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Request for script, question for counting without a counter.


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KG200_Volker
Posted (edited)

Hello, does anyone have a script or a program that can share, which can load in Dserver the next mission acording to the results of the last one? So if team A wins then load miss2, if team A looses then load miss1.

 

Second Q, I ve seen it somewhere but I can't remember where (or I didn't ?!?), there is a way to count killed objects in an area without connecting a counter to each one of them?

Edited by KG200_Volker
Posted

There's no direct way to do the first, but it's possible to do if you can write software, or at least put bits of software together: have some script monitor the mission log, and when it sees the mission objective event, it copies the next mission to run to the data/multiplayer directory. It has to do so before the server restarts, so leave some time between one mission end to the next mission start, there's a setting in the sds file for that.

And for the second question, check the complex trigger, iirc it has an OnObjectKilled filter and event.

Posted

Hello, does anyone have a script or a program that can share, which can load in Dserver the next mission acording to the results of the last one? So if team A wins then load miss2, if team A looses then load miss1.

 

Second Q, I ve seen it somewhere but I can't remember where (or I didn't ?!?), there is a way to count killed objects in an area without connecting a counter to each one of them?

 

 

Would be nice. I really liked the rolling war servers that the old IL2 1946 had. Also with moving front lines depending on where the land/sea forces were

LLv34_Temuri
Posted

Second Q, I ve seen it somewhere but I can't remember where (or I didn't ?!?), there is a way to count killed objects in an area without connecting a counter to each one of them?

If you know the objects' names to count, you can also have an external application monitor the logs for kill messages. You just need to define the monitored area in the external application and check if the coordinates in the objects' kill messages point to a place inside the monitored area. But this is probably what you're not after :)

KG200_Volker
Posted

Cocconut: Unfortunately I don't know any kind of coding ( propably my wife does since SHE knows everything ). As for the complex trigger I want to avoid it for resources.

 

Tempura: Good idea. Since we make the missions we can define the names, coded with numbers eg "lwtruck1-lwtruck2", so we don't need area coordinates, the problem remains, we need the software for this.

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