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Implementing Features introduced up to 4.12


Nephris

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Hi Paul,

just a basic question at first, would you consider to add new features introduced to Il2 1946 up to 4.12.2 or would you more like to be limited to bug fixing anymore. I could absolutely understand if you would keep it calm and stay in bug fixing, however if not .....

 

AI Taxiing

We got e.g. the AI taxing introduced in the game. Which means planes spawn an their refering spawn points.

I guess the main work to be done here, is to set the spawn points for each airfield, maybe in a seperated file to be adaptable and customizable for further maps.

I could imagine adding the spanwpoints to a seperate file should be done by each user or campaign creator himself, reading the coordinates and processing it correct into the mission file would be left to you .... :rolleyes:

 

 

Forward Observer

We got a new trigger (besides others) which triggers certain artillery units to fire on a reconnaissened target (entering a trigger)

Although it is a nice feature, It needs some further testing in Coop mode aswell and if the trigger is reloadable. However using it at a front location connected with some artillery units could be a nice working feature.

 

 

Spawning Trigger

We got new triggers introduced which spawn units at a certain condition.

The plane which will be spawned is preloaded, means it will be set on the map before, which could probably differ to DCG?

This triggers can be used to save either performance , or even more to protect airfields. Like an enemy aircraft enters a certain trigger in conditions with a predefined distance and/or height, which then makes "defender aircrafts" spawning around the trigger. Hope you get what I try to explain....

 

 

 

 

 

 

 

This are just basic explanations of some new features, maybe you find some of them suitbable to implement in DCG. Then of course I (we) would provide more details info like mission files or testing etc

 

However, as I said initially, I could absolutely understand if you would like to keep at bug fixxing only.

Best regards

 

 

:)

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  • 2 weeks later...

A while back I played around with the taxiing code...but decided it was just too much effort.

 

The other two features I haven't looked at.  The spawning one is the most interesting as it means I could put fighter squadrons on stand-by and have them spawn only if enemy get near.  This would be better than trying to get fighters to CAP carriers from the beginning of the mission....

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So here we go on the trigger:

 

 

 

 

 

 

Example1 (apparition)

Trigger executes if a red plane enters betrween 400-10000m

Trigger has a spawn chance of 100%

Trigger spawns a blue group (synced)

 

 

Code applies for screenshot "trig1.jpg"

[MAIN]
  MAP Iwo/load.ini
  TIME 12.000002
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[Wing]
  gb0100
  g0100
[gb0100]
  Planes 3
  Skill 1
  Class air.HurricaneMkIearly
  Fuel 100
  weapons default
[gb0100_Way]
  NORMFLY -73647.40 -11780.58 1000.00 300.00 &1
  NORMFLY -38950.41 -11690.87 1000.00 300.00 &1
[g0100]
  Planes 4
  OnlyAI 1
  Skill 1
  Class air.BF_109E4
  Fuel 100
  weapons default
[g0100_Way]
  NORMFLY -2631.34 8420.80 2500.00 380.00 &1
  NORMFLY -27138.09 -7668.91 2500.00 380.00 &1
[NStationary]
[Buildings]
[Bridge]
[House]
[Trigger]
  0 2 0 0 -52733 -14094 5000 400 2000 g0100 0 0 3 100

Example2 (apparition)

Trigger executes if a red human pilot enters the trigger within 800 to 6000m.

Trigger has a spawn chance by 70%

Trigger spawns a red group (synced with the trigger)

(code applies for "trig2.jpg")

[MAIN]
  MAP Iwo/load.ini
  TIME 12.000002
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[Wing]
  gb0100
  gb0101
[gb0100]
  Planes 4
  Skill 1
  Class air.HurricaneMkIearly
  Fuel 100
  weapons default
[gb0100_Way]
  NORMFLY -73647.40 -13088.42 1400.00 300.00 &1
  NORMFLY -36054.48 -12438.21 1000.00 300.00 &1
[gb0101]
  Planes 3
  OnlyAI 1
  Skill 1
  Class air.SPITFIRE1
  Fuel 100
  weapons default
[gb0101_Way]
  NORMFLY -11412.56 7393.21 5500.00 300.00 &1
  NORMFLY -17425.84 -11620.60 5500.00 300.00 &1
  NORMFLY -34138.86 -17946.03 5500.00 300.00 &1
[NStationary]
[Buildings]
[Bridge]
[House]
[Trigger]
  0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70

Basically we got 3 different triggers which are "apparition" and "take off" and "apparition related on attitude"

The trigger characteristics are defined in the past line of the code , called [Trigger] , surprise!

 

to be continued.

post-304-0-60148900-1408271782_thumb.jpg

post-304-0-59496600-1408271907_thumb.jpg

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When I understand it correct, the trigger is defined by

 0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70

the bold marked numbers.

The squadron that will be spawned is also defined (here: gb0101)

 

What do you think, would be the most common way to implement triggers in DCG, if at all?

Shall these be created in the template (e.g. to protect an airfield), so the spawning squadron only needs to be entered?

Triggers seem to be of one-use only.

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0 2 0 0 -52733 -14094 9000 800 6000 gb0101   2 0 1   70  

 - type of trigger  (apartion/apartion on attitude / take off) ; need to test this statement again tbh

 

 

0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70

 - coordinates

 

0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70

 - radius; min height; max height

 

0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70

 - synced group (up to 4 planes)

 

0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70

 - applies for side / human ,ai ,both/ Nb plane ; needs further testing to varify exact variables

 

0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70

 - chance of presence

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0 2 0 0 -52733 -14094 9000 800 6000 gb0101 2 0 1 70

 - applies for side / human ,ai ,both/ Nb plane ; needs further testing to varify exact variables

So it can be used in multiplayer?  What does a human pilot do if he ends up in a squadron that's being triggered by an event?  Sit in the mission menu until it's triggered?

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Okay, I have a dumb question.  How come I don't see the "Trigger" tab in my FMB?

I hope I didnt step into the trap by myself right now ... :o:unsure:

I was actually sure triggers are part of Team Daidalous all the time, and thus vanilla.

Right now I start doubting....gonna check tomorrow :wacko:

 

 

 

So it can be used in multiplayer?  What does a human pilot do if he ends up in a squadron that's being triggered by an event?  Sit in the mission menu until it's triggered?

It can be used in multiplayer. I tested it in coop and it worked flawless with 8 players.

 

Literally the conditions "human,ai or squadron" belong to the executer of the event, the idea to test what happens when a human is part of the event never came up to my mind tbh. I will test what happens if a player is part of the squadron to be spawned tomorrow.

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Paul, I guess I upset the apple cart here....

I was rock sure triggers and forward observers were vanilla feature, otherweise I would have had posted the suggestion.

So it never came in mind to check it.

It is really a HSFX feature :(  ... a very good one, so I hope TD consider to implement sth like that but I dare doubting. :unsure:

Sry for making you to read in.

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