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-   -   [REPORT FOR DEVS] FullMissionBuilder (http://forum.fulqrumpublishing.com/showthread.php?t=20024)

klem 04-04-2011 12:16 PM

No matter where I place the Co-op takeoff waypoint on Tangmere the aircraft start by the Hangars and 2 of them crash into one.

I have created an Airdrome Points at the runway crossing of Tangmere (can't seem to do anything with Airdrome Runways) and placed the Hurricanes takeoff point at the East end of the 07/25 runway (takeoff hdg 250) but they spawn by the Hangars.

Is this a bug or am I doing something wrong?

Anyone found a FMB Manual?

Zorin 04-04-2011 04:53 PM

Quote:

Originally Posted by klem (Post 251731)
No matter where I place the Co-op takeoff waypoint on Tangmere the aircraft start by the Hangars and 2 of them crash into one.

I have created an Airdrome Points at the runway crossing of Tangmere (can't seem to do anything with Airdrome Runways) and placed the Hurricanes takeoff point at the East end of the 07/25 runway (takeoff hdg 250) but they spawn by the Hangars.

Is this a bug or am I doing something wrong?

Anyone found a FMB Manual?

Does it only happen on Tangmere airfield or others as well?

Fusek 04-04-2011 05:20 PM

There are some French tanks listed as German, captured I guess?

One thing I noticed that elevated objects get placed back on the ground when the mission is reloaded. Could it be made so that elevated objects stay in that position when the mission is played?

Zorin 04-04-2011 09:36 PM

Quote:

Originally Posted by Fusek (Post 251962)
There are some French tanks listed as German, captured I guess?

One thing I noticed that elevated objects get placed back on the ground when the mission is reloaded. Could it be made so that elevated objects stay in that position when the mission is played?

Yes, there are captured French tanks, but as they are not included as real French tanks I assume they have been given the equipment that was part of their German revisions? This is most obvious with the commander tanks that have the German radio installations.

Will put the elevation issue into the first post.

klem 04-04-2011 10:24 PM

Quote:

Originally Posted by Zorin (Post 251948)
Does it only happen on Tangmere airfield or others as well?

Same at Biggin Hill except they start away at the blast pens with one blowing up as it spawns on the pen wall.

Thee_oddball 04-06-2011 09:18 PM

Quote:

Originally Posted by klem (Post 251731)
No matter where I place the Co-op takeoff waypoint on Tangmere the aircraft start by the Hangars and 2 of them crash into one.

I have created an Airdrome Points at the runway crossing of Tangmere (can't seem to do anything with Airdrome Runways) and placed the Hurricanes takeoff point at the East end of the 07/25 runway (takeoff hdg 250) but they spawn by the Hangars.

Is this a bug or am I doing something wrong?

Anyone found a FMB Manual?

I dont think it s bug, when i made an airfield out in the middle of know where the planes all spawned where i put the airdrome points, but when i used one of the actual air fields they all spawned where they wanted to...in the corals, next to house's...i think there are preset spawn points in the actual fields that over ride the airdrome points :(

Zorin 04-07-2011 03:54 PM

Quote:

Originally Posted by Thee_oddball (Post 254783)
I dont think it s bug, when i made an airfield out in the middle of know where the planes all spawned where i put the airdrome points, but when i used one of the actual air fields they all spawned where they wanted to...in the corals, next to house's...i think there are preset spawn points in the actual fields that over ride the airdrome points :(

Witht he beta we now have the spawn points and airbase symbols back on the map. Maybe you guys could check the airfields in question and report any spawn point issues you find.

Zorin 04-07-2011 09:58 PM

Luthier, could you post a short one-liner acknowledging that you are aware of this thread? Or maybe even send your FMG guy along so he could answer some of the questions?

Zorin 04-08-2011 11:52 PM

@mods: Couldyou make this thread a sticky? That way the devs would have easy access to it and all the FMB relate bugs that the community has to report.

Stiboo 04-09-2011 10:40 AM

Hi Zorin

thanks for starting this thread and for all the testing, i've been having a good look myself at the FMB, a few things i've found -

No way to set a later time for a unit to appear? ( every unit starts at the start of the mission?)

No way of using scripts yet? ( there's a TAB to enter code...but what is the code used?)


Only just found the proper campaign folder - STEAM\steamapps\common\il-2 sturmovik cliffs of dover\parts\bob\mission\campaign\campaign_gb

why this folder when my single missions are saving to- \My Documents\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single

No way of putting video track into a campaign?

Now i've found the campaign stuff I can start to work out how to put a campaign together...




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