По отзывам бомберов скрипт, который используется на Repka, а также был растиражирован на Синдикат и другие серверы повреждает многоместные самолеты не только при покидании игроком, как было задумано, но и при переходе игрока на место штурмана или стрелка. Как бы это можно было поправить для совместимости с многоместными машинами?

(Еще говорят у 110х нет ботов-стрелков в онлайне, но это видимо к скрипту не относится).

Выделено синим.
Код:
// v.1_17_05. script by FG28_Kodiak, ZaltysZ, Oreva, Small_Bee

using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;

public class Mission : AMission
{

    int LastMissionLoaded = 0;

    double initTime;

    // loading sub-missions
    public override void OnTickGame()
    {
        if (Time.tickCounter() % 45000 == 9000) // 45000=25 min repeat. 9000=5 min delay. 
        {
            // randomly selects 1 of several submissions excluding the recent one

            Random RandomIncident = new Random();
            int CurrentMissionSelected;

            do
                {
                CurrentMissionSelected = RandomIncident.Next(1, 4);
                }
            while (LastMissionLoaded == CurrentMissionSelected);

            LastMissionLoaded = CurrentMissionSelected;

            switch (CurrentMissionSelected)

            {
            case 1:
                GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_air01.mis");
                //GamePlay.gpHUDLogCenter("Intel: Enemy activity is expected at E3!");
                    //600
                initTime = 0.0;
                Timeout(initTime += 600, () =>
                {
                    GamePlay.gpHUDLogCenter("Attention! Enemy activity is expected at E3!");
                });
                    //600+600
                Timeout(initTime += 600, () =>
                {
                    GamePlay.gpHUDLogCenter("Attention! Help is needed at E3/D4!");
                });
                break;
            case 2:
                GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_sea01.mis");
                //GamePlay.gpHUDLogCenter("Intel: Cover your shipping at C4!");
                    //500
                initTime = 0.0;
                Timeout(initTime += 450, () =>
                {
                    GamePlay.gpHUDLogCenter("Attention! Cover your shipping at C4!");
                });
                    //500+300
                Timeout(initTime += 300, () =>
                {
                    GamePlay.gpHUDLogCenter("Attention! Ships are under attack at C4!");
                });
                break;
            case 3:
                GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_air02.mis");
                //GamePlay.gpHUDLogCenter("Intel: Enemy activity is expected at E2!");
                    //600
                initTime = 0.0;
                Timeout(initTime += 600, () =>
                {
                    GamePlay.gpHUDLogCenter("Attention! Enemy activity is expected at E2!");
                });
                    //600+300
                Timeout(initTime += 300, () =>
                {
                    GamePlay.gpHUDLogCenter("Attention! All fighters please proceed to E2/D3!");
                });
                break;
        }
    }

    ///////////////////////

    //loads small submissions w/o messages
    
     if (Time.tickCounter() % 216000 == 108000) // 216000=120 min repeat. 108000=60 min delay. 
     {
         GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_small01.mis");
     }

     if (Time.tickCounter() % 216000 == 215999) // 216000=120 min repeat. 215999=120 min delay. 
     {
         GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/BoF1/BoF1_small02.mis");
     }
}
 ////////////////////////////////////////////////////////////////////////////////////////////////////

// destroys aircraft abandoned by a player.
    private bool isAiControlledPlane (AiAircraft aircraft) 
    {
		if (aircraft == null) 
        { 
			return false;
		}

		Player [] players = GamePlay.gpRemotePlayers ();
		foreach (Player p in players) 
        {    
			if (p != null && (p.Place () is AiAircraft) && (p.Place () as AiAircraft) == aircraft)
            { 
				return false;
			}
		}

		return true;
	}

	private void destroyPlane (AiAircraft aircraft) {
		if (aircraft != null) { 
			aircraft.Destroy ();
		}
	}

	private void explodeFuelTank (AiAircraft aircraft) 
    {
		if (aircraft != null) 
        { 
			aircraft.hitNamed (part.NamedDamageTypes.FuelTank0Exploded);
		}
	}

	private void destroyAiControlledPlane (AiAircraft aircraft) {
		if (isAiControlledPlane (aircraft)) {
			destroyPlane (aircraft);
		}
	}

	private void damageAiControlledPlane (AiActor actor) {
		if (actor == null || !(actor is AiAircraft)) { 
			return;
		}

		AiAircraft aircraft = (actor as AiAircraft);

		if (!isAiControlledPlane (aircraft)) {
			return;
		}

		if (aircraft == null) { 
			return;
		}

		aircraft.hitNamed (part.NamedDamageTypes.ControlsElevatorDisabled);
		aircraft.hitNamed (part.NamedDamageTypes.ControlsAileronsDisabled);
		aircraft.hitNamed (part.NamedDamageTypes.ControlsRudderDisabled);
		aircraft.hitNamed (part.NamedDamageTypes.FuelPumpFailure);

        int iNumOfEngines = (aircraft.Group() as AiAirGroup).aircraftEnginesNum();
        for (int i = 0; i < iNumOfEngines; i++)
        {
            aircraft.hitNamed((part.NamedDamageTypes)Enum.Parse(typeof(part.NamedDamageTypes), "Eng" + i.ToString() + "TotalFailure"));
        }

        /***Timeout (240, () =>
                {explodeFuelTank (aircraft);}
            );
         * ***/

        Timeout (300, () =>
				{destroyPlane (aircraft);}
			);
	}

    //////////////////////////////////////////

	public override void OnPlaceLeave (Player player, AiActor actor, int placeIndex) 
    {
		base.OnPlaceLeave (player, actor, placeIndex);
		Timeout (1, () =>
				{damageAiControlledPlane (actor);}
			);
	}

	public override void OnAircraftCrashLanded (int missionNumber, string shortName, AiAircraft aircraft) 
    {
		base.OnAircraftCrashLanded (missionNumber, shortName, aircraft);
		Timeout (300, () =>
            { destroyPlane(aircraft); }
			);
	}
    public override void OnAircraftLanded (int missionNumber, string shortName, AiAircraft aircraft) 
    {
        base.OnAircraftLanded(missionNumber, shortName, aircraft);
        Timeout(300, () =>
            { destroyPlane(aircraft); }
            );
    }
    
    
//////////////////////////////////////////////////////////////////////////////////////////////////

    //Listen to events of every mission
    public override void Init(maddox.game.ABattle battle, int missionNumber)
    {
        base.Init(battle, missionNumber);
        MissionNumberListener = -1; //Listen to events of every mission
    }

 //////////////////////////////////////////////////////////////////////////////////////////////////

    //Ground objects (except AA Guns) will die after 55 min when counted from their birth

    public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
    {
        base.OnActorCreated(missionNumber, shortName, actor);
        //Ground objects (except AA Guns) will die after 55 min when counted from their birth
        if (actor is AiGroundActor)
            if ((actor as AiGroundActor).Type() != maddox.game.world.AiGroundActorType.AAGun)
                Timeout(3300, () =>
                {
                    if (actor != null)
                    { (actor as AiGroundActor).Destroy(); }
                }
                        );
    }

    /****
    //Ground objects will die after 55 min when counted from their birth
    
    public override void OnActorCreated(int missionNumber, string shortName, AiActor actor)
    {
        base.OnActorCreated(missionNumber, shortName, actor);

        //Ground objects will die after 55 min when counted from their birth
        if (actor is AiGroundActor)
            Timeout(3300, () =>
            {
                if (actor != null)
                { (actor as AiGroundActor).Destroy(); }
            }
                    );
    }
    ****/
}