View Single Post
  #7  
Old 08-15-2012, 05:28 PM
5./JG27.Farber 5./JG27.Farber is offline
Approved Member
 
Join Date: Aug 2011
Posts: 1,958
Default

Despawn script.

I had a mission where ghosts were seen everytime. As I was watching the bombers fly out 1/3 of the way I could see them comming back at their 2/3rds mark. It happened everytime so I had the script totally removed. Problem solved. So I had parts of the script put back in and tested it piece by piece. When the despawn script went in the ghosts came back...

Ive said this before but no one listened, cared or just didnt believe me?

In our 2nd Multisaqudron Campaign which just finished we left the despawn script out for the reason of statistics, so unless you downed it proper you got no kill, and nobody as far as I know reported ghosts. Hoever around mission 5 we found we had to re add the despawn script as it was causing other problems with stats. Which is where I started seeing ghosts...


The thing is with this scripting element and all the new elements in the game is that we have no instructions on its function, use or limits! We dont know if its because we are doing it wrong. We only find things that work and then tell others who take it as gospel. - A potentially gross error!

Two Prime Examples Being:

AI skill and behaviour (sliders) - where everyone blamed the game
Loading maps over maps to load air missions etc (which is wrong I think)

Take for example the red fighters DH20 and 2 stage spit, everyone is flying them now and as far as I know their flight models where not changed... Only the Spit Ia, Hurricane Rotol and 100 oct versions where changed but who knows? - they never told us. Was it just because they flown wrong before? Are the 100 octane versions being flown wrong? Are the guages FUBAR? Tell this to a red pilot he will call you a hand cranker cos he thinks you are blaming him. I know in the 109 when the game first came out that my squadron thought all kinds of prop pitches where best for different situations untill some months later and differnet arguments and cases later we realised that 2350 RPM is all that counts, try not to go over 1.3 ATA and your golden, although once upto about 420 at SL you need to turn the pitch down to 09:35 / 09:30 for the best top speed of 460 kmh. (However this is a FMB question not a FM debate so lets not even get on this one.)


We dont get any help from 1c:MG and we take the word of others of various skill as an expert oppinion because it works, regardless of side effects. You cant blame the people who find these things that work and tell everyone oblivious of the side effects because they are in fact pioneers of a brave new FMB. However we must look at things and consider new ideas and approaches if we want to get anywhere!

Because text cannot convoy emotion and Im proberbly not always the most articulate person I would like to point out especially that I am in no way attacking or degrading the FMB pioneers like Kodiak, Bliss, wolf, Salmo, banks etc etc etc - hey maybe even myself. (Sorry if I am leaving the SP guys out I just dont know who you are, I only play MP.)



I really think we deserve some answers from B6 who is in fact a mission maker! Maybe he could provide some brief examples to so of the staple aspects of mission making - like:

give us a fekking despawn script that doesn't cause ghosts.
Explain the mechanics of TPassthrough - why sometimes it triggers once only and other times it goes ape!
Does the .cs file have a chracter limit?
How many Static objects, AI, and players can 1 mission support - I am sure a few of us believe we know answears for this but at what cost client side?

I am sure some others could add some questions here.


We need some answers... [/RANT]

Last edited by 5./JG27.Farber; 08-15-2012 at 06:17 PM.
Reply With Quote