|

楼主 |
发表于 2009-7-23 17:28:45
|
显示全部楼层
SCRIPTING BROADCASTING RADIO STATION PROGRAMS
It is now possible to script the contents of broadcasting radio stations. Each broadcasting station script includes a table of one or more audio chunks, each chunk being a list audio files and/or a catalog of such files. Each chunk can be scripted to broadcast according to the following variables:
1) startTime – chunk starting time in seconds of absolute mission time (starting from 00 hours on June 1st). When left blank or set to ‘0’, the chunk starts at mission start.
2) stopTime – chunk ending time in seconds of absolute mission time (starting from 00 hours on June 1st). When left blank or set to ‘0’, the chunk will play until mission end.
3) period – time in seconds between activations of the chunk. When left blank or set to ‘0’ or less, the chunk will be activated only once.
4) interationQty – maximum number of chunk activations. It is logical to use this variable only if a period value is used. When left blank or set to ‘0’ or less, the number of activations is unlimited.
5) duration – maximum playback duration of the activated chunk. If left blank or set to ‘0’ or less, there duration time is unlimited.
6) cycleQty – maximum number of chunk playbacks per activation. It is logical to use this variable only if the variable ‘cycled’ is set to ‘false’. By default, cycleQty=1.
7) priority – chunk priority, any natural number. The greater the number, the higher the priority. If multiple chunks are active simultaneously, the one with the highest priority value will be played. By default, priority=0.
rand – randomizes the playback sequence of the chunk. When set to ‘true’, the chunk files will be played back in random order. When set to ‘false’, the files will be played back as defined in ‘sources’. If ‘sources’ points to a catalog of files, the catalog files will be played back alphabetically. By default, rand=false.
9) cycled – when set to ‘true’, the chunk will be played back an unlimited number of times for each activation. In this case, the variable ‘cycleQty’ becomes redundant, because the quantity is unlimited. When set to ‘false’, the chunk is played back as many times as defined by ‘cycleQty’ or, if not defined there, it plays only once.
10) interruptible – when set to ‘true’, the audio file currently playing can be interrupted by an audio file activated in another chunk with a higher priority setting. When set to ‘false’, the higher priority chunk will only begin to play back when the file currently playing out of the lower priority chunk ends. By default, interruptible=false.
11) sources – a table of audio files or catalogs. Catalog definitions lines must end with the “/” or “\\” character. The root folder for audio catalogs is <DCS:BS folder>/Sounds/Samples.
Example:
["Mayak"] = {
name="Mayak",
type = BEACON_BROADCAST_STATION,
position = {
latitude = 44.744348,
longitude = 40.093099,
height = 220.0,
course = 0
},
frequency = 125675000.0,
power = 1500.0,
modulation = "AM",
content = {
[1] = {
startTime = 86400 * 10 + 43200,
stopTime = 86400 * 10 + 43260,
period = 3600,
priority = 1,
cycled = false,
rand = false,
cycleQty = 2,
sources = {"d:\\Sounds\\Sound01.wav", "d:\\Sounds\\Sound02.wav"}
},
[2] = {
cycled = true,
rand = true,
interruptable = true,
priority = 0,
cycled = true,
sources = {"d:\\Sounds\\My Music/ "}
}
}
In this example, two chunks are scripted. The first chunk includes two files with an absolute directory d:\\Sounds\\Sound01.wav and d:\\Sounds\\Sound02.wav. The second chunk includes a catalog of files located in d:\\Sounds\\MyMusic/.
The start time of the first chunk is set to 12:00, June 10 (counted from 0 hours, June 1). This time is scripted by the formula 86400 * 10 + 43200 (seconds per day x 10 days + 43200 seconds). The start time of the second chunk is not defined, so it will begin to play at mission start.
The first chunk is set to a period of 3600 sec., so after each playback, the chunk will be reactivated every hour. This kind of set-up can be used to broadcast regularly scheduled radio station identifiers or newscasts, etc.
The first chunk is set to a higher priority (1) than the second chunk (0). When both chunks are active simultaneously, the first chunk will interrupt the second, because the second chunk’s is set to interruptible=true.
The file in the first chunk will be played in the order scripted, because ‘rand’ is set to ‘false’. In the second chunk, rand=true, so file selection will be randomized.
The first chunk is set to only play back twice (cycleQty=2). The second chunk is set to cycle=true and will play an unlimited number of times.
