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  #1  
Old 04-24-2012, 03:26 PM
Bluesman Bluesman is offline
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Join Date: Oct 2011
Posts: 16
Default Help - SpawnScript/Triggers

Hi,

I'm not a "script expert". I'm trying to learn basics and do simple things...
First, wanted to create a mission for dogfight training in our squadron. I need delay spawn for a group of enemies and after them get destroyed they respawn again, in a infinite loop.

Tried using Triggers and Actions, but TGroupDestroy doesn't work. Delay is OK.
So moved to script solution... I read a lot of texts about script, but again, only delay spawn worked...

Could someone post a simple script or solution for that?
Its simple: spawn group after XX seconds and respawn if destroyed.

Thanks very much!

=AN=Bluesman
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  #2  
Old 04-25-2012, 05:31 PM
FG28_Kodiak FG28_Kodiak is offline
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Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
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A training mission i create for my squad.

In the script i don't use triggers. Only actions to create new Airgroups.
I store enemy planes in a list, and remove a plane if it is destroyed or killed (killed is earlier for example you kill the pilot, the plane is killed, destroyed is after crashing to ground). If the list count is on a low number i create a new Airgroup.

Code:
using System;
using System.Collections;
using System.Collections.Generic;
using maddox.game;
using maddox.game.world;


public class Mission : AMission
{

    List<AiAircraft> enemyAircraftsInGame = new List<AiAircraft>();
    const int EnemyArmy = 1; // reds are enemy change to 2 for blues
    const int MinNumberEnemyPlanesAlive = 1; // number of enemy planes left before creating new airgroup 
 
    private Queue<string> ActionQueue = new Queue<string>(new string[] { "createAnsons", "createBlenheims", "createMosquitos" });
                                    
 
    public override void OnBattleStarted()
    {
        base.OnBattleStarted();

        MissionNumberListener = -1;
    }


    public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
    {
        base.OnActorCreated(missionNumber, shortName, actor);

        if (actor is AiAircraft && actor.Army() == EnemyArmy)
            enemyAircraftsInGame.Add(actor as AiAircraft);
    }


    public override void OnAircraftKilled(int missionNumber, string shortName, AiAircraft aircraft)
    {
        base.OnAircraftKilled(missionNumber, shortName, aircraft);
        
        enemyAircraftsInGame.RemoveAll(item => item == aircraft);

        if (enemyAircraftsInGame.Count == MinNumberEnemyPlanesAlive)
        {
            string actionName = ActionQueue.Dequeue();
            ActionQueue.Enqueue(actionName);
 
            AiAction action = GamePlay.gpGetAction(actionName);
            if (action != null) action.Do();
        }
    }


    public override void OnActorDead(int missionNumber, string shortName, AiActor actor, List<DamagerScore> damages)
    {
        base.OnActorDead(missionNumber, shortName, actor, damages);


        if (actor is AiAircraft)
        {
            enemyAircraftsInGame.RemoveAll(item => item == actor as AiAircraft);

            if (enemyAircraftsInGame.Count == MinNumberEnemyPlanesAlive)
            {
                string actionName = ActionQueue.Dequeue();
                ActionQueue.Enqueue(actionName);

                AiAction action = GamePlay.gpGetAction(actionName);
                if (action != null) action.Do();
            }
        }
    }
    

    public override void OnPlaceLeave(Player player, AiActor actor, int placeIndex)
    {
        base.OnPlaceLeave(player, actor, placeIndex);

        if (IsActorDestroyable(actor))
            if(actor is AiCart)
             (actor as AiCart).Destroy();
    }


    private bool IsActorDestroyable(AiActor actor)
    {
        bool actorDestroyable = true;

        //Check if actor is empty (no Player)
        if (actor is AiAircraft)
        {
            if ((actor as AiAircraft).ExistCabin(0))
                for (int i = 0; i < (actor as AiAircraft).Places(); i++)
                {
                    if ((actor as AiAircraft).Player(i) != null)
                    {
                        actorDestroyable = false;
                        break;
                    }
                }
        }
        else if (actor is AiGroundActor) 
        {
            if ((actor as AiGroundActor).ExistCabin(0))
                for (int i = 0; i < (actor as AiGroundActor).Places(); i++)
                {
                    if ((actor as AiGroundActor).Player(i) != null)
                    {
                        actorDestroyable = false;
                        break;
                    }
                }
        }

        return actorDestroyable;
    }
}
Added a multiplayer mission for blue there is a Spawn-Area (Airstart 3500m) the red tragets fly around the island.
Attached Files
File Type: zip shootingRange.zip (2.5 KB, 37 views)
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  #3  
Old 04-25-2012, 08:40 PM
Bluesman Bluesman is offline
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Join Date: Oct 2011
Posts: 16
Default

Ty very much!

I'll test your mission tonight!

S!

=AN=Bluesman
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  #4  
Old 04-26-2012, 10:54 AM
melasuda melasuda is offline
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Join Date: Feb 2012
Posts: 44
Default

Hi Kodiak

First thanks for this scrip.

