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DEV"s please, please read this & address these issues
![]() After much experimentation, trial & error, I've concluded that there are some fundemental flaws with the game C# code relating to sub-missions. Perhaps someone can explain the difference between the two methods GamePlay.gpLoadSectionFile and GamePlay.gpPostMissionLoad. I had hoped to setup missions (or section files) as "templates", like a template for Hawkinge airfield with buildings/roads/vehicles etc which could be loaded as a sub-mission from any main battle file. Unfortunately, it looks like GamePlay.gpLoadSectionFile and GamePlay.gpPostMissionLoad are only good for loading AIAircraft groups or AiGroundGroups as seperate Ai actors. SUB_MISSION PROBLEMS: 1. GamePlay.gpLoadSectionFile and GamePlay.gpPostMissionLoad behave differently when loading a sub-mission. Using gpLoadSectionFile, no ground objects from the submission are imported into the main battle. Using gpPostMissionLoad, stationary vehicles are loaded from sub-mission into main battle, but no other objects. 2. Spline roads are NOT loaded via ether sub-mission loading method. 3. Mobile vehicles attached to spline roads (with the car.cpp script) appear when loaded from sub-missions, but are stationary only. 4. C# script attached to sub-missions sometimes operate correctly, but fail for any game console, screen, chat, server IO messaging, voice messaging. ie. these methods fail when used in sub-missions - gpHUDLogCenter, gpLogServer, Console.Write, Console.WriteLine, sayToGroup
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 08-17-2012 at 03:03 PM. |
#2
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When you say "sub-mission" do you mean loading another ".mis"?
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#4
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This is the exact reason I stopped using sub missions long ago.
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