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#27
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Thanks Kodiak!
Kodiak can you tell us how to get at variables in the maddox dlls please? I use pseudo-code to give an example- I imagine something like Airfield.FlakCannon.Temperature Airfield.FlakCannon.Temperature is a variable and it is 200 (Centigrade) If Airfield.FlakCannon.Temperature > 199 Then- HoseDownCannon() This means- if an airfield flak cannon is getting hot, pour cold water on to the barrel Can we use get to return the temperature of the flak cannon barrel? Can we use get to return values of variables deep inside the Maddox dlls in running missions? Coincidentally Kodiak - I am coming here now to say that I have my Hello World thanks to you ![]() And now I can see a trigger working, and I understand that everything will work. I think I am in love with Maddox team ![]() For FMB-nuts For the script code- using System; using maddox.game; using maddox.game.world; public class Mission : maddox.game.AMission { public override void OnTrigger(int missionNumber, string shortName, bool active) { base.OnTrigger(missionNumber, shortName, active); if ("CrossLake".Equals(shortName) && active) { GamePlay.gpHUDLogCenter("Now crossing the lake"); GamePlay.gpGetTrigger(shortName).Enable = false; } } } This above is Kodiak's code with an identifiable (to me) object to get near, the lake north of Sandwich on the 1940 map. Nothing is happening but if you make small stubs like this you can see things like- For at least singleplayer missions, missionNumber and shortName do not need to be known... I look at variables and wonder where they are, but for testing purposes some things can remain unknown ____________________________ For the mission text after including Kodiak's script and setting the trigger- [PARTS] core.100 bob.100 [MAIN] MAP Land$English_Channel_1940 BattleArea 150000 100000 100000 150000 1000 TIME 12 WeatherIndex 0 CloudsHeight 1000 BreezeActivity 10 ThermalActivity 10 player BoB_RAF_F_19Sqn_Early.000 [GlobalWind_0] Power 3.000 0.000 0.000 BottomBound 0.00 TopBound 1500.00 GustPower 5 GustAngle 45 [splines] [AirGroups] BoB_RAF_F_19Sqn_Early.01 [BoB_RAF_F_19Sqn_Early.01] Flight0 1 Class Aircraft.SpitfireMkI Formation VIC3 CallSign 31 Fuel 100 Weapons 1 Scramble 1 Skill 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 [BoB_RAF_F_19Sqn_Early.01_Way] NORMFLY 248451.23 259151.63 500.00 300.00 NORMFLY 246594.30 247927.34 1000.00 300.00 [CustomChiefs] [Stationary] [Buildings] [BuildingsLinks] [Trigger] CrossLake TPassThrough 0 247385 252352 1900 ________________________________ Observe dear learner-comrade that making an entry in the Edit/script/Triggers code-box creates the [Trigger] entry at the end there ^. The trigger is your Player plane crossing the radius around the lake For the universal AirfieldEmergency script version, all airfields in the mission must be known, and all must have a detection-radius Sometimes we RTB, but sometimes we need to land at an Alternate airfield. Sometimes we do not know what airfield we must land at - we only care that we can land our plane and maybe stay alive too To be more efficient we do not need to cover all airfields, we can emergency-cover airfields in the immediate area - not the area west of London when we are defending ships in the Channel area for example In Il-2 online campaigns (SEOW) we often land damaged at the nearest airfield and we pray it's a friendly airfield. Imagine if fire engines had come out to meet us. But wait- imagine if it's an enemy airfield and flak-defence spawns... ![]() Ming |
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