Second, i have a cuestion.

If i need to create 2 group at same time, how can i edit this scrip?

Exmple: 4 bomber and 2 scolt.
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  #5  
Old 04-26-2012, 11:19 AM
FG28_Kodiak FG28_Kodiak is offline
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Join Date: Dec 2009
Location: Swabia->Bavaria->Germany
Posts: 884
Default

for example:
Code:
using System;
using System.Collections;
using System.Collections.Generic;
using maddox.game;
using maddox.game.world;


public class Mission : AMission
{

    List<AiAircraft> enemyAircraftsInGame = new List<AiAircraft>();
    const int EnemyArmy = 1; // reds are enemy change to 2 for blues
    const int MinNumberEnemyPlanesAlive = 1; // number of enemy planes left before creating new airgroup 

    private Queue<string> ActionQueue = new Queue<string>(new string[] { "createAnsons", "createSpits1", "createBlenheims", "createSpits2", "createMosquitos", "createSpits3"});


    public override void OnBattleStarted()
    {
        base.OnBattleStarted();

        MissionNumberListener = -1;
    }


    public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
    {
        base.OnActorCreated(missionNumber, shortName, actor);

        if (actor is AiAircraft && actor.Army() == EnemyArmy)
            enemyAircraftsInGame.Add(actor as AiAircraft);
    }


    public override void OnAircraftKilled(int missionNumber, string shortName, AiAircraft aircraft)
    {
        base.OnAircraftKilled(missionNumber, shortName, aircraft);

        enemyAircraftsInGame.RemoveAll(item => item == aircraft);

        if (enemyAircraftsInGame.Count <= MinNumberEnemyPlanesAlive)
        {
            string actionName = ActionQueue.Dequeue();
            ActionQueue.Enqueue(actionName);

            AiAction action = GamePlay.gpGetAction(actionName);
            if (action != null) action.Do();


            actionName = ActionQueue.Dequeue();
            ActionQueue.Enqueue(actionName);

            action = GamePlay.gpGetAction(actionName);
            if (action != null) action.Do();


        }
    }


    public override void OnActorDead(int missionNumber, string shortName, AiActor actor, List<DamagerScore> damages)
    {
        base.OnActorDead(missionNumber, shortName, actor, damages);


        if (actor is AiAircraft)
        {
            enemyAircraftsInGame.RemoveAll(item => item == actor as AiAircraft);

            if (enemyAircraftsInGame.Count <= MinNumberEnemyPlanesAlive)
            {
                string actionName = ActionQueue.Dequeue();
                ActionQueue.Enqueue(actionName);

                AiAction action = GamePlay.gpGetAction(actionName);
                if (action != null) action.Do();


                actionName = ActionQueue.Dequeue();
                ActionQueue.Enqueue(actionName);

                action = GamePlay.gpGetAction(actionName);
                if (action != null) action.Do();


            }
        }
    }


    public override void OnPlaceLeave(Player player, AiActor actor, int placeIndex)
    {
        base.OnPlaceLeave(player, actor, placeIndex);

        if (IsActorDestroyable(actor))
            if (actor is AiCart)
                (actor as AiCart).Destroy();
    }


    private bool IsActorDestroyable(AiActor actor)
    {
        bool actorDestroyable = true;

        //Check if actor is empty (no Player)
        if (actor is AiAircraft)
        {
            if ((actor as AiAircraft).ExistCabin(0))
                for (int i = 0; i < (actor as AiAircraft).Places(); i++)
                {
                    if ((actor as AiAircraft).Player(i) != null)
                    {
                        actorDestroyable = false;
                        break;
                    }
                }
        }
        else if (actor is AiGroundActor)
        {
            if ((actor as AiGroundActor).ExistCabin(0))
                for (int i = 0; i < (actor as AiGroundActor).Places(); i++)
                {
                    if ((actor as AiGroundActor).Player(i) != null)
                    {
                        actorDestroyable = false;
                        break;
                    }
                }
        }

        return actorDestroyable;
    }

}
added the Action Names for Fighter spawn to the Queue.
First is Bomber, second is fighter.

then i modify the
Code:
 if (enemyAircraftsInGame.Count <= MinNumberEnemyPlanesAlive)
        {
            string actionName = ActionQueue.Dequeue();
            ActionQueue.Enqueue(actionName);

            AiAction action = GamePlay.gpGetAction(actionName);
            if (action != null) action.Do();


            actionName = ActionQueue.Dequeue();
            ActionQueue.Enqueue(actionName);

            action = GamePlay.gpGetAction(actionName);
            if (action != null) action.Do();


        }
so it reads the action two times from the Queue. First creates the bombers the second the fighters or vice versa, depens on the actions you created.
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  #6  
Old 04-26-2012, 11:38 AM
melasuda melasuda is offline
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Join Date: Feb 2012
Posts: 44
Default

thanks
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