. That is to say they really don't care about DF vs COOP, they just love the opportunity to talk ill of CoD |
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P.S If luthier is serious about "crushing" the competition he'd better start making user friendly interfaces because the competition has thousands of online players and they're all used to click on the single "instant battle" button. Free advice for you luthier, "instant action" = instant cash. |
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Than someone wrote the script that allowed coops.. Now the argument is PROPER coops.. Which only proves to me that if 1C did include a coop like menu 'someone' would still find issues with it But to answer your question, I would welcome it and love it if they could provide both the old DF/COOP along with the new MISSION methods.. But not if it meant we had to give up some of the new features the new MISSION methods provide.. Why? Well because I like the idea of having more immersive missions to play.. I am one that welcomes advancements and not stuck in one way of doing things |
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We want the ease of use of the GUI menus with the triggers and fancy stuff of CLOD. |
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I can assure you, every programmer is happy if he doesn't need to parse the predefined log file but is able to create his own, with his own content and format. That makes the parsing much more easy. Writing the log really is the easiest part of it. Problem is that there are to few people that get creative and produce "customer created content" for the sim. People are spoilt and spent more time complaining in the forum instead of getting creative and finds ways to work around the issues and enjoy the good parts. |
I dont get it, are people saying we shouldn't be asking for useful features that would help CLOD be more popular?
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No, we should ask. But then we have to go on and use what we got so far. You want and online war that features a cooperative gameplay style and statics? Go for it and create one. There are so many ways to cope with the missing coop interface or missing statistics. Just do it.
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Inspiring! :-P...I guess just jump in, get your feet wet and do it. It's not like a person would need to make more than one of them, to meet his needs for many years of use. |
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First and foremost, they need to redue the graphics engine then we can get to cool coop gui but Im not sure we need Hyperlobby anymore(I liked it too but why load up somthing CoD allready does..but it might help get the old il2 guys back)
The scoring system, now we need to be able to work with that as well, the old il2 scoring system was much better for full real servers and was condusive to realistic sim play>> 100 points for a kill if you made it home safe--10 points if not--pilots and planes for victory conditions. |
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Sorry banks but i just dont have the skills, wish i did. |
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As you can clearly see, it practically writes itself! Not sure why this would discourage any newcomers to the COD family. #region Settings private int missionPendingTime = 5; private int missionCycleTime = 15; private int missionDuration = 60; private bool forceRandom = false; /// <summary> /// The names of the players that have hosting permissions. /// </summary> /// <remarks> /// Add the names of the player that have admin rights. /// </remarks> private List<string> hostPlayers = new List<string> { //"41Sqn_Skipper", }; /// <summary> /// The sub folder that contains the available missions. /// </summary> /// <remarks> /// The folder must be below "C:\Users\*username*\Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions". /// </remarks> /// <example> /// Set "" to make all missions available. /// </example> private const string missionsSubFolder = @""; // e.g. "\Custom\Server\Kanalkampf" /// <summary> /// The name of the map of the lobby mission. /// </summary> /// <remarks> /// Only missions that stage on the same map can be loaded from the lobby mission. /// </remarks> private string mapName = "Land$English_Channel_1940"; #endregion /// <summary> /// The ids of the different OrderMissionMenus. /// </summary> private enum MainMenuID { HostMainMenu, ClientMainMenu, OpenMissionMenu, CloseMissionMenu, StartMissionMenu, SelectMissionMenu, SelectAircraftMenu, PlayerMenu, } private class CoopMission { public enum MissionState { None, Pending, Running, Finished, } public CoopMission(string missionFileName) { this.MissionFileName = missionFileName; this.State = MissionState.None; } public MissionState State { get; set; } public int MissionNumber { get; set; } public string MissionFileName { get; set; } public string DisplayName { get { if (State == MissionState.None) { return createMissionFileDisplayName(this.MissionFileName) ; } else { return createMissionFileDisplayName(this.MissionFileName) + " (" + State.ToString() + ")"; } } } public List<string> ForcedIdleAirGroups { get { return this.forcedIdleAirGroups; } } private List<string> forcedIdleAirGroups = new List<string>(); public Dictionary<string, Player> AircraftPlaceSelections { get { return this.aircraftPlaceSelections; } } Dictionary<string, Player> aircraftPlaceSelections = new Dictionary<string, Player>(); public List<AiActor> AiActors { get { return this.aiActors; } } List<AiActor> aiActors = new List<AiActor>(); } private Random rand = new Random(); private List<CoopMission> missions = new List<CoopMission>(); private Dictionary<Player, CoopMission> missionSelections = new Dictionary<Player, CoopMission>(); private Dictionary<Player, int> menuOffsets = new Dictionary<Player, int>(); private static string createMissionFileDisplayName(string missionFileName) { return missionFileName.Replace(Environment.GetFolderPath( Environment.SpecialFolder.MyDocuments) + @"\1C SoftClub\il-2 sturmovik cliffs of dover\missions" + missionsSubFolder, ""); } private List<string> getMissionFileNames() { string missionsFolderPath = Environment.GetFolderPath(Environment.SpecialFolde r.MyDocuments) + @"\1C SoftClub\il-2 sturmovik cliffs of dover\missions" + missionsSubFolder; string[] tempMissionFileNames = Directory.GetFiles(missionsFolderPath, "*.mis", SearchOption.AllDirectories); List<string> missionFileNames = new List<string>(); foreach (string tempMissionFileName in tempMissionFileNames) { if (tempMissionFileName.EndsWith(".mis")) { ISectionFile tempMissionFile = GamePlay.gpLoadSectionFile(tempMissionFileName); if (tempMissionFile.get("MAIN", "MAP") == mapName) { missionFileNames.Add(tempMissionFileName); } } } return missionFileNames; } private List<string> getAircraftPlaceDisplayNames(Player player) { List<string> aircraftPlaceDisplayNames = new List<string>(); if(missionSelections.ContainsKey(player)) { CoopMission mission = missionSelections[player]; if (mission.State == CoopMission.MissionState.Pending) { ISectionFile selectedMissionFile = GamePlay.gpLoadSectionFile(mission.MissionFileName ); for (int airGroupIndex = 0; airGroupIndex < selectedMissionFile.lines("AirGroups"); airGroupIndex++) { string key; string value; selectedMissionFile.get("AirGroups", airGroupIndex, out key, out value); string aircraftType = selectedMissionFile.get(key, "Class"); // Remove the flight mask string airGroupName = key.Substring(0, key.Length - 1); for (int flightIndex = 0; flightIndex < 4; flightIndex++) { if (selectedMissionFile.exist(key, "Flight" + flightIndex.ToString(System.Globalization.CultureI nfo.InvariantCulture.NumberFormat))) { string acNumberLine = selectedMissionFile.get(key, "Flight" + flightIndex.ToString(System.Globalization.CultureI nfo.InvariantCulture.NumberFormat)); string[] acNumberList = acNumberLine.Split(new char[] { ' ' }); if (acNumberList != null && acNumberList.Length > 0) { for (int aircraftIndex = 0; aircraftIndex < acNumberList.Length; aircraftIndex++) { string aircraft = airGroupName + flightIndex.ToString(System.Globalization.CultureI nfo.InvariantCulture.NumberFormat) + aircraftIndex.ToString(System.Globalization.Cultur eInfo.InvariantCulture.NumberFormat); if (getPlaces(aircraftType) != null) { int placeIndex = 0; foreach (string place in getPlaces(aircraftType)) { string aircraftPlaceDisplayName = key + " " + aircraftType + " " + place; placeIndex++; aircraftPlaceDisplayNames.Add(aircraftPlaceDisplay Name); } } } } } } } } else if (mission.State == CoopMission.MissionState.Running) { if (GamePlay.gpArmies() != null && GamePlay.gpArmies().Length > 0) { foreach (int armyIndex in GamePlay.gpArmies()) { if (GamePlay.gpAirGroups(armyIndex) != null && GamePlay.gpAirGroups(armyIndex).Length > 0) { foreach (AiAirGroup airGroup in GamePlay.gpAirGroups(armyIndex)) { if (airGroup.Name().StartsWith(mission.MissionNumber + ":")) { if (airGroup.GetItems() != null && airGroup.GetItems().Length > 0) { foreach (AiActor actor in airGroup.GetItems()) { if (actor is AiAircraft) { AiAircraft aircraft = actor as AiAircraft; if (aircraft.Places() > 0) { for (int placeIndex = 0; placeIndex < aircraft.Places(); placeIndex++) { if (aircraft.ExistCabin(placeIndex)) { string aircraftPlaceDisplayName = airGroup.Name().Replace(mission.MissionNumber + ":", "") + " " + aircraft.InternalTypeName() + " " + aircraft.CrewFunctionPlace(placeIndex).ToString(); aircraftPlaceDisplayNames.Add(aircraftPlaceDisplay Name); } } } } } } } } } } } } } return aircraftPlaceDisplayNames; } private string getAircraftPlaceDisplayName(Player player, string aircraftPlace) { if (missionSelections.ContainsKey(player)) { CoopMission mission = missionSelections[player]; if (mission.State == CoopMission.MissionState.Pending) { ISectionFile selectedMissionFile = GamePlay.gpLoadSectionFile(mission.MissionFileName ); for (int airGroupIndex = 0; airGroupIndex < selectedMissionFile.lines("AirGroups"); airGroupIndex++) { string key; string value; selectedMissionFile.get("AirGroups", airGroupIndex, out key, out value); string aircraftType = selectedMissionFile.get(key, "Class"); // Remove the flight mask string airGroupName = key.Substring(0, key.Length - 1); for (int flightIndex = 0; flightIndex < 4; flightIndex++) { if (selectedMissionFile.exist(key, "Flight" + flightIndex.ToString(System.Globalization.CultureI nfo.InvariantCulture.NumberFormat))) { string acNumberLine = selectedMissionFile.get(key, "Flight" + flightIndex.ToString(System.Globalization.CultureI nfo.InvariantCulture.NumberFormat)); string[] acNumberList = acNumberLine.Split(new char[] { ' ' }); if (acNumberList != null && acNumberList.Length > 0) { for (int aircraftIndex = 0; aircraftIndex < acNumberList.Length; aircraftIndex++) { string aircraft = airGroupName + flightIndex.ToString(System.Globalization.CultureI nfo.InvariantCulture.NumberFormat) + aircraftIndex.ToString(System.Globalization.Cultur eInfo.InvariantCulture.NumberFormat); if (getPlaces(aircraftType) != null) { uint placeIndex = 0; foreach (string place in getPlaces(aircraftType)) { if (aircraftPlace == aircraft + "@" + placeIndex) { return key + " " + aircraftType + " " + place; } placeIndex++; } } } } } } } } else if (mission.State == CoopMission.MissionState.Running) { if (GamePlay.gpArmies() != null && GamePlay.gpArmies().Length > 0) { foreach (int armyIndex in GamePlay.gpArmies()) { if (GamePlay.gpAirGroups(armyIndex) != null && GamePlay.gpAirGroups(armyIndex).Length > 0) { foreach (AiAirGroup airGroup in GamePlay.gpAirGroups(armyIndex)) { if (airGroup.Name().StartsWith(mission.MissionNumber + ":")) { if (airGroup.GetItems() != null && airGroup.GetItems().Length > 0) { foreach (AiActor actor in airGroup.GetItems()) { if (actor is AiAircraft) { AiAircraft aircraft = actor as AiAircraft; if (aircraft.Places() > 0) { for (int placeIndex = 0; placeIndex < aircraft.Places(); placeIndex++) { if (aircraft.ExistCabin(placeIndex)) { if (aircraftPlace == aircraft.Name().Replace(mission.MissionNumber + ":", "") + "@" + placeIndex) { return airGroup.Name().Replace(mission.MissionNumber + ":", "") + " " + aircraft.InternalTypeName().Replace("bob:", "") + " " + aircraft.CrewFunctionPlace(placeIndex).ToString(); } } } } } } } } } } } } } } return ""; } private List<string> getAircraftPlaces(Player player) { List<string> aircraftPlaces = new List<string>(); if (missionSelections.ContainsKey(player)) { CoopMission mission = missionSelections[player]; if (mission.State == CoopMission.MissionState.Pending) { ISectionFile selectedMissionFile = GamePlay.gpLoadSectionFile(mission.MissionFileName ); for (int airGroupIndex = 0; airGroupIndex < selectedMissionFile.lines("AirGroups"); airGroupIndex++) { string key; string value; selectedMissionFile.get("AirGroups", airGroupIndex, out key, out value); string aircraftType = selectedMissionFile.get(key, "Class"); // Remove the flight mask string airGroupName = key.Substring(0, key.Length - 1); for (int flightIndex = 0; flightIndex < 4; flightIndex++) { if (selectedMissionFile.exist(key, "Flight" + flightIndex.ToString(System.Globalization.CultureI nfo.InvariantCulture.NumberFormat))) { string acNumberLine = selectedMissionFile.get(key, "Flight" + flightIndex.ToString(System.Globalization.CultureI nfo.InvariantCulture.NumberFormat)); string[] acNumberList = acNumberLine.Split(new char[] { ' ' }); if (acNumberList != null && acNumberList.Length > 0) { for (int aircraftIndex = 0; aircraftIndex < acNumberList.Length; aircraftIndex++) { string aircraft = airGroupName + flightIndex.ToString(System.Globalization.CultureI nfo.InvariantCulture.NumberFormat) + aircraftIndex.ToString(System.Globalization.Cultur eInfo.InvariantCulture.NumberFormat); if (getPlaces(aircraftType) != null) { uint placeIndex = 0; foreach (string place in getPlaces(aircraftType)) { string aircraftPlace = aircraft + "@" + placeIndex; placeIndex++; aircraftPlaces.Add(aircraftPlace); } } } } } } } } else if (mission.State == CoopMission.MissionState.Running) { if (GamePlay.gpArmies() != null && GamePlay.gpArmies().Length > 0) { foreach (int armyIndex in GamePlay.gpArmies()) { if (GamePlay.gpAirGroups(armyIndex) != null && GamePlay.gpAirGroups(armyIndex).Length > 0) { foreach (AiAirGroup airGroup in GamePlay.gpAirGroups(armyIndex)) { if (airGroup.Name().StartsWith(mission.MissionNumber + ":")) { if (airGroup.GetItems() != null && airGroup.GetItems().Length > 0) { foreach (AiActor actor in airGroup.GetItems()) { if (actor is AiAircraft) { AiAircraft aircraft = actor as AiAircraft; if (aircraft.Places() > 0) { for (int placeIndex = 0; placeIndex < aircraft.Places(); placeIndex++) { if (aircraft.ExistCabin(placeIndex)) { string aircraftPlace = aircraft.Name().Replace(mission.MissionNumber + ":", "") + "@" + placeIndex; aircraftPlaces.Add(aircraftPlace); } } } } } } } } } } } } } return aircraftPlaces; } public override void OnBattleStarted() { base.OnBattleStarted(); MissionNumberListener = -1; if (GamePlay.gpIsServerDedicated() == true || forceRandom == true) { openRandomMission(); } } private void openRandomMission() { List<string> missionFileNames = getMissionFileNames(); int missionFileIndex = rand.Next(0, missionFileNames.Count); string missionFileName = missionFileNames[missionFileIndex]; CoopMission coopMission = new CoopMission(missionFileName); missions.Add(coopMission); openMission(coopMission); List<Player> players = new List<Player>(); if (GamePlay.gpPlayer() != null) { players.Add(GamePlay.gpPlayer()); } if (GamePlay.gpRemotePlayers() != null && GamePlay.gpRemotePlayers().Length > 0) { players.AddRange(GamePlay.gpRemotePlayers()); } GamePlay.gpLogServer(players.ToArray(), "New random mission.", null); Timeout((missionPendingTime * 60), () => { startMission(coopMission); }); Timeout((missionDuration * 60), () => { closeMission(coopMission); }); Timeout((missionCycleTime * 60), () => { openRandomMission(); }); } public override void OnActorCreated(int missionNumber, string shortName, AiActor actor) { base.OnActorCreated(missionNumber, shortName, actor); foreach (CoopMission mission in missions) { if (mission.MissionNumber == missionNumber) { foreach (string aircraftSelection in mission.AircraftPlaceSelections.Keys) { string aircraftName = aircraftSelection.Remove(aircraftSelection.IndexOf ("@"), aircraftSelection.Length - aircraftSelection.IndexOf("@")); if (missionNumber.ToString(System.Globalization.Cultu reInfo.InvariantCulture.NumberFormat) + ":" + aircraftName == actor.Name()) { Timeout(3.0, () => { placePlayer(mission.AircraftPlaceSelections[aircraftSelection]); }); } } mission.AiActors.Add(actor); } } } public override void OnOrderMissionMenuSelected(Player player, int ID, int menuItemIndex) { if (ID == (int)MainMenuID.HostMainMenu) { if (menuItemIndex == 1) { setOpenMissionMenu(player); } if (menuItemIndex == 2) { setCloseMissionMenu(player); } else if (menuItemIndex == 3) { setStartMissionMenu(player); } if (menuItemIndex == 4) { setSelectMissionMenu(player); } if (menuItemIndex == 5) { setSelectAircraftMenu(player); } else if (menuItemIndex == 6) { setPlayerMenu(player); } } else if (ID == (int)MainMenuID.ClientMainMenu) { if (menuItemIndex == 1) { setSelectMissionMenu(player); } if (menuItemIndex == 2) { setSelectAircraftMenu(player); } else