Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > IL-2 Sturmovik: Cliffs of Dover > FMB, Mission & Campaign builder Discussions

Reply
 
Thread Tools Display Modes
  #1  
Old 03-11-2012, 03:56 AM
FG28_Kodiak FG28_Kodiak is offline
Approved Member
 
Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

First there is no documentation. If there is a cs file with the same name than the mission the Engine calls the .net csc and execute the file.
To get access to the "CloDo programming interface" add references to the assemblies "antlr.runtime.dll", "core.dll", "gamePages.dll", "gamePlay.dll", "gameWorld.dll", "HostView.dll", "maddox.dll", "part.dll", "sound.dll" and "Strategy.dll" in ..\Steam\SteamApps\common\il-2 sturmovik cliffs of dover\parts\core
and
to the files "partBob.dll" and "Campaign.dll" in ..\Steam\SteamApps\common\il-2 sturmovik cliffs of dover\parts\bob

Then you can examine the classes with the object explorer.
The importent classes for missions are AMission and IGamePlay (GamePlay Object).
There is many try and error expirience, some of the members not working proberly (or not fully implementet at time) or they work in single player and player hosted missions but not on Dedi Server.

There is no event for crossing Front but you can use
GamePlay.gpFrontExist() // true if there is a front line
GamePlay.gpFrontDistance(int army, double x, double y) // double distance to front line < 0 if army == player.Army() > 0 if oposite
And with the OnTickGame() - Event (one Tick is 1/30sek) you can check by your own if a plane cross the line

Last edited by FG28_Kodiak; 03-11-2012 at 04:10 AM.
Reply With Quote
  #2  
Old 03-11-2012, 06:50 AM
keinmann keinmann is offline
Approved Member
 
Join Date: Mar 2012
Posts: 19
Default

THANK YOU!!!!!!! A post like that should be stickied!

I had no idea what references where needed, so thanks a LOT!

P.S. - Bist du Deutscher?
Reply With Quote
  #3  
Old 03-11-2012, 07:01 AM
FG28_Kodiak FG28_Kodiak is offline
Approved Member
 
Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

Jawohl
Reply With Quote
  #4  
Old 03-11-2012, 07:32 PM
keinmann keinmann is offline
Approved Member
 
Join Date: Mar 2012
Posts: 19
Default

Ahhh, kühl... sehr gut! Ich dachte dass! Ich bin Amerikaner, aber ich kann Deutsch; nicht der best, obwohl gut genug, ich glaube!

Dein Englisch ist einwandfrei, aber die sehr kleine linguistische Feinheiten gibt mir das Andeutung. Zum Beispiel, du sagte "one Tick is 1/30sek", statt "1/30sec".
Reply With Quote
  #5  
Old 03-11-2012, 08:10 PM
Smokeynz Smokeynz is offline
Approved Member
 
Join Date: Apr 2011
Posts: 106
Default

I spotted TOD (time of day) in the classes whilst searching for other stuff.

I suspect it would be possible to use that to spawn in aircraft or idle to a TOD setpoint.

Keinmann, personally I think it is just easier to spawn in aircraft via a separate mission from timer in a script, where you can choose to use a single time period or repeating spawn in cycles. (or any other trigger event you can load a mission containing items required)

Think of the base core mission as a clean "just the choosen map and battle area" , then the idea is you have a separate missions with just the items required.

Have a look through the sticky links of collections of scripts gathered already.
I'm only learning C# as far as application to CLOD so come unstuck with syntax at times, but if like Kodiak you have experience with C# it helps alot with exploring better methods and getting basic syntax correct.
Reply With Quote
  #6  
Old 03-11-2012, 09:41 PM
keinmann keinmann is offline
Approved Member
 
Join Date: Mar 2012
Posts: 19
Default

Thanks, Smoke! I wasn't aware you could mold several missions together. That sounds like a clean and interesting approach.

Would any C# tutorials be of use to fellow FMBs/modders here? I'd be more than happy to write some in return for the generosity of the community. I have a way of teaching it which makes the language and OOP easy to understand, so I figured it may help the aspiring programmer or modder.
Reply With Quote
  #7  
Old 03-11-2012, 10:13 PM
Smokeynz Smokeynz is offline
Approved Member
 
Join Date: Apr 2011
Posts: 106
Default

The more advanced C# programmers available to help guide non programmers the better.

Kodiak has started some turorials, however time for him and others to post lots of detailed guides is short. So I'm sure assistance with tutorials would be appreciated.

From my experience so far, I find getting basic syntax correct is the most difficult thing. For example taking methods outlined at microsoft and adapting the method for use.

However quite often the code is incomplete, missing some elements because there is asumptions that users know what they are doing.

For CLOD, I believe alot of users are not aware of the possibilties that scripting can achieve, sure there is bugs (what hasn't got bugs eh!)

btw I am working on a script(evolution of script and mission design in my scrimbase mission in collection downloads) which allows for real time sub mission updating without the need to reboot the main mission. The idea is for remote management ftp uploading a mission and mission list, it still works for local player hosting aswell.
Kodiak has been helping with code.....i say helping...he is writing main I adapt and drink lots of coffee trying to understand it , however generally he guides basic syntax method which intern guides correct logic in my adaption.
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:33 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.