---------------------------------------------------------------------------
COCKPIT VIEW
A new cockpit view control mode has been added, which combines the mouse look and mouse click modes.
The following three view modes are cycled through with the key combination [LALT+C]:
1. Standard click mode with no view control
2. Combined mode with view control and clicking enabled
3. Standard view mode with no clicking
---------------------------------------------------------------------------
CAMPAIGN IMPROVEMENTS
Several changes have been made to the Georgian Oil War campaign to improve game play:
* Various identified scripting errors fixed
* Player killed point penalty removed
* Cold start on missions that do not have fixed timing issues
* Vista warning removed
* Mission titles based on mission type removed to avoid confusion
* All offensive missions now are rated between 51 and 100 to provide
more random mission assignment due to players always trying to max
score at 100
* Force on force missions now start player at 50 pts.
* Radar SAMs in third chapter removed.
* Recon zones increased to 3,000 meters
* AD systems at route points have less chance of appearing now.
----------------------------------------------------------------------------
FIXED BUGS AND ERRORS:
* Fixed the incorrect bearing report by wingman for an airborne target.
* Fixed sudden oscillations on various AI aircraft and tuned angular velocity rates.
* AI helicopters will now turn off their landing lights after landing and spooling down.
* AI helicopters will now check FARPs for clearance (no other aircraft landed and no enemy forces in the area). If the FARP is unavailable, they will seek a divert option.
* Attack helicopter will now be able to attack ships when assigned the ‘antiship’ mission. If available, anti-ship missiles, anti-tank missiles, heavy unguided rockets and bombs can be used for this task. Small caliber unguided rockets and cannon will not be used.
* Reduced the likelihood of a situation in which AI helicopters attempt to fire on targets through a LOS obstruction (terrain).
* Reduced the likelihood of a ground collision by AI helicopter when landing.
* Fixed the bug causing AI helicopters to enter into a hover when engaging with cannon at greater than maximum range.
* After exhausting their ATGMs, AI helicopters will now hover at a safe range from known enemy threats while waiting for their wingmen to exhaust their missiles.
* Fixed the visible vertical oscillations in AI helicopters when firing from a hover.
* If tasked with an order while performing a landing, AI helicopter will resume the landing approach after completing the order instead of rejoining the player.
* Fixed the aim of AI helicopters when firing cannon pods.
* AI aircraft will now attack targets inside a block post.
* A group lead of AI aircraft will no longer leave the group over the target area when his weapons are expanded before the rest of the group finishes their attacks.
* The OH-58D will now engage with the cannon pod.
* Engaged AI aircraft will not forget about damaged enemy aircraft that remain a threat.
* The Su-25T will jettison stores from the right and left wing alternatively.
* Fixed a crash resulting from a specific sequence of actions with the Datalink function.
* Fixed the bug causing AI helicopters to “jump” upon first contact with the deck of a ship.
* Fixed the bug causing AI helicopters to miss the landing pad on the deck of the Peter the Great.
* Player wingmen will follow the player’s actions if he starts and then shuts down his engines from a cold start.
* Player wingmen can now reload on the deck of the Admiral Kuznetsov.
* Fixed the error when attempting to record a track in a folder previously used to store tracks, but since deleted.
* Fixed the broken triggers in multiplayer.
* Every new triggered text message will “bump” the previous one down.
* Fixed the Weapons.dll catalog crash related to the MANPAD commander unit.
* Added a trimmer “click” sound effect.
* Added functionality to the INFO menu in the ABRIS to display the altitude and magnetic declination of the currently viewed point, as well as the range and bearing from the helicopter to the point.
* Fixed the error when selecting a static unit in the ME template function.
* The OSA and TOR SAM systems will no longer be able to engage targets while moving.
* Fixed reloading errors on multiple launch rocket artillery systems.
* Fixed the errors resulting from the placement of static railroad units.
* Combat vehicles will now attack target points placed inside buildings and structures.
* Tuned the animation of air defense systems on ships.
* Increased the maximum range for the M-109A6 Paladin to 22 km.
* Static Zu-23 units are now identified in the status bar of the F12 view.
* Trigger-activated audio files will no longer play if sound is turned off in the game options.
* Redesigned the Templates menu of the mission editor.
* Redesigned the firing mechanics of artillery systems. The motion vector of each round will now be directly dependent on the position of the barrel.