if (menuItemIndex == 3) { setPlayerMenu(player); } } else if (ID == (int)MainMenuID.SelectMissionMenu) { if (menuItemIndex == 0) { setMainMenu(player); } else { if (menuItemIndex == 8) { menuOffsets[player] = menuOffsets[player] - 1; setSelectMissionMenu(player); } else if (menuItemIndex == 9) { menuOffsets[player] = menuOffsets[player] + 1; setSelectMissionMenu(player); } else { if (menuItemIndex - 1 + (menuOffsets[player] * 7) < missions.Count) { CoopMission mission = missions[menuItemIndex - 1 + (menuOffsets[player] * 7)]; missionSelections[player] = mission; setMainMenu(player); } else { // No handling needed as menu item is not displayed. } } } } else if (ID == (int)MainMenuID.SelectAircraftMenu) { if (menuItemIndex == 0) { setMainMenu(player); } else { if (menuItemIndex == 8) { menuOffsets[player] = menuOffsets[player] - 1; setSelectAircraftMenu(player); } else if (menuItemIndex == 9) { menuOffsets[player] = menuOffsets[player] + 1; setSelectAircraftMenu(player); } else { if (menuItemIndex - 1 + (menuOffsets[player] * 7) < getAircraftPlaces(player).Count) { if(missionSelections.ContainsKey(player)) { CoopMission mission = missionSelections[player]; List<string> aircraftPlaces = getAircraftPlaces(player); List<string> aircraftPlaceDisplayNames = getAircraftPlaceDisplayNames(player); if (!mission.AircraftPlaceSelections.ContainsKey(airc raftPlaces[menuItemIndex - 1 + (menuOffsets[player] * 7)])) { foreach(string aircraftPlace in mission.AircraftPlaceSelections.Keys) { if(mission.AircraftPlaceSelections[aircraftPlace] == player) { mission.AircraftPlaceSelections.Remove(aircraftPla ce); break; } } mission.AircraftPlaceSelections[aircraftPlaces[menuItemIndex - 1 + (menuOffsets[player] * 7)]] = player; placePlayer(player); GamePlay.gpLogServer(new Player[] { player }, "Aircraft selected: " + aircraftPlaceDisplayNames[menuItemIndex - 1 + (menuOffsets[player] * 7)], null); setMainMenu(player); } else { GamePlay.gpLogServer(new Player[] { player }, "Aircraft is already occupied.", null); setSelectAircraftMenu(player); } } else { // No handling needed as menu item is not displayed. } } else { // No handling needed as menu item is not displayed. } } } } else if (ID == (int)MainMenuID.PlayerMenu) { if (menuItemIndex == 0) { setMainMenu(player); } else { if (menuItemIndex == 8) { menuOffsets[player] = menuOffsets[player] - 1; setPlayerMenu(player); } else if (menuItemIndex == 9) { menuOffsets[player] = menuOffsets[player] + 1; setPlayerMenu(player); } else { setPlayerMenu(player); } } } else if (ID == (int)MainMenuID.OpenMissionMenu) { if (menuItemIndex == 0) { setMainMenu(player); } else { if (menuItemIndex == 8) { menuOffsets[player] = menuOffsets[player] - 1; setOpenMissionMenu(player); } else if (menuItemIndex == 9) { menuOffsets[player] = menuOffsets[player] + 1; setOpenMissionMenu(player); } else { List<string> missionFileNames = getMissionFileNames(); if (menuItemIndex - 1 + (menuOffsets[player] * 7) < missionFileNames.Count) { string missionFileName = missionFileNames[menuItemIndex - 1 + (menuOffsets[player] * 7)]; CoopMission mission = new CoopMission(missionFileName); missions.Add(mission); openMission(mission); GamePlay.gpLogServer(new Player[] { player }, "Mission pending: " + mission.DisplayName, null); setMainMenu(player); } else { // No handling needed as menu item is not displayed. } } } } else if (ID == (int)MainMenuID.CloseMissionMenu) { if (menuItemIndex == 0) { setMainMenu(player); } else { if (menuItemIndex == 8) { menuOffsets[player] = menuOffsets[player] - 1; setCloseMissionMenu(player); } else if (menuItemIndex == 9) { menuOffsets[player] = menuOffsets[player] + 1; setCloseMissionMenu(player); } else { if (menuItemIndex - 1 + (menuOffsets[player] * 7) < missions.Count) { CoopMission mission = missions[menuItemIndex - 1 + (menuOffsets[player] * 7)]; closeMission(mission); GamePlay.gpLogServer(new Player[] { player }, "Mission closed: " + mission.DisplayName, null); setMainMenu(player); } else { // No handling needed as menu item is not displayed. } } } } else if (ID == (int)MainMenuID.StartMissionMenu) { if (menuItemIndex == 0) { setMainMenu(player); } else { if (menuItemIndex == 8) { menuOffsets[player] = menuOffsets[player] - 1; setStartMissionMenu(player); } else if (menuItemIndex == 9) { menuOffsets[player] = menuOffsets[player] + 1; setStartMissionMenu(player); } else { if (menuItemIndex - 1 + (menuOffsets[player] * 7) < missions.Count) { CoopMission mission = missions[menuItemIndex - 1 + (menuOffsets[player] * 7)]; startMission(mission); GamePlay.gpLogServer(new Player[] { player }, "Mission started: " + mission.DisplayName, null); setMainMenu(player); } else { // No handling needed as menu item is not displayed. } } } } } public override void OnPlayerDisconnected(Player player, string diagnostic) { base.OnPlayerDisconnected(player, diagnostic); if (missionSelections.ContainsKey(player)) { foreach (string aircraftSelection in missionSelections[player].AircraftPlaceSelections.Keys) { if (missionSelections[player].AircraftPlaceSelections[aircraftSelection] == player) { missionSelections[player].AircraftPlaceSelections.Remove(aircraftSelection) ; break; } } } missionSelections.Remove(player); } public override void OnPlayerArmy(Player player, int army) { base.OnPlayerArmy(player, army); assignToLobbyAircraft(player); } public override void OnActorDestroyed(int missionNumber, string shortName, AiActor actor) { base.OnActorDestroyed(missionNumber, shortName, actor); assignPlayersOfActorToLobbyAircraft(actor); } public override void OnPlaceEnter(Player player, AiActor actor, int placeIndex) { base.OnPlaceEnter(player, actor, placeIndex); setMainMenu(player); } /// <summary> /// Assigns all players that occupy a place of the actor to one of the lobby aircrafts. /// </summary> /// <param name="actor">The actor that might be occupied by players.