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CoD Multiplayer Everything about multiplayer in IL-2 CoD

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  #1  
Old 07-16-2012, 11:12 PM
notafinger! notafinger! is offline
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Originally Posted by _79_dev View Post
As all of You noticed stats are not working properly .... yet. That is why I put
There is problem with OnBailOut class in the source of the game since the very release, that is why You guys cant get credit for Your kills sometimes. Please be patient and look through log files I am posting for Your name if You are not sure about Your stats.
Is it a problem with the stats or a script in the mission? When somebody bails their plane just vanishes, never hitting the ground and therefore being counted as destroyed. I've witnessed this on three occasions now; hit a plane, pilot bails, then as I'm watching the plane head to the ground to confirm the kill it despawns. If the plane is never recorded as destroyed on the server how can the stats engine be expected to record it? On ATAG when somebody bails the plane does not disappear but is shown as an AI plane when it hits the ground and is counted as destroyed. Can SOWC just use the same script as ATAG? I'll admit, I have no clue how this stuff works in CloD but it seems one server is not having an issue with empty planes despawning.
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Old 07-16-2012, 11:24 PM
5./JG27.Farber 5./JG27.Farber is offline
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Originally Posted by JTDawg View Post
Hey Farber angels is in 1000 feet ,Angels 11 is 11,000 feet cherubs is in hundreds . Salute
Thanks,

S!

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Originally Posted by notafinger! View Post
Is it a problem with the stats or a script in the mission? ...
I have a theory about this. We dont have a despawn script, so if you get back to base your plane doesnt despawn and someone gets a kill which actually they didnt... The game automatically takes over if there is no pilot and no script. So either the stats, aircraft limit or the radar script is interfering...

Vogler I will leave some notes on server.

Last edited by 5./JG27.Farber; 07-16-2012 at 11:29 PM.
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  #3  
Old 07-18-2012, 08:04 AM
_79_dev _79_dev is offline
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Quote:
Originally Posted by notafinger! View Post
Is it a problem with the stats or a script in the mission? When somebody bails their plane just vanishes, never hitting the ground and therefore being counted as destroyed. I've witnessed this on three occasions now; hit a plane, pilot bails, then as I'm watching the plane head to the ground to confirm the kill it despawns. If the plane is never recorded as destroyed on the server how can the stats engine be expected to record it?
As I mentioned already sow forums... If we were using despawn script, stats would be counted properly. Unfortunately despawn script is causing "ghosts" object which are disturbing proper game play. So we decided to sacrifice stats as we can always go through logs.txt file and confirm whatever was going on the server through it.


Quote:
Originally Posted by notafinger! View Post
On ATAG when somebody bails the plane does not disappear but is shown as an AI plane when it hits the ground and is counted as destroyed. Can SOWC just use the same script as ATAG? I'll admit, I have no clue how this stuff works in CloD but it seems one server is not having an issue with empty planes despawning.
ATAG software haven`t been released yet...


~S~

Vogler
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Last edited by _79_dev; 07-18-2012 at 08:08 AM.
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  #4  
Old 07-18-2012, 08:11 AM
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Osprey Osprey is offline
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I think it probably was working on Sunday but because it detects airgroups only, not individual humans and none were spawned we didn't pick them up.
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  #5  
Old 07-18-2012, 09:10 AM
5./JG27.Farber 5./JG27.Farber is offline
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It should pick up several humans in a grid though...?
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Old 07-18-2012, 10:55 AM
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It should pick up several humans in a grid though...?
I think odds of this are remote. Would you not need a decent sized group to be within 10km of each other, all within the same grid-square, at the very moment that that the leader depressed the scan button?

I hadn't expected it to pick up single human players, only the bomber airgroups. I would expect the fighters would have tasks to escort the bombers rather than go flat out in small groups toward England to shoot down whatever they can before the bombers arrive. Do blues have autonomy or are they instructed as a larger group? The reds are very well organised believe it or not.
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Old 07-18-2012, 03:18 PM
5./JG27.Farber 5./JG27.Farber is offline
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I think odds of this are remote. Would you not need a decent sized group to be within 10km of each other, all within the same grid-square, at the very moment that that the leader depressed the scan button?

I hadn't expected it to pick up single human players, only the bomber airgroups. I would expect the fighters would have tasks to escort the bombers rather than go flat out in small groups toward England to shoot down whatever they can before the bombers arrive. Do blues have autonomy or are they instructed as a larger group? The reds are very well organised believe it or not.
I dont think they have to be in the same square just within the squares. HMmm I guess only Kodiak knows for sure

The frei-jagd concept was prevalant in early to mid BoB for fighters so this has been the tactic we have been using. We are working together, not as well as the reds I believe but its starting to come together with more units on the same TS. We have a group brief. However our role is the opposite of red so the concepts are different.
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Old 07-19-2012, 05:32 PM
5./JG27.Farber 5./JG27.Farber is offline
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Grouped to radar into each menu entry. However tests are not good. Both under the old and grouped system sometimes the radar works just right and other times it tells you nothing...

Very very strange.



OSPREY:

Dictionary<AiAirGroup, int> planePulks = getPulks(GamePlay.gpAirGroups((player.Army() == 1) ? 2 : 1), 1600.0); //all Airgroups in 1600m radius count as one

Last edited by 5./JG27.Farber; 07-19-2012 at 05:49 PM.
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  #9  
Old 07-18-2012, 11:54 AM
_79_dev _79_dev is offline
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Yes it's picking up anything 4+ since I remember...


Kodiak:

"Only airgroups larger than 3 are detected, 5+ (4-7), 10+ (8-17planes) 20+(18-27) 30+ (28-37) etc. "
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Last edited by _79_dev; 07-18-2012 at 12:21 PM.
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  #10  
Old 07-18-2012, 10:41 AM
notafinger! notafinger! is offline
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Originally Posted by _79_dev View Post
As I mentioned already sow forums... If we were using despawn script, stats would be counted properly. Unfortunately despawn script is causing "ghosts" object which are disturbing proper game play. So we decided to sacrifice stats as we can always go through logs.txt file and confirm whatever was going on the server through it.
With the exception of takeoff accidents very few players are spawning more than once including the AI bombers. Mission times are less than 1.5 hours and I can't say I've ever seen ghosts on ATAG until multiple waves of AI bombers have spawned & despawned so I don't think "ghost" contacts would be a problem in SOWC. The downside of a despawn script would be players getting kills for a/c that they scored hits on but were still able to get home and land. In RL a pilot would likely make a claim against this a/c anyway. Using the stat logs then it would be easier to determine destroyed from damaged than what we are doing now. Since everything about this campaign is experimental it might be worth a try to see if the "ghosts" appear in single spawn missions.
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