- Orderable AI-missions
- Brodcasting messages
- Integrated Mission Menu
- Mission Status, Time, Scoreboard
- Radar
- RearmRefuel
- Targets: Airfields, Areas, Convoys, Groups
- Server Stats (initially disabled, you need a database server for it)
Current Version: 1.0.9
/// === History ===
/// ** 1.0.9 **
/// - chg: replaced deprecated sPathMyself with this.PathMyself
/// - chg: CRadar updated to 1.0.3 - also using PathMyself now
/// ** 1.0.8 **
/// - chg: Moved some module instantiating into constructor Mission()
/// - chg: CRearmRefuel updated to 1.0.3 (minimum fuel)
/// - chg: CChatCommands updated to 1.0.4 (dynamic commands)
/// ** 1.0.7 **
/// - new: CTargetAreas - geographical areas as bombing targets (similiar to CTargetAirfield)
/// - chg: CTargetAirfields - updated to 1.0.5
/// ** 1.0.6 **
/// - new: CTargetGroups - by Matkenhauser
/// ** 1.0.5 **
/// - chg: CRadar updated to 1.0.2 - Fixed a bug
/// ** 1.0.4 **
/// - chg: CRadar updated to 1.0.1 - Fixed a bug
/// ** 1.0.3 **
/// - new: CMissionPlayers (see all usage of m_MissionPlayers)
/// - chg: CAiMissionCommand: Option to prevent AiMissions orderable beyond specified player number
/// see: m_AiMissionCommand.SetMaxPlayers(30, m_MissionPlayers);
/// - new: CRadar (see all usage of m_Radar)
/// - new: CSectionFile-v1.0.0.cs (reading of .mis and other section files)
Added CTargetArea module, which works similiar to the CTargetAirfield (counting exploded kilogramms within an defined area).
The difference is that you need to supply the center position and radius for that area - and you need to put something (preferrably destroyable - but that's just for visual effects) in that area so that the players see a target.
/// === History ===
/// ** 1.0.9 **
/// - chg: replaced deprecated sPathMyself with this.PathMyself
/// - chg: CRadar updated to 1.0.3 - also using PathMyself now
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