</param> private void assignPlayersOfActorToLobbyAircraft(AiActor actor) { if (actor is AiAircraft) { AiAircraft aircraft = actor as AiAircraft; for (int placeIndex = 0; placeIndex < aircraft.Places(); placeIndex++) { if (aircraft.Player(placeIndex) != null) { Player player = aircraft.Player(placeIndex); assignToLobbyAircraft(player); } } } } /// <summary> /// Assigns a player to an unoccupied place in one of the lobby aircrafts. /// </summary> /// <param name="player">The player that is assigned to a lobby aircraft.</param> private void assignToLobbyAircraft(Player player) { if (GamePlay.gpAirGroups(player.Army()) != null && GamePlay.gpAirGroups(player.Army()).Length > 0) { foreach (AiAirGroup airGroup in GamePlay.gpAirGroups(player.Army())) { // Lobby aircrafts always have the mission index 0. if (airGroup.Name().StartsWith("0:")) { if (airGroup.GetItems() != null && airGroup.GetItems().Length > 0) { foreach (AiActor actor in airGroup.GetItems()) { if (actor is AiAircraft) { AiAircraft aircraft = actor as AiAircraft; for (int placeIndex = 0; placeIndex < aircraft.Places(); placeIndex++) { if (aircraft.Player(placeIndex) == null) { player.PlaceEnter(aircraft, placeIndex); // Place found. return; } } } } } } } } else { GamePlay.gpLogServer(new Player[] { player }, "No unoccupied place available in the lobby aircrafts.", null); } } /// <summary> /// Sets the main menu for a player. /// </summary> /// <param name="player">The player that gets the main menu set.</param> private void setMainMenu(Player player) { menuOffsets[player] = 0; string aircraftPlaceDisplyName = "None"; if ((GamePlay.gpPlayer() != null && player == GamePlay.gpPlayer()) || (player.Name() != null && player.Name() != "" && hostPlayers.Contains(player.Name()))) { // Set host menu. string[] entry = new string[] { "", "", "", "", "", "" }; bool[] hasSubEntry = new bool[] { true, true, true, true, true, true }; entry[0] = "Open Mission"; entry[1] = "Close Mission"; entry[2] = "Start Mission"; if(!missionSelections.ContainsKey(player)) { entry[3] = "Select Mission (Selected Mission: None)"; } else { CoopMission mission = missionSelections[player]; foreach (string aircraftPlace in missionSelections[player].AircraftPlaceSelections.Keys) { if (missionSelections[player].AircraftPlaceSelections[aircraftPlace] == player) { aircraftPlaceDisplyName = getAircraftPlaceDisplayName(player, aircraftPlace); break; } } entry[3] = "Select Mission (Selected Mission: " + mission.DisplayName + ")"; entry[4] = "Select Aircraft (Selected Aircraft: " + aircraftPlaceDisplyName + ")"; entry[5] = "Players"; } GamePlay.gpSetOrderMissionMenu(player, false, (int)MainMenuID.HostMainMenu, entry, hasSubEntry); } else { // Set client menu. string[] entry = new string[] { "", "", "" }; bool[] hasSubEntry = new bool[] { true, true, true }; if (!missionSelections.ContainsKey(player)) { entry[0] = "Select Mission (Selected Mission: None)"; } else { CoopMission mission = missionSelections[player]; foreach (string aircraftPlace in mission.AircraftPlaceSelections.Keys) { if (missionSelections[player].AircraftPlaceSelections[aircraftPlace] == player) { aircraftPlaceDisplyName = getAircraftPlaceDisplayName(player, aircraftPlace); break; } } entry[0] = "Select Mission (Selected Mission: " + mission.DisplayName + ")"; entry[1] = "Select Aircraft (Selected Aircraft: " + aircraftPlaceDisplyName + ")"; entry[2] = "Players"; } GamePlay.gpSetOrderMissionMenu(player, false, (int)MainMenuID.ClientMainMenu, entry, hasSubEntry); } } private void setSelectMissionMenu(Player player) { if (menuOffsets[player] < 0) { menuOffsets[player] = (int)missions.Count / 7; } else if ((menuOffsets[player] * 7) > missions.Count) { menuOffsets[player] = 0; } int entryCount = 9; string[] entry = new string[entryCount]; bool[] hasSubEntry = new bool[entryCount]; for (int entryIndex = 0; entryIndex < entryCount; entryIndex++) { if (entryIndex == entryCount - 2) { entry[entryIndex] = "Page up"; hasSubEntry[entryIndex] = true; } else if (entryIndex == entryCount - 1) { entry[entryIndex] = "Page down"; hasSubEntry[entryIndex] = true; } else { if (entryIndex + (menuOffsets[player] * 7) < missions.Count) { entry[entryIndex] = createMissionFileDisplayName(missions[entryIndex + (menuOffsets[player] * 7)].DisplayName); hasSubEntry[entryIndex] = true; } else { entry[entryIndex] = ""; hasSubEntry[entryIndex] = true; } } } GamePlay.gpSetOrderMissionMenu(player, true, (int)MainMenuID.SelectMissionMenu, entry, hasSubEntry); } private void setSelectAircraftMenu(Player player) { int entryCount = 9; string[] entry = new string[entryCount]; bool[] hasSubEntry = new bool[entryCount]; if (missionSelections.ContainsKey(player)) { CoopMission mission = missionSelections[player]; List<string> aircraftPlaceDisplayNames = getAircraftPlaceDisplayNames(player); List<string> aircraftPlaces = getAircraftPlaces(player); if (menuOffsets[player] < 0) { menuOffsets[player] = (int)aircraftPlaceDisplayNames.Count / 7; } else if ((menuOffsets[player] * 7) > aircraftPlaceDisplayNames.Count) { menuOffsets[player] = 0; } for (int entryIndex = 0; entryIndex < entryCount; entryIndex++) { if (entryIndex == entryCount - 2) { entry[entryIndex] = "Page up"; hasSubEntry[entryIndex] = true; } else if (entryIndex == entryCount - 1) { entry[entryIndex] = "Page down"; hasSubEntry[entryIndex] = true; } else { if (entryIndex + (menuOffsets[player] * 7) < aircraftPlaceDisplayNames.Count) { if (mission.AircraftPlaceSelections.ContainsKey(aircr aftPlaces[entryIndex + (menuOffsets[player] * 7)])) { entry[entryIndex] = aircraftPlaceDisplayNames[entryIndex + (menuOffsets[player] * 7)] + ": " + mission.AircraftPlaceSelections[aircraftPlaces[entryIndex + (menuOffsets[player] * 