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CoD Multiplayer Everything about multiplayer in IL-2 CoD |
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#1
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Poppy -
I've been looking for the same thing (More info in an event log). As Zalty mentioned I think we need to script what we need into the mission so things are printed out to an event log. Only problem I see is the lack of documentation on exactly what classes methods are accessible in the scripts. We would need something like OnStaticDestroyed() <-- Damaged also { writeEventLog(timestamp, static, player, event); } OnActorDestroyed()..... etc. We also need a way to communicate with the server when it is running to send chat messages, load new missions, etc. So far I have not been able to get a connection to the server like I had with IL2. (It comes back with a java exception: Connection Denied) Maybe we need to switch from a Java to C# or C++ RAF238thWildWillie |
#2
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In CloD engine new mission objectives can be loaded into a current mission without a need to stop the server (unlike it was in Il-2 coops). This feature is specifically included in the engine to avoid artificial breakdown of an airwar to single separated coop sessions.
Coops disadvantage is that you have wait till it starts, you can not join it at any time. But more important that in coop you can never see some aircraft rtbing from the previous mission to your base or 1 enemy tank that survived the previous mission getting dangerously close to your airfield. Coop was needed due to original Il-2 engine limitations. Now we have much better possibilities: several "coop" missions can overlap in time and influence each other on the same server. Even at homePC you can host depending on your processor a server with 5-10 simultaneous air-missions taking place in the same airspace not artificially divided to coop rooms. I think we should just force ourselves to avoid this coop-limited mentality from the past. We do not need to create logs based on mission events only in order to create new mission events. Now we can generate new events based on current mission events directly at the same server without the need to write them to log first. I hope though we have a better online interface in the future. Maybe something like they have in WW2 Online (try it) where advanced users/officers can post new mission objectives depending on situation on the server directly in the game interface and other players or whole squads can select these objectives to fly that particular mission. Alternatively a voting system can be implemented where players vote for the next mission objectives and type of mission. Devs said we can create unique interfaces for each server as mods and i am sure one day such an interface will be written by modders if the devs do not provide it. This creates a natural living airwar environment on the server where you can meet other aircraft groups flying other missions at the same time like in real life, what was not possible in limited coops. Leave coop limitations in the past please, coop is dead, think of the bright future ) ps. Very basic sample script that loads new mission objectives into current mission http://forum.1cpublishing.eu/showpos...6&postcount=95 Last edited by Ataros; 05-07-2011 at 07:06 AM. |
#3
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Ataros -
The mission events are used for 2 reasons: 1st - It allows us to record player activity and keep statistics for them. This information is kept in a database then processesed/displayed on Web Stats screens. IMHO Players are stat whores and want to see their exploits compared to others. There is a small stats screen within Clod, but it does not show comparisons against others. 2nd - As you pointed out the new style works well for continuation wars. How does this work if the mission changes maps ? It seems to complicate the Mission Builders job considerably. Perhaps when there is documentation on scripting and a collection of scripts mission makers can share it will be better. As I understand it now, mission builders still create multiple missions that they would like to have run, but would need to build one mission around them that keeps tabs on the events to schedule the missions accordingly. Again IMHO allowing a mission builder to just add missions to a list which is run in order seemed simplier. Do not get me wrong, I thing there are some wonderful opportunities with the new system that we have not touched yet. But the simplicity of IL2 has merits too. Are you supposed to be able to communicate with the Dedicated Server console ? |
#4
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I think as we have only one map atm (channel one) there is now need to change it. When more territory is added to the map I think there will be a way to load it dynamically without stopping a server the same way as everything else.
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The difference from Il-2 is that it can all happen in real time: you analyse results of the mission in real time and load new missions in real time. There is no need to stop the war or change a map. Same way as in real life. In IL-2 virtual wars ppl used particular scripts to analyze logs of separate coop missions to move frontline on web map and to create new missions with new mission objectives. Now you can rewrite the same scripts in C# and include them in the server script to have the same results but in real time. Try the simple script I link to in my previous post. It is sufficient to create some interesting dogfight missions. Say having 20 missions running one after another with several different time-cycles and overlapping in time can produce very vivid and unpredictable airwar environment. Quote:
ps. All the above applies mostly to virtual wars that used to be run in coop mode. If you just want to run a simple dogfight server you do not have to use any script to load missions of cause. You can do it the old way like you did in Il-2, but I personally think it is much more fun to let your missions overlap in time at your server. Last edited by Ataros; 05-07-2011 at 03:04 PM. |
#5
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Dear all, it's all true that you say, but I mean that without a real eventlog isn't impossible to have a real statistics...
let me show an example: I flyed a mission with IL2 4.10.1m: take off with a Spit destroyed a static object landed on an airfield a very simple and basic dog mission, now see the eventlog written by 4.10.1m: Quote:
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This is not an event log and in this way is not possible to upload on any web statistics software... In this way no community can be created! Thank you Last edited by _1SMV_Poppy_64; 05-08-2011 at 01:52 PM. |
#6
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#7
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I would suggest you to look at this from different point. If you used to read log and issue pretty limited commands via console, now you can implement almost all logic via C# scripts. I didn't try it, but I think you can simply connect to MySQL database from script and insert records directly, without parsing logs. |
#8
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Ok, thanks.
Do you know if is there any documentations, any instructions how to do it? Ciao. |
#9
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Zalty's -
If we can add the following to the scrips: using MySql.Data; using MySql.Data.MySqlClient; which allow us to link in the MySQL Connector/NET that would be great. We would be able to write data to the database as the events happen. Then we just need the proper methods for monitering objects in the script. |
#10
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I am almost sure it will work. I say "almost", because devs mentioned sandboxing, but I guess it is only for client side.
I basically put game DLL's as references into Visual Studio and browse through Object Browser. Most methods have self explaining names and parameters. |
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