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#1
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Moscow, Russia here. Quote:
Another idea I have: If we can track a ground group position we can simplify ground mission creation to the following: - submission loads group of tanks with waypoints - script reads current frontmarker positions from the mission - every minute the game tracks tanks position and moves a frontmarker to this pos with say 3 minutes delay. if all tanks are killed within this 3 minutes the marker is not moved. - thus several groups of tanks will move the frontline in real time - enemy tanks will do the same pushing it backward - if tanks are dead a new group is spawn on trigger in some distance behind frontlines - tank battle will go on forever if players do not kill tanks themselves - after a frontline moves further than an enemy airfield the airfield turns to friendly in say 10 minutes (to allow recapture within this period) and then AAA and new tanks spawn near it to patrol it killing enemy players if spawned there (new submission loaded) If the above is possible a mission maker would have to manually create say only 10-20 tank spawning missions to have a huge battle for 10-20 cities/airfields. I think we have to place tanks waypoints manually at this point because there are no bridges at some rivers and tanks may get stuck in some villages/cities making it impossible for tanks to get from one waypoint to another if the waypoints are generated 100% automatically. But I am sure a solution to this problem can be found in the future. Have you heard of mission generator for original IL-2 by Starshoy? It automatically created online missions for IL-2 and was used in the majority of online war projects. I do not know if it is possible to convert it to C# to be used with CloD. At least some ideas can be borrowed for now I think. And another one for offline I think http://www.lowengrin.com/news.php?90 Last edited by Ataros; 05-19-2011 at 07:27 AM. |
#2
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Some help from the devs.
File here http://www.sukhoi.ru/forum/attachmen...2&d=1305794840 Link http://www.sukhoi.ru/forum/showthrea...=1#post1622955 Quote:
Last edited by Ataros; 05-25-2011 at 07:34 AM. |
#3
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Great thread.. very helpful. Personally not really interested in any capture the flag kind of gameplay, just not my thing, but i am playing with the random mission selection.
To this i have a question. How do i alter ths code to add a case? I could guesses and i'm sure i would get there through trial & error, but i'm sure someone here can show me ![]() Can someone add a case to the below script so i can see how it is done? Thanks! Code:
// randomly selects 1 of several submissions excluding the recent one Random RandomIncident = new Random(); int CurrentMissionSelected; do { CurrentMissionSelected = RandomIncident.Next(1, 4); } while (LastMissionLoaded == CurrentMissionSelected); LastMissionLoaded = CurrentMissionSelected; switch (CurrentMissionSelected) { case 1: GamePlay.gpPostMissionLoad("missions/Multi/15Sept1940/15Sept1940_R1.mis"); /* GamePlay.gpHUDLogCenter("mission objectives updated."); //600 initTime = 0.0; Timeout(initTime += 600, () => { GamePlay.gpHUDLogCenter("Attention! Enemy activity is expected at E3!"); }); Timeout(initTime += 600, () => { GamePlay.gpHUDLogCenter("Attention! Help is needed at E3/D4!"); })*/ ; break; case 2: GamePlay.gpPostMissionLoad("missions/Multi/15Sept1940/15Sept1940_R2.mis"); /* GamePlay.gpHUDLogCenter("mission objectives updated.."); //500 initTime = 0.0; Timeout(initTime += 500, () => { GamePlay.gpHUDLogCenter("Attention! Cover your shipping at C4!"); }); Timeout(initTime += 300, () => { GamePlay.gpHUDLogCenter("Attention! Ships are under attack at C4!"); })*/ ; break; case 3: GamePlay.gpPostMissionLoad("missions/Multi/15Sept1940/15Sept1940_R3.mis"); /* GamePlay.gpHUDLogCenter("mission objectives updated..."); //600 initTime = 0.0; Timeout(initTime += 600, () => { GamePlay.gpHUDLogCenter("Attention! Enemy activity is expected at E2!"); }); Timeout(initTime += 300, () => { GamePlay.gpHUDLogCenter("Attention! All airgroups please proceed to E2/D3!"); })*/ ; break; } Last edited by MadTommy; 05-19-2011 at 09:32 AM. |
#4
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it is easy
Code:
switch (CurrentMissionSelected) { case 1: GamePlay.gpPostMissionLoad("missions/Multi/15Sept1940/15Sept1940_R1.mis"); /* GamePlay.gpHUDLogCenter("mission objectives updated."); //600 initTime = 0.0; Timeout(initTime += 600, () => { GamePlay.gpHUDLogCenter("Attention! Enemy activity is expected at E3!"); }); Timeout(initTime += 600, () => { GamePlay.gpHUDLogCenter("Attention! Help is needed at E3/D4!"); })*/ ; break; case 2: GamePlay.gpPostMissionLoad("missions/Multi/15Sept1940/15Sept1940_R2.mis"); /* GamePlay.gpHUDLogCenter("mission objectives updated.."); //500 initTime = 0.0; Timeout(initTime += 500, () => { GamePlay.gpHUDLogCenter("Attention! Cover your shipping at C4!"); }); Timeout(initTime += 300, () => { GamePlay.gpHUDLogCenter("Attention! Ships are under attack at C4!"); })*/ ; break; case 3: GamePlay.gpPostMissionLoad("missions/Multi/15Sept1940/15Sept1940_R3.mis"); /* GamePlay.gpHUDLogCenter("mission objectives updated..."); //600 initTime = 0.0; Timeout(initTime += 600, () => { GamePlay.gpHUDLogCenter("Attention! Enemy activity is expected at E2!"); }); Timeout(initTime += 300, () => { GamePlay.gpHUDLogCenter("Attention! All airgroups please proceed to E2/D3!"); })*/ ; break; case 4: //your code break; case 5: //your code break; } |
#5
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And in this line you put number of your cases+1
Code:
do { CurrentMissionSelected = RandomIncident.Next(1, 4); } 5 for 4 cases etc |
#6
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#7
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Im having a bit of trouble with the command to load a new submission, and for it to load repeatedly. Here is the particular bit of script (pinched from an earlier Ataros script):
PHP Code:
its this part that doesn't seem to work: if (Time.tickCounter() % 216000 == 27000) As i understand it this means that every 216000 tick (120 mins) the action should happen (spawns bombers and shows a message), but it is postponed for 27000 ticks (15 mins). However when I run the mission what happens is after 15 minutes the bombers spawn and the message shows, but it never happens again. I have checked through the logs of various runs of this mission and it is always the same, it only runs once. Am i doing something wrong, or am I mistunderstanding the settings? What I want to happen is this: Server starts>at 15 mins-mission and message loads>2hrs after first mission loads (i.e. 2-15 server time)-mission reloads>2 hours later mission loads again... and so on as long as the main mission runs. ANy help appreciated! |
#8
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Try reducing timings for testing purposes setting e.g. 3 min repeat 1 min delay and see what happens.
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#9
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probably should have mentioned that... |
#10
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Than it should work with bigger figures if you set the 1st figure greater than the 2nd in all cases. Try showing the complete code maybe someone finds a mistake in another part that influences this part. It helped me 2 times at least.
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