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-   -   Let's Talk 'Taxi to Takeoff' Feature (4.12) (http://forum.fulqrumpublishing.com/showthread.php?t=40272)

Extreme_One 07-11-2013 07:23 PM

Quote:

Originally Posted by FC99 (Post 506290)
One thing that I didn't saw mentioned yet.You can make path on the airfield with taxi to takeoff waypoints only and create some traffic on the field. When plane reach last WP it will be considered as landed and stay there.

I must be getting stupid in my old age :oops:

Can someone please post a mission with an example of this working so I can correctly understand?

FC99 07-11-2013 08:31 PM

Code:

[MAIN]
  MAP Net6Island/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  usa0100
[usa0100]
  Planes 1
  Skill 1
  Class air.A_20C
  Fuel 100
  weapons default
[usa0100_Way]
  TAKEOFF_004 13162.99 16312.14 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13270.97 16310.50 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13274.79 16256.43 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13302.64 16230.22 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13595.34 16231.86 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13885.31 16516.37 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13947.02 16464.49 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 14015.82 16519.64 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13983.60 16545.31 0 0 &0
  TRIGGERS 0 0 20 0
[NStationary]
[Buildings]
[Bridge]
[House]


Extreme_One 07-13-2013 07:08 PM

Quote:

Originally Posted by FC99 (Post 506629)
Code:

[MAIN]
  MAP Net6Island/load.ini
  TIME 12.0
  CloudType 0
  CloudHeight 1000.0
  army 1
  playerNum 0
[SEASON]
  Year 1940
  Month 6
  Day 15
[WEATHER]
  WindDirection 0.0
  WindSpeed 0.0
  Gust 0
  Turbulence 0
[MDS]
  MDS_Radar_SetRadarToAdvanceMode 0
  MDS_Radar_RefreshInterval 0
  MDS_Radar_DisableVectoring 0
  MDS_Radar_EnableTowerCommunications 1
  MDS_Radar_ShipsAsRadar 0
  MDS_Radar_ShipRadar_MaxRange 100
  MDS_Radar_ShipRadar_MinHeight 100
  MDS_Radar_ShipRadar_MaxHeight 5000
  MDS_Radar_ShipSmallRadar_MaxRange 25
  MDS_Radar_ShipSmallRadar_MinHeight 0
  MDS_Radar_ShipSmallRadar_MaxHeight 2000
  MDS_Radar_ScoutsAsRadar 0
  MDS_Radar_ScoutRadar_MaxRange 2
  MDS_Radar_ScoutRadar_DeltaHeight 1500
  MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0
  MDS_Radar_ScoutGroundObjects_Alpha 5
  MDS_Radar_ScoutCompleteRecon 0
  MDS_Misc_DisableAIRadioChatter 0
  MDS_Misc_DespawnAIPlanesAfterLanding 1
  MDS_Misc_HidePlayersCountOnHomeBase 0
  MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0
  MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0
[RespawnTime]
  Bigship 1800
  Ship 1800
  Aeroanchored 1800
  Artillery 1800
  Searchlight 1800
[Wing]
  usa0100
[usa0100]
  Planes 1
  Skill 1
  Class air.A_20C
  Fuel 100
  weapons default
[usa0100_Way]
  TAKEOFF_004 13162.99 16312.14 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13270.97 16310.50 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13274.79 16256.43 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13302.64 16230.22 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13595.34 16231.86 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13885.31 16516.37 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13947.02 16464.49 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 14015.82 16519.64 0 0 &0
  TRIGGERS 0 0 20 0
  TAKEOFF_004 13983.60 16545.31 0 0 &0
  TRIGGERS 0 0 20 0
[NStationary]
[Buildings]
[Bridge]
[House]


Thank you!

Now I understand.:cool:

Aviar 08-02-2013 04:30 AM

1 Attachment(s)
Maybe one of the TD members can chime in on this. I'm not sure if this is a bug or intended programming.

I wanted to Taxi an AI plane to a particular waypoint and then use the Delay setting to have it sit there for a set time before moving on to the next waypoint. In the screenshot, you can see that I have set a Delay of 2 minutes for the second waypoint. I also set the same Delay for the third waypoint.

However, the waypoint Delay setting for a taxiing plane seems to have no effect. Once a plane started rolling, it ignored the Delay setting at all subsequent waypoints.

So if it's not a bug, I was wondering why the Delay setting would be there if it has no function? (I understand the Delay setting in the INITIAL waypoint is there to command the plane/flight to start it's engine(s) and begin to taxi.)

Aviar

Monty_Thrud