7)]].Name(); hasSubEntry[entryIndex] = true; } else { entry[entryIndex] = aircraftPlaceDisplayNames[entryIndex + (menuOffsets[player] * 7)]; hasSubEntry[entryIndex] = true; } } else { entry[entryIndex] = ""; hasSubEntry[entryIndex] = true; } } } } GamePlay.gpSetOrderMissionMenu(player, true, (int)MainMenuID.SelectAircraftMenu, entry, hasSubEntry); } private void setPlayerMenu(Player player) { int entryCount = 9; string[] entry = new string[entryCount]; bool[] hasSubEntry = new bool[entryCount]; if (missionSelections.ContainsKey(player)) { CoopMission playerMission = missionSelections[player]; List<Player> players = new List<Player>(); foreach (Player otherPlayer in missionSelections.Keys) { if (missionSelections[otherPlayer] == missionSelections[player]) { players.Add(otherPlayer); } } if (menuOffsets[player] < 0) { menuOffsets[player] = (int)players.Count / 7; } else if ((menuOffsets[player] * 7) > players.Count) { menuOffsets[player] = 0; } for (int entryIndex = 0; entryIndex < entryCount; entryIndex++) { if (entryIndex == entryCount - 2) { entry[entryIndex] = "Page up"; hasSubEntry[entryIndex] = true; } else if (entryIndex == entryCount - 1) { entry[entryIndex] = "Page down"; hasSubEntry[entryIndex] = true; } else { if (entryIndex + (menuOffsets[player] * 7) < players.Count) { string aircraftPlaceDisplyName = "None"; foreach (string aircraftPlace in missionSelections[player].AircraftPlaceSelections.Keys) { if (missionSelections[player].AircraftPlaceSelections[aircraftPlace] == players[entryIndex + (menuOffsets[player] * 7)]) { aircraftPlaceDisplyName = getAircraftPlaceDisplayName(player, aircraftPlace); break; } } entry[entryIndex] = players[entryIndex + (menuOffsets[player] * 7)].Name() + " (" + aircraftPlaceDisplyName + ")"; hasSubEntry[entryIndex] = true; } else { entry[entryIndex] = ""; hasSubEntry[entryIndex] = true; } } } } GamePlay.gpSetOrderMissionMenu(player, true, (int)MainMenuID.PlayerMenu, entry, hasSubEntry); } private void setOpenMissionMenu(Player player) { List<string> missionFileNames = getMissionFileNames(); if (menuOffsets[player] < 0) { menuOffsets[player] = (int)missionFileNames.Count / 7; } else if ((menuOffsets[player] * 7) > missionFileNames.Count) { menuOffsets[player] = 0; } int entryCount = 9; string[] entry = new string[entryCount]; bool[] hasSubEntry = new bool[entryCount]; for (int entryIndex = 0; entryIndex < entryCount; entryIndex++) { if (entryIndex == entryCount - 2) { entry[entryIndex] = "Page up"; hasSubEntry[entryIndex] = true; } else if (entryIndex == entryCount - 1) { entry[entryIndex] = "Page down"; hasSubEntry[entryIndex] = true; } else { if (entryIndex + (menuOffsets[player] * 7) < missionFileNames.Count) { entry[entryIndex] = createMissionFileDisplayName(missionFileNames[entryIndex + (menuOffsets[player] * 7)]); hasSubEntry[entryIndex] = true; } else { entry[entryIndex] = ""; hasSubEntry[entryIndex] = true; } } } GamePlay.gpSetOrderMissionMenu(player, true, (int)MainMenuID.OpenMissionMenu, entry, hasSubEntry); } private void setCloseMissionMenu(Player player) { if (menuOffsets[player] < 0) { menuOffsets[player] = (int)missions.Count / 7; } else if ((menuOffsets[player] * 7) > missions.Count) { menuOffsets[player] = 0; } int entryCount = 9; string[] entry = new string[entryCount]; bool[] hasSubEntry = new bool[entryCount]; |
Force10, you totally.. and I mean totally ignore all the positives that come with the new CoD missions ... It is evident from your example that you don't even want to read those few self explaining crystal clear fool proof C# lines. I'm disgusted ... :D.
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I hope the team can offer up what some old school designers want but your example is just the point of the whole argument...some kind sole has already made that coop for anyone and all to use. All that is needed is to edit any change that you would like to see implemented, or use it as is, till skills are developed amongst the squad for C#. Coops is not like going out to get a burger:-P |
Dont forget that quite a few things that were avaílable in old IL2, and now are requested here for CoD, were done by enthusiastic flightsimmers after old Il2 was on the scene a few years already.
Now here with CoD, where much is different, you want it done instantly by MG, which never did it in first place. |
I'm not taking away anything from the person who created the script. If anything, it shows how much work he put into it and he should be applauded for his efforts for the community. But the crowd who is telling us "Just make it yourself" and that it's "easy" are the ones taking away from the guy who created it.
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Robtek, instantly? :rolleyes: where did anyone say that? So again, were not allowed to ask? |
It does no harm to ask, in fact it would be very easy for them to add it, I think/unknown...I just would like to hear from someone who is using this coop now. Maybe others would try it then, and have fun with it.
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_______________________________________________ Precisely why my squad and many others have given up on CoD and gone back to il2. We were all prepared to switch but the lack of a simple interface and the complicated mission building has killed it for us. Pretty pictures are fine but we want to get on with the war and when no one in our squad is prepared to go to IT school to learn to write decent missions then it's a turkey. I have bought multiples of everything that Oleg produced along with three copies of CoD, I'm sorry but it doesn't work for the average simmer. cheers, Ibis. |
I have to agree with Alpha and Furbs about the need for a Coop Gui & the poll we had a while back showed that so did the majority voting .