* Fixed the bug causing incorrect track playback when using the Kh-25 missile online (in multiplayer).
* The R-800 frequency knobs will no longer skip past ‘0’ when being turned downward.
* Removed the ability to add text to the Encyclopedia.
* Player ejection will no longer count as a death in the Logbook.
* A warning will now appear in the mission editor when creating a new mission without having saved the previous one.
* Fixed the crash in the Multiplayer screen resulting from the input of a long nickname followed by a left click in the input field.
* Fixed the bug leading to a possible crash when the player helicopter collided with a static object.
* Removed the ability to edit the text in the aircraft selection of the Input Options.
* It will now be possible to edit a payload after renaming it.
* Fixed the bug leading to possible incorrect track playback when using the trimmer.
* Added a “weathered” skin for the AH-64A.
* Fixed the bug preventing axis curves to be set to default in the input options.
* Fixed the sequence of landing and deck clearing aircraft carrier landings.
* Fixed the bug leading to texture artifacts on the Leopard1 model.
* Fixed the bug preventing the selection of objects placed on the map by a template.
* Allies and enemies will be listed correctly in the briefing screen when the player selects Turkey as his country.
* A player will no longer be reported as becoming a guest in multiplayer if he is already in the guest list.
* A campaign will no longer roll back one mission if the player exist the mission prior to un-pausing it.
* Flares will no longer be launched after the wingtip is destroyed.
* Added pilot models to the Yak-40 and fixed the texture conflict between this model and the radar tower at the Mineralnye Vodi airport.
* Fixed the crash when exiting a long mission.
* Track will now record use of padlock in pause.
* The server list in the multiplayer menu will now align when a vertical scroll bar is present.
* The damage model of the M6 Linebacker static unit has been fixed.
* ‘60’ seconds will now display as ‘00’ seconds in the ABRIS text field.
* The Master Caution Light will now be animated when mapped to a HOTAS.
* When re-opening a mission, selection an object in a group will correctly display its group number.
* Fixed a number of errors in the Encyclopedia.
* A subsequent input entry to the same button in the input options will automatically delete the previous input entry.
* Fixed the bug causing large aircraft shadows over structures.
* Fixed the bug causing graphical artifacts in missions with fog in arcade mode.
* Added self-destruction for small caliber cannon ammunition 20…30mm after the tracer burns out.
* Fixed a number of errors in the taxi and take-off/landing procedures of AI aircraft.
* The SU-24M will now utilize the S-24 unguided rocket.
* The B-1B will no longer use afterburner when taxing.
* Fixed the player spawn point on the FARP in cases when the helicopter was destroyed after a previous FARP take-off.
* Added the ability to rotate templates when placing them on the map.
* The range of Kh-65 cruise missiles has been fixed from 250 km to 2500 km.
* Fixed the NDB database in the ABRIS.
* BOMAN (FO vehicle) static units will now appear in-game.
* Helicopters can now attack patrol boats.
* Fixed the bug preventing artillery from firing after a long route.
* ATC will now report the landing course and wind speed on approach.
* AI aircraft will now attack the Stryker MGS vehicle with cannon.
* The MiG-27K will no longer destroy itself when firing unguided rockets from pylons under the fuselage.
* The B-52 will now correctly employ cruise missiles.
* The Ticonderoga cruisers will no longer attack land-based targets with Harpoon ASMs.
* Fixed the crash resulting from the use of the MFD selector on the X-52 Pro joystick.
* Fixed the crash when using ALT-TAB in a mission with ships.
* Fixed a number of minor defects with various 3D models.
* Fixed numerous other minor bugs and errors.
* Vista users using multi-core systems will now have affinity automatically set to use all cores.
* The maximum slope angle that ground units can traverse has been increased to avoid units getting stuck when traveling off-road.
* Player can land on moving trains.
* Laser switch operation has been corrected.
-----------------------------------------------------------------------
PROBLEMS AND KNOWN SOLUTIONS
• ATI Radeon: using Catalyst 9.4 (and up) drivers is known to cause possible crashing and graphical artifacts. To solve this, disable the Catalyst A.I. (right-click on the desktop -> Catalyst™ Control Center -> Graphics Settings -> 3D -> Catalyst A.I. -> Disable Catalyst A.I.).
©Eagle Dynamics, 2009
©The Fighter Collections, 2009
__________________
Matt Wagner
Producer, TFC/Eagle Dynamics |
|