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CoD Multiplayer Everything about multiplayer in IL-2 CoD |
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Thread Tools | Display Modes |
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#1
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Updated with version 1.16.11.
Reduced number of bots. |
#2
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Added scripts to remove abandoned and crashlanded planes.
Code:
using System; using maddox.game; using maddox.game.world; using System.Collections.Generic; public class Mission : AMission { // loads my sub-missions public override void OnTickGame() { if (Time.tickCounter() % 72000 == 18000) // 40-10 { GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/128BoF/128BoFsmGroundv1_0.mis"); GamePlay.gpHUDLogCenter("Protect friendly shipping in the channel near France!"); } if (Time.tickCounter() % 72000 == 71999) // 40-40 { GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/128BoF/128BoFsmBombersv1_0.mis"); GamePlay.gpHUDLogCenter("Intel: Enemy bombers are heading to blue airfields!"); } if (Time.tickCounter() % 72000 == 45000) // 40-25 { GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/128BoF/128BoFsmBombersv1_0a.mis"); GamePlay.gpHUDLogCenter("Intel: Enemy bombers are heading to red airfields in France!"); } } // destroys aircraft abandoned by a player public void _DespawnEmptyPlane(AiActor actor) { if (actor == null) { return; } Player[] Players = GamePlay.gpRemotePlayers(); bool PlaneIsEmpty = true; foreach (Player i in Players) { if ((i.Place() as AiAircraft) == (actor as AiAircraft)) { PlaneIsEmpty = false; break; } } if ((PlaneIsEmpty) && (actor as AiAircraft).IsAirborne()) { (actor as AiAircraft).hitNamed(part.NamedDamageTypes.ControlsElevatorDisabled); (actor as AiAircraft).hitNamed(part.NamedDamageTypes.ControlsAileronsDisabled); (actor as AiAircraft).hitNamed(part.NamedDamageTypes.ControlsRudderDisabled); (actor as AiAircraft).hitNamed(part.NamedDamageTypes.Eng0TotalFailure); //for 2mots (actor as AiAircraft).hitNamed(part.NamedDamageTypes.Eng1TotalFailure); //then wait 10min Timeout(600.0, () => { (actor as AiAircraft).Destroy(); }); } else if (PlaneIsEmpty) { (actor as AiAircraft).Destroy(); } } public override void OnPlaceLeave(Player player, AiActor actor, int placeIndex) { base.OnPlaceLeave(player, actor, placeIndex); _DespawnEmptyPlane(actor); } // destroys crushlanded aircraft in 10 minutes public override void OnAircraftCrashLanded(int missionNumber, string shortName, AiAircraft aircraft) { base.OnAircraftCrashLanded(missionNumber, shortName, aircraft); Timeout(600, () => { aircraft.Destroy(); }); } } |
#3
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your really getting into the C programing Ataros
![]() where is a list of all the verbage..like gppostmissionload or gameplay.??? or gpHUDlogcenter.... thnx
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Gigabyte Z68 Intel 2500K (@4.3 ghz)212 CM Cooler 8GB Ram EVGA 660SC (super clocked) 2GB Vram CORSAIR CMPSU-750TX 750W 64 GB SSD SATA II HD WIN7 UL 64BIT Last edited by Thee_oddball; 04-28-2011 at 01:30 AM. |
#4
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Very nice job Ataros
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#5
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Sorry, I did not mention that all credits and many thanks go to FG28_Kodiak http://forum.1cpublishing.eu/showpos...8&postcount=41
and ZaltysZ http://forum.1cpublishing.eu/showpos...5&postcount=16 because I assumed everyone interested followed that thread. The part "// destroys crushlanded aircraft in 10 minutes" came directly from developers at sukhoi.ru forums. I know nothing on C# besides copy-and-paste to Microsoft Visual C# 2010 Express. Please feel free to use and modify the scripts. Last edited by Ataros; 04-28-2011 at 09:34 AM. |
#6
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Thanks for the server, tried it yesterday but had major issues.
Choose red, and every time i spawned my plane would blow up or get turned upside-down. Tried 5 or 6 times, using different spawn points and different planes. I gave up in the end and left the server. |
#7
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![]() Quote:
This is the map issue which we can not edit and the Devs are working on it. Do not give up. If I explode I hit create again immediately and spawn at a good location the 2nd time. Try a new version tonight please. |
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