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#1
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Hi guys, So the other day i decided to look into RRR Refuel, rearm and Repair.
I think this is looking more possible I have located some details about the plane and Fuel. So I will need some help with working this into script soon I think as I am a little busy with stupid work....I love my work and pays well but is restrictis my flying time ![]() OK so what do I know or what have I found??? Well lets look at two areas. First the SpitfireMKI Flight model details Second the aircraft details on the object aircraft Spitfire Mk.I Flightmodel //below is the start settings for the plane on spawn "Pneumatics". We could call this up to simulate refuel. Would reset the plane to spawn status but change the 'Empty' to 'Full' Pneumatics Source Engine0 Pressure 300 lbsqin PrimaryContainer 4 litre Starts Open, Full SecondaryContainer 4 litre Starts Closed, Empty Below Using this we should be able to assign a fuel % which is usually done when you are in Loadout and slide the fuel bar from 0-100% WPF.Fuel [%]: Fuel [%]: WPF.Fuel weight [kg]: 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?
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals Last edited by hc_wolf; 02-16-2012 at 10:40 AM. Reason: update |
#2
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This sounds promising !!!
While we are on this topic, couldn't we have engines pre-warmed by script upon spawn in ? (i.e. OnPlaceEnter - When a player plane has been created, set the temps for each engine/oil to 150/60. Then we would not have to wait 3 minutes on the Allied side just to start moving.) WildWillie |
#3
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#4
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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!!!) |
#5
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How do you go about this ? When setting up a spawn point I only see options "Spawn parked" and "parachute" Am I missing something here ? WildWillie |
#6
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Of if you want it in a script use this: string BPSpawnParked = "1"; // whether to give birth to spawn parked aircraft 1 - yes, 0 - or string BPSpawnScramble = "1";
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__________________ Win7, 64bit Ultra Asus P8P67Pro MB Intel i7-2600K Coursair 16GB (4x 4GB), DDR3-1600MHz Gainward Nvidia 580GTX 3GB DDR5 850-Watt Modular Power Supply WIN7 and COD on Gskill SSD 240GB 40" Panasonic LCD TrackIR5 + Thrustmaster Warthog stick, throttle & pedals |
#7
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE |
#8
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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. Last edited by 41Sqn_Banks; 02-17-2012 at 06:48 AM. |
#9
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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. |
#10
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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" ![]() 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); } } You can start the "RRR-Simulation" with the Mission-Menu TAB->4 Last edited by FG28_Kodiak; 02-21-2012 at 09:20 AM. |
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