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View Full Version : Is this a Bug ???



XyZspineZyX
08-23-2003, 07:02 AM
From experimenting with FMB and trying to make a COOP mission in which I can have a couple if aircraft set on a custom made base and then if I have 10 available aircraft and only 5 people join the game I wanted other 5 aircraft not to take off or even turn on their engine.

I found a work around for this in which I made a test mission with 2 static and 2 flyable aircraft. The two static aircraft were just for orientation refference. What I did was to set 2 waypoints for flyable aircraft. 1st waypoint was set to TAKE-OFF and other LANDING. I set both aircraft with 0 FUEL. This way if I test the mission and I take either of two available aircraft, the left over AI would just exit the aircraft and hence, it would not take off or even turn on its engine.

The bug I mentioned is that this work around is just what I needed and enabled me to do exactly what I want... but there was one flaw... or bug. What happens is that the aircraft that is not piloted by human (AI) will EXPLODE for no reason!

I recorded a short track of the test mission in which I am the aircraft from flight 2 (there's only 2 flights with 1 aircraft each). I am looking from within the cockpit into the AI aircraft which is to my left. Can someone from Oleg's team please look at the track and see if this is definitely a bug and if can it be fixed (that the AI aircraft does not explode)???

LINK (Track): http://www.il2skins.com/kuky/Bug.zip

Now after I realised that the mission playback does not work the same as the mission itself I am providing the ZIPPED Mission file and screenshots from the mission itself showing the AI aircraft definitely explodes... only one other weird thing is that I hear no sound of explosion???

LINK (Mission): http://www.il2skins.com/kuky/Mission.zip
<center>
http://www.il2skins.com/kuky/bug1.jpg

http://www.il2skins.com/kuky/bug2.jpg

http://www.il2skins.com/kuky/bug3.jpg

Message Edited on 08/23/0308:11PM by No.1RAAF_edin

XyZspineZyX
08-23-2003, 07:02 AM
From experimenting with FMB and trying to make a COOP mission in which I can have a couple if aircraft set on a custom made base and then if I have 10 available aircraft and only 5 people join the game I wanted other 5 aircraft not to take off or even turn on their engine.

I found a work around for this in which I made a test mission with 2 static and 2 flyable aircraft. The two static aircraft were just for orientation refference. What I did was to set 2 waypoints for flyable aircraft. 1st waypoint was set to TAKE-OFF and other LANDING. I set both aircraft with 0 FUEL. This way if I test the mission and I take either of two available aircraft, the left over AI would just exit the aircraft and hence, it would not take off or even turn on its engine.

The bug I mentioned is that this work around is just what I needed and enabled me to do exactly what I want... but there was one flaw... or bug. What happens is that the aircraft that is not piloted by human (AI) will EXPLODE for no reason!

I recorded a short track of the test mission in which I am the aircraft from flight 2 (there's only 2 flights with 1 aircraft each). I am looking from within the cockpit into the AI aircraft which is to my left. Can someone from Oleg's team please look at the track and see if this is definitely a bug and if can it be fixed (that the AI aircraft does not explode)???

LINK (Track): http://www.il2skins.com/kuky/Bug.zip

Now after I realised that the mission playback does not work the same as the mission itself I am providing the ZIPPED Mission file and screenshots from the mission itself showing the AI aircraft definitely explodes... only one other weird thing is that I hear no sound of explosion???

LINK (Mission): http://www.il2skins.com/kuky/Mission.zip
<center>
http://www.il2skins.com/kuky/bug1.jpg

http://www.il2skins.com/kuky/bug2.jpg

http://www.il2skins.com/kuky/bug3.jpg

Message Edited on 08/23/0308:11PM by No.1RAAF_edin

XyZspineZyX
08-23-2003, 10:13 AM
bump

EDIT: By the way... I don't like the AI disapearing after they've landed which was brought upon the v1.1b patch. I'd like this aircraft to stay in the mission like before.



Message Edited on 08/23/0308:16PM by No.1RAAF_edin

XyZspineZyX
08-23-2003, 11:36 AM
Agreed /i/smilies/16x16_smiley-happy.gif

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XyZspineZyX
08-24-2003, 08:16 AM
I would suspect that the sim treats airplanes on the ground with nil fuel as ditched AI and they detonate to give the kill to their pursuer.

So they spawn, count down and explode.

I personally approve of the disappearing/self-destructing planes as it makes single play more rewarding (kills from ditches) and smooths out play on big maps with alot of planes.

Not sure how to get around your problem Edin as I rarely design coops.

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XyZspineZyX
08-24-2003, 09:20 AM
I guess it's ok if they explode if they were previously hit...but why explode if they haven't even taken off?