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Thread: Multiplayer Sample Mission

  1. #1
    Team Fusion Artist's Avatar
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    Multiplayer Sample Mission

    A bare-bone multiplayer mission including all available mission-modules and documented examples. Should run out of the box

    Download: TFS Resources: Sample Multiplayer Mission

    - 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: 1.0.10

    /// === History ===
    /// ** 1.0.10 **
    /// - chg: CAiMissionCommand updated to 1.0.1: set limits per army
    /// - chg: CMissionPlayers updated to 1.0.1
    /// ** 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)
    Last edited by Artist; Mar-31-2023 at 12:32.

  2. #2
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    Re: Multiplayer Sample Mission 1.0.7

    1.0.7:

    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.

  3. #3
    Student Pilot ITA_WVoss's Avatar
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    Re: Multiplayer Sample Mission

    thanks for your fairy modules.

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  5. #4
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    Re: Multiplayer Sample Mission

    Current Version: 1.0.8

    /// === History ===
    /// ** 1.0.8 **
    /// - chg: CRearmRefuel updated to 1.0.3 (minimum fuel)
    /// - chg: CChatCommands updated to 1.0.4 (dynamic commands)
    /// - chg: Moved some module instantiating into constructor Mission()

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  7. #5
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    Re: Multiplayer Sample Mission

    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

  8. #6
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    Re: Multiplayer Sample Mission

    /// === History ===
    /// ** 1.0.10 **
    /// - chg: CAiMissionCommand updated to 1.0.1: set limits per army
    /// - chg: CMissionPlayers updated to 1.0.1

    Previously the ability to order AI mission could only be limited by the combined number of players of both sides (e.g. no more Ai missions when there are more than 30 players on the server).

    Following a suggestion of BlacKnight, this can alternatively now also be limited by the number of players on each side and allow both sides to run AI missions simultaneously:

    Code:
    /// Set a max player (player's own army) limit beyond which no missions can be ordered (0 for no limit)
    /// This overrides SetMaxPlayers: if max players is 30 and there are 25 blue players and 10 red players and
    /// you set this to 15 then red will be allowed to start a mission.
    m_AiMissionCommand.SetMaxPlayersOwnArmy(15, m_MissionPlayers);
    
    
    /// Set a maximum of concurrent missions per army
    /// This overrides SetMaxConcurrentMissions: if red has 2 missions running and you set this
    /// to 2 then blue will still be allowed to start 2 missions.
    m_AiMissionCommand.SetMaxConcurrentMissionsPerArmy(1);

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