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Skycarl
05-25-2011, 10:57 AM
I built several dogfight missions so far. It seems at certain bases with hangers,
that the first plane in will explode inside the hanger when spawning in.
This is without any AI aircraft on the field.
The second and planes after seem to spawn in okay.
And, sometimes the first plane will come in okay. Mostly not though.
I haven't seen this problem spawning into bases with no hangers as they spawn
on the field okay.

I have not tried this with the single missions yet. Any ideas on what is going on
with this? Could be a glitch that has yet to be ironed out.
Any feedback would be most appreciated.
Thanks.

Sky

Ataros
05-25-2011, 11:07 AM
Please report airfield names and screenshots of hangars in both bugreports threads if you want it fixed.
1) http://forum.1cpublishing.eu/showthread.php?t=19629&page=43
2) http://forum.1cpublishing.eu/showthread.php?t=21096&page=20

You can overwrite default spawn places by placing a new airfield object on top of the old one and adding new airfield points. Set a key in game Controls Options Menu - Builder category to place Branches of airfield points as discussed here http://forum.1cpublishing.eu/showthread.php?t=23129

Skycarl
05-25-2011, 06:58 PM
Ataros,
Thank you so much. I will try what you are suggesting and if it continues, I will
take the screenshots and report in the threads.
The fast help is much appreciated.

Sky

SNAFU
06-15-2011, 08:07 PM
Does anyone have a list of airfield for which the spawnpoints do actually work?

I used the prebuilt spawnpoints and after about the 4th or 6th spawing plane, they loose track of the spawnpoints and just spawn anywhere in the area.

This also happens when I use my own spawnpoints with a customized runway and spawnpoints.

Generally the customzid runway spawnpoints do not seem to work on prebuilt runways. I tried to minimize the custom runways and put them over the prebuilt ones, minimized the radii and put a spawnarea directly on the customized runway, doesn´t help.

I tried "Guines" and "Theville", both spawn somewhere after the 4th or 6th plane, only "Carquebut" seems to work, so I deleted the spawnpoints.

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[BirthPlace]
"III./JG27 - Carquebut" 2 52693 39771 0 1 1 1 de Luftwaffe_Fighter_1940 BoB_LW_JG27_III
"III./JG27 - Theville" 2 43246 70684 0 1 1 1 de Luftwaffe_Fighter_1940 BoB_LW_JG27_III
"III./JG27 - Guines" 2 283855 204878 0 1 1 1 de Luftwaffe_Fighter_1940 BoB_LW_JG27_III
[BirthPlace0]
Aircraft.Bf-109E-3B
Aircraft.Bf-109E-3
[BirthPlace1]
Aircraft.Bf-109E-3B
Aircraft.Bf-109E-3
[BirthPlace2]
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Aircraft.Bf-109E-3


"Theville" max. 14 spawn points regular
http://www.Schwaan.info/Snafu/CoD/bugreport/spawnbug_theville1.jpeg



"Guines" ma. 12 spawn points regular
http://www.Schwaan.info/Snafu/CoD/bugreport/spawnbug_guines1.jpeg

Has anyone experience with the location of the spawnpoints, customized and prebuilt ones? Or airfields which actually work?

Ataros
06-16-2011, 07:47 AM
Prebuilt spawnpoints are already there you do not have to place them again. Airfields are already built in the map. You can use them unless you experience explosions in hangars on spawn.

The spawnpoints you place manually probably do not work if not branched properly, i.e. aircraft do not have a direct route to taxi from the point. You are using a key for branching that you assigned, right? Check how prebuilt points are branched. The new ones have to be branched similar. And I think you have to use certain level of map zoom to place spawnpoints properly on map as it is bugged at other levels of zoom.

If the points can not be used aircraft spawn on airfield circle. Reduce circle radius to prevent them exploding on spawn. you can manually reduce it below 500m editing mission file with Notepad.

Another alternative is to use just half of the circle for spawn when not enough space available. To achieve this I cover the other part of the circle with really huge runway like 1000x700m. This prevents aircraft spawning on the part of a circle that is covered. But this was a temp solution I used before I learned about spownpoints branching key and afterwords I did not make any manually created airfields.

SNAFU
06-16-2011, 09:00 AM
Yes Ataros,

When I use the prebuilt spawnpoints I can spawn about 14 in Theville and 12 in Guines. The 15th / 13th plane will not spawn on the spawnpoints anymore but somewhere around the perimeter, as I tried to explain.