The 1946 Coop setup was quick to join ,get the briefing and launch, plus gave all the results at the end for all to see. How changes can effect player numbers is easily apparent on Hyperlobby where to majority of Coops are in 4.11 or HSFX as many hosts dropped UP because a later version messed up the mission end score board in coops . I have to agree with what I have heard from groups that actualy use Coops for online wars and missions .These guys are customers too and are not happy with the present Coop setup. Regardless of prior intentions not to use the old interface the devs have a lot of work still being done on CLod as well as the GFX rework, I would suggest possibly that a Coop gui could be intergreated with the release of the sequel as I think sales and online numbers will benifit from this. On mission writing ,I did start in the mission builder within the first few days of getting the game and as you know the missions would not save back then.As the game was suffering from many problems I have since waited for it to be rectified before I commense again.I have wrote many missions in iL2 but found the CLoD MB less intuative and will be glad when/if a comprehensive MB manual is supplied. |
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If this is the reason people like you aren't playing, then I highly doubt you've spent 10 seconds in the FMB. Mission building hasn't changed. The features of the old game haven't changed in the FMB (albeit some things are broken). The only thing that's changed is having the ability to do more. If you or El would have asked how to do something, especially something as simple as placing a spawn area, you would have gotten an answer fairly quickly. I don't understand how you'd give up on something just because you can't figure it out. Again, to me, as someone who's has 1000's of hours in the new FMB, I greatly prefer it over the old one. This one actually makes sense. |
I really want to see more aggressive bomber gunners a la 1946 / wings
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Just came off ATAG, a few examples of why I prefer coops old style:
1. No human 109/110 vulchers above the airfield (unless put there by mission maker) 2. Wanted to do some bomber intercepting, took off in my 110 and flew around for the good part of an hour along the channel, didn't see 1 bomber, waste of precious time for me plus a spit jumped me and I didn't hear it because I had my headphones off *doh!* How it would've gotten down if it were "old" style coop: Group of players select aircraft, spawn and take off and goes on their merry way towards target/intercept/bombing raid etc. No human players spoiling all their fun before they are even in the air. Don't have to look for bombers that may or may not show up at a certain time and place. Don't get me wrong ATAG is great but sometimes the whole dogfight/coop hybrid doesn't do either very good, ok maybe the dogfighting part but that never interested me so much. |
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If you spent as much time reading/learning C# as you did posting on forums all day, you'd have been writing code long ago. |
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That instruments are made to make simple what is in an other way difficult. See the Arma2 mission builder: simple to do simple things, complex enough with triggers and visual instrument to do more complex things without to script, expandable with the scripting to do more difficult things. |
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I like dynamic, ever changing scenarios. I like to spawn in and not know where any enemies are at other than those on coms calling them out, such as how it would be in a real patrol. Not only do you have the objectives to protect/defend/destroy, you have the dynamic situation of an enemy being anywhere on the map at any time. If there was ever a situation that occurred in WWII where the Axis and the Allied forces both took off at the same time and met in the middle somewhere, I've yet to read about it. But in a COOP that's exactly what happens. Every starts exactly the same time. It's not my cup of tea just because you can usually figure out how things are going to happen because of it. I much more prefer the idk what's going on atmosphere where anything can happen at any time, at any place. It's much more dynamic. Sure it can be boring and it can also be brilliant, but I've never felt like I was part of something realistic in a COOP, unless it was a massive 100 player organized event - even then, you have a good idea of what's going to happen if your roles are assigned to you. |
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Whatever...If you guys refuse to believe a more user friendly GUI would be good for the game, then so be it. As software evolves, it usually gets more powerful and user friendly. It would be like Windows 8 coming out with new features and power, but it needs to be run by using DOS commands.
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It's surely just a question of discipline to get your squadron to set up on the airfield instead of in a ready room? Maybe a couple flying a CAP while doing so? Those mannable AAA guns will be a godsend when they come right? Maybe the next stage will be that we get a real in game ready room where we can play the piano and gaze out of the window. |
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Are you one of those types that belives if he says it enough it will become or at least be precived as true? PS to those who may be reading this, note Force10 did not provide a quote of anyone saying they don't want the old coop interface.. Why? Because the fact is no one has said that.. but for Force10 and others arguments to have any meaning they need to fool some people into thinking that is what some people are saying |
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Cool, I didn't know that the game has a Coop mission plus the server set up...could someone edit that mission in FMB if they wanted to? |
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However pure coop has some advantages that make it very attractive to many players. It is more organised for squad training and it is more competitive like an 8vs8 or 16vs16 duel. A planned duel with equal enemy can create a lot of adrenalin that makes this mode very addictive as a game mode. I think we should keep communicating a constructive and detailed message about the coop-mode GUI issue to luthier in patch and updates threads where he can actually see it. Please post explanations and links that Alpha provided above on the 1st pages of luthier's and B6's threads. On the other hand a ready-made and easy to use coop script by Banks is available for use now but no one is interested in flying coops with it because of CTD issue and lack of interest to the game. I think Banks even had to pause further development of it because no single squad was interested in testing it and providing feedback. Yes, we need GUI to attract new players but are users of this forum spoiled to the extent of not being able to press TAB - 4 - 123, etc. keys on keyboard instead of clicking LMB in GUI? I do not know, we will see when CTDs are fixed if any squad is ready to test the script/needs coops. |
Wow! I can sort of see where some people might be hesitant or against the use of steam. I can even barely see people being against "arcadish" play modes being an option, but the resistance to making the creation of missions easier is just beyond the scope of reason!
Really? You want this sim to stagnate because people should learn how to code or scour forums for posts to figure out how to make new missions? Why? Do you just want the entire online community to be comprised of you, and the same 12 other guys in an endless dogfight? It's like some sort of old-fashioned secret society club where you have to be the offspring of a current member to join. I'd say the IL-2 community beats out the Star Trek gaming community when it comes to downright hostility to new members and ideas. |
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Thanks to Banks. The script works with any user mission. No need to edit or even open the script. You can edit your mission of cause. |
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I wish people like yourself would quit saying you need to program something to make missions in this sim. Perhaps actually try to make a mission before spreading, again, false information. |
I just opened the game provided Coop mission in FMB, it's completely editable...so anyone wanting to make adjustments to it can, or even create a new one.
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Thank-you |
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:evil:"If thou shalt make the creation of missions more accessible to the plebes, I shall strike thee down!" |
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Bliss was only trying to point out that FMB is basically the same as the old one...it's not rocket science at all, very easy to use, especially for those who worked in the old one. They should feel at home to make a mission or two...I made a dozen of them, again not rocket science |
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Strange how I don't see you whining in IL246's forum area for the need for the FMB to be "easier to use", "easier to create missions", when IL2COD's FMB is even easier to use yet. You're a walking contradiction. Congrats. |
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Why would people in these forums not want the FMB to be more intuitive or have actual documentation? That's what the rest of us are trying to figure out. Why the rest of the users are so adamant that nothing be done? |
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If you want the FMB to be more intuitive, there's a big sticky to the devs at the top of this board where you can suggest what to do about it.. But considering you have yet to post there, all you are trying to do in this instance is dig yourself out of the hole you've put yourself in. I can't wait to see your posted suggestions to the devs on how to make it more user friendly. |
I'll post my quote, which you quoted.
