Quote:
Originally Posted by BPickles
As an example i wanted to code a small script to turn on airfield lights (previously laid out of course  ) when detecting a friendly aircraft, ie you return home or taking off for a mission is late and dark, within a defined radius "ping" the lights pop on and stay on till the friendly is outside of that radius then turn off - simple yet effective, but currently there aren't any resources to make this reality.
Or how about when an enemy is within a certain radius the placed air raid sirens trigger.
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There are so called 'static' objects in CloD similar to original Il-2 which can not be addressed by script yet like sirens, airfield lights, buildings, trees, etc. And there are dynamic objects like aircraft, tanks, cars, AAA and AT guns that can be addressed. The purpose of the static objects is to reduce hardware load (less code attached to them). Statics are not very important for mainstream air-to-air game-play, but mostly used for decoration. You can create any mission without them to reduce loading time and increase FPS. In the future more statics will become dynamic objects though (when people are happy about their PC performance with CloD).
C# gives endless possibilities already now. A 6000+ lines script by Small_Bee runs on Repka #1 server now, including dynamic sea and ground war, resources production, transportation, storage and unloading procedures, landing parties capturing airfields, dynamic aircraft types limitation, vulching protection for some fields, balancing scripts, etc, etc, etc. More to come in v.2, e.g. teamplay incentives: spawn a squad of at least 4+ human-piloted fighters at an airfield and you will be able to create (via TAB-4 menu) a bomber mission that you will escort, etc. I.e. you can create and fly 'coops' one by one from within a 'dogfight' server, with several coops taking place in the same airspace like it was IRL.