So I tried it with customized spawnpoints and branched them all to taxi clearly out of the boxes around the objects to the runway, put the 0-point close to the touch-down-T on the customized runway. I tried different sizes of runways and "counquer-circles", but that didn´t change anything. After some planes spawned, they do not spawn at the defined (prebuilt or customized) points anymore, just end up somewhere. But I didn´t minimize the "airfield radius" manually, because it was set for Theville to 700m and Guines 500m, without contribution from my side and maskfield was grey. Will try this next in the *.mis file, but i am not very optimistic, cause all spawnpoints in my testruns with the prebuilt airfields were clearly free, but the planes just used some point far a way as the screenshots show. And if you use the prebuilt airfield spawnpoints you cannot define a "spawn circle" like in the old 1946.
You said you cover a spawnarea with an unassigned runway? This will block certain spawnpoints of another "aerodrome"? But will not see the "spawnarea" the new runway as a useable field too and start to fill the planes on starting position, even if the option "spawn parked" is checked? That`s what is happening to me also, if I spawn more planes at the same time.

I hoped the customized spawnpoint work, but if they only work randomly up to certain percentage of available and set spawnpoints, they are quite useless.



In 1946 I used to make screenshots of the planes spawned, put a static plane on the coordinates of the log-file and copied the coordinatesinto the *.mis file, to know where the player spawn, but I thought this would be solved in CloD.

Ataros
06-16-2011, 09:21 AM
Theville to 700m and Guines 500m

I do not think you can even see the radius of AF built in the map. If you can see AF properties this means you are working with manually placed AF on top of a built-in AF I think. You may wish to delete them completely to try clean built-in airfields.

You can edit manually created AF's radius before you place any runways only. Thus delete runways and change radius first then create runways again. If you do not have any spawnpoints AC spawn on internal AF circle. If you placed spawnpoints AC would spawn on external circle which is 700m in your case when all spawnpoints are used.

This will block certain spawnpoints of another "aerodrome"?
No, I do not mean another AF I mean the same AF the runway belongs to. If I face hangar explosions issue with built-in AF, I do not use the old built-in AF but create new one on top of it. I place birthplace (spownpoint) in the center of the new one to make players use the new one instead of old one. Then if the circle of new AF does not fit into available space i use only half of it covering another half with runway.

I do not know what are you trying to achieve as I never needed as many spawnpoints. For players 5-10 is enough. For bots it is better to uncheck "spawn parked" to let them spawn on runway.

SNAFU
06-16-2011, 09:45 AM
I do not think you can even see the radius of AF built in the map.
No, you can´t and can only change them in the *.mis file.

If you can see AF properties this means you are working with manually placed AF on top of a built-in AF I think.

That was my second approach.

You may wish to delete them completely to try clean built-in airfields.
That is what I mean with prebuilt airfields and just where I started with. :-P

On the cleanairfield I set a "spawnarea" and define color, type, squad and plane. I can spawn 14 planes on the built-in spawnpoints, the 15th of Theville just spawns somewhere. Same happens in Guines with the 13th planes. Ok, for small numbers that are playing acitve CloD at the moment, but if more players join one airfield? For squad training we need about 12 spawnpoints and for events we need definitly more.

So I put a customized runway over the built-in runway, define an airfield and points, put the customized spawnpoints with branches almost identically to the in-built spawnpoints, but now only the first 6 planes spawn on the spawnpoints I defined. After a certain number, they do not spawn on the spawnpoints anymore, but somewhere in the woods nearby. So this was a setback from the clean airfields.


You can edit manually created AF's radius before you place any runways only. Thus delete runways and change radius first then create runways again. If you do not have any spawnpoints AC spawn on internal AF circle. If you placed spawnpoints AC would spawn on external circle which is 700m in your case when all spawnpoints are used.

That is the problem, not all spawnpoints are used, but they start spawning on the outer circle. That`s why I tried it with customized spawnpoints, but that even got worse. :evil: ;)


No, I do not mean another AF I mean the same AF the runway belongs to. If I face hangar explosions issue with built-in AF, I do not use the old built-in AF but create new one on top of it. I place birthplace (spownpoint) in the center of the new one to make players use the new one instead of old one. Then if the circle of new AF does not fit into available space i use only half of it covering another half with runway.

Yes see above. I also experimented with the position of the custom-airfield and put them off the built-in-airfield so just

1. the runway is only a small 10mx10m box and lies totally on the built in runway and in the radius (approximated) of the airfield
2. the runway is only a small 10mx10m box and lies outside on the built in runway but in the radius (approximated) of the airfield
3. the runway is only a small 10mx10m box and lies outside on the built in runway and outside in the radius (approximated) of the airfield
4. same as 1-3 but with a runway size that is larger than the built in runway.

But I didn´t change the radius of the airfield, just moved the position around, to see if that influences the spawnpoints order or chosen to spawn on.

All over 3hrs testing...