R33GZ Posted March 19, 2022 Posted March 19, 2022 (edited) Hi all, just started using PWCG and I'm not quite sure if I'm doing something wrong. I have AAA on roads and rivers, trains in the middle of nowhere, Airfield objects on runways... Have I cocked this up somehow? I have tried to setup a campaign early in the push towards the Kuban bridgehead - March 1943 using PWCGBoS13.7.0 and il2 4.702b Any advice would be much appreciated ? Edited March 19, 2022 by R33GZ
Picchio Posted March 19, 2022 Posted March 19, 2022 Unfortunately, we have to put up with it. So be extra careful when seeking the safety of a low-level flight above a river
PatrickAWlson Posted March 19, 2022 Posted March 19, 2022 PWCG has no concept of underlying terrain. I play some algorithmic games to minimize units in water but it doesn't always work.
Vishnu Posted March 19, 2022 Posted March 19, 2022 17 minutes ago, PatrickAWlson said: PWCG has no concept of underlying terrain. I play some algorithmic games to minimize units in water but it doesn't always work. I was curious how that worked.
R33GZ Posted March 19, 2022 Author Posted March 19, 2022 OK, thanks for replying... Good to know I haven't totally muffed it up then ?
Stonehouse Posted March 19, 2022 Posted March 19, 2022 @PatrickAWlsonPassing thought - no idea of whether it is helpful but somehow the game must have some idea. Staticexplosions.txt spawns a different emitter depending on whether the location is water or ground. I've no idea whether it's possible for you to use it somehow but somewhere in the guts of game logic there must be a boolean to say whether a set of x,y,z co-ords is ground or water. The question I guess is how do you test an x,y,z set so to expose that value. I don't know enough about the editor for IL2 - in DCS's editor you can make calls to game defined lua functions for stuff like testing for ground or water at a co-ord set or getting the land altitude at a point - is there anything like that in IL2? Being able to access whatever staticexplosions uses would certainly be a useful ME enhancement for the devs to provide to us if the functionality is not there. EG: [Emitter] P=0.15 Object="LuaScripts\WorldObjects\Emitters\DummyGroundExpl_1.txt" WaterObject="LuaScripts\WorldObjects\Emitters\DummyWaterExpl_1.txt" Alt=0 Range=200,5000 [end]
PatrickAWlson Posted March 20, 2022 Posted March 20, 2022 The game does know but I do not. My code is an external Java program and does not have access to in game data. Now, if that data was in a file somewhere and that file was readable, that would be helpful. BTW: A 430km by 320km map is 137 billion data elements at 1 meter resolution. Not sure what the game is using, but I'm guessing not that . It might be a mapping of water only at a lesser resolution than 1 meter, or something similar. When the AI crash lands a plane, does it avoid forests? I don't think it does, but I'm not sure.
Stonehouse Posted March 20, 2022 Posted March 20, 2022 (edited) Sorry didn't mean to imply criticism. I fully realise that you are currently unable to differentiate between water and ground, I was just thinking aloud that there may be a way to hook into an API or something if the editor let you for example put logic in a trigger to do something different depending on type of terrain. I don't know the editor well at all. I guess I wondered if it was a ME enhancement worth asking for on the wishlist sub forum although I imagine you've probably already done just that. Edited March 20, 2022 by Stonehouse
PatrickAWlson Posted March 21, 2022 Posted March 21, 2022 No criticism seen here. Just saying I have no idea how the game does it. The Me knows ground altitude, so the information is available somewhere in what we have on our computers. I just don't know how to get at it. 1
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