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Again, as others have already stated (those that use the FMB) it's not hard to make the transition and most would find it easier. If you were serious about what you are actually saying you would post suggestions on how to make it easier in a thread designed just for that. So why haven't you posted a suggestion in that thread yet? You seem pretty adamant about wanting it to be easier. Yet you haven't given one suggestion for doing so? |
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Im still at a loss here, are some saying we shouldn't ask for a better GUI to handle COOPs?
You seem to say its ok to want to play them but not ok to ask for a better way to handle them? Lots of people want a easier, friendlier GUI that would make CLOD more popular, so why are some people so against that? |
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I think that this thread revealed that the devs did not leave out/forget about Coop's, they even supplied a mission dedicated to that. As far as I can see, anyone could be using Coop right now if they wanted to...FMB will be used by some to make more coop style missions, no doubt soon. |
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Also Any server that needs subscriptions/donations would/could worry their user count could be compromised by more interesting servers and CooP mission hosts detracting from their popularity. Were trying to move forwards by getting the CooP side of the interface usable, no ones asking to take anything away from the game, there are plenty of purposeful and obvious reasons for it to be implemented, I cant see any reason why it isn't, if CoD was CooP only and no DF interface I would be the same and want the DF side implemented because I don't hate Dogfight mode, its all part of the IL2 series that made it so popular. I wouldnt be here telling the DF guys to "suck it up" and move on its time to "evolve" or suggest everyones an idiot for not making missions that are full of scripts to "emulate" what you want, we need to address it sensibly. There's only so much we can do for CoD the rest is up to the 1C Team to get the sales going. :) IROTT . PS: edited protagonist to problem. |
For clarity.
Please direct any further CooP interface discussion to the poll thread here : http://forum.1cpublishing.eu/showthread.php?t=28429 And leave this thread clear for the OP's original discussion. Thanks all. :) |
Weak, Alpha. Really, I had thought you above such toddler tactics. If you don't have an argument you make up a consipracy? :roll:
I have taken a little time to review the posts of Ilya and Oleg over the time and I think MG may have tried to listen to the main criticism concerning the online modes (before MDS came into being, that is): the inability to use moving AI objects on DF servers and the utter lack of flexibility (and therefor predictability) of Coop missions. One may argue that they have overshot the mark when they removed the requirement for "canned" mission files completely (hence the lack of the "old" Coop format). And I think most here agree that the GUI is not really intuitive and user-friendly and could use some work to remedy this issue. This - translated into generating a less cumbersome Coop GUI - is probably the only way since I really doubt they're going to redo their basic concept for missions (with their utter flexibility and the load of scripting that can be used to make them even more flexible and unpredictable) just to revive an old format that was criticized just as much as it was loved. |
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Additionly If you are going to make statements like that please back it up with the evidence as otherwise your statement carries no validity and comes across more as someone trying to stirr things up ,which I am sure is not your motive ACE;) http://forum.1cpublishing.eu/showthread.php?t=28429 WHY not if it will draw more players from 1946 COOP`s to use the game. Cliffs of Dover is only the start of a new series of theaters under the new game engine so it make sense to request any changes now than later. The present setup does not provide the ease of use and the information that the old one used to for Coop users. This has absolutly nothing to do with the FMB ,Scripting,the present state of the FM,s,GFX,Bugs or any other issues or even how the missions have been built,this is solely the request of those who use Coops and build them in the iL2 series and would like this rectified eventualy as it was a lot more user freindly.It will not effect any other aspects of the game other than improve it for a prercentage of players. |
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possible feature/idea
I just had a thought after reading a couple posts, there has been some discussion and debate about icons and the inability for players to locate other players on a huge map, and I thought where is the glint of sunlight off of canopies and shiny surfaces that would show where a dogfight is? If you were some distance away from the fight and saw the flash of sunlight you would probably head in that direction to investigate. I don't know quite how this would work from a graphic programming sense but it would help if there was little glints of light from a furball when seen at extreme range. This would make it possible for people to find where all the fighting is, just a thought.
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The reflections on the canopy as you describe them were planned and probably also programmed by Oleg, who mentioned them few years ago in this very forum, but alas they didn't make to the release. I've recently asked about them to Luthier, with a link to the original Oleg's post, but I don't remember his answer (so it was not interesting). Keep along the queue mate!
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From: KG26 Alpha
"Any server that needs subscriptions/donations would/could worry their user count could be compromised by more interesting servers and CooP mission hosts detracting from their popularity." You cant realy believe that? I played il2 for many years and I also played many coops, out of the 1000s of players in servers back then there might be a couple coop's starting at a givin time. Or am I going crazy and it was the other way arround? Now I have to say Alpha and everyone else that lets this gui/coop thing stop you from supporting or playing the sim, thats just ridiculous. If you think that the coop gui is going to bring all the lerkers out of the closet I dissagree on that point as well. IL2 CoD needs only one thing and we have that, a passionate developer thats supports the sim yesterday-today-and tommarow. I challenge you to swallow your pride, join us on coms and go out for a couple missions on the ATAG server in some bombers, pick one of the objectives, call for some escort and see if we have some FUN with the sim we have today. I have 700 hours in a Ju88 online(please dont tell my wife) and I have yet to fly with you in combat and on coms, if you dont like it after that I will understand but for all you know, it may just be your cup of tea:) |
I haven't read the whole thread but understand the angst of the OP about missing features that will make the sim playable. This is all a factor of the sim being released unfinished, and not because these features were forgotten. Unfortunately these features were setback even further by the necessity to rewrite the basic graphics engine to provide a stable platform and the headroom necessary for these resource hungry features to be implemented.
Also the question of easy implementation of COOPs in just another factor of the sim being released unfinished. Luthier didn't say Coops wouldn't be improved, he just said the game engine is already capable of making more immersive COOPs. He should have added that the tools and documentation to make it happen easily are still waiting to be completed and implemented. I'm quite sure any sane person would understand that Luthier is aware of this problem and the issues will be addressed. There is no doubt there is confusion on everyones part, especially Luthier, who's already up to ass in aligators. Things are slowly looking brighter. |
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