Quote:
Originally Posted by TheEnlightenedFlorist
Does the code you posted do this? I see mention of "BirthPlaces" in the script, but I don't see any "BirthPlaces" in the FMB.
Do you have a link to a tutorial on how to create multiplayer missions?
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MP missions are different from SP only by this FMB object called "birthplace" (at least in Russian version) or spawnpoint in English I guess. You find it in Object Browser the same way as other objects like an airfield or a tank. In its property window you can select side it belongs to and list of aircraft available for players. In a mission consisting of many submissions you place birthplaces in the 1st 'main' mission. See my mission as example attached.
When new submission is loaded it can contain a new moved frontline and a new birthplace (e.g. red one) in the location where the blue one used to be. The problem is the old birthplace is not removed by loading a new submission and blue aircraft still can be created in the newly captured red airfield. That is why you need to destroy an old blue birthplace with a script I guess:
Code:
foreach (AiBirthPlace bp in GamePlay.gpBirthPlaces())
{
if (bp != null)
bp.destroy();
}
E.g. in my Repka mission we have both red and blue airfields in D3. The main mission loads 3 (will be 4 soon) relatively big submissions in itself and 2 small ones.
Ideally I would like to move the frontline and change side of these 2 birthplaces based on results of a recent submission. Say if reds loose more aircrafts or tanks (or more then say 70%) in recent mission reds loose an airfield in D3. If they win next mission they take it back, etc. and repeat it forever.
In the future I believe this script can be used to move frontline across the whole map to create an ongoing war.
Please find a recent version of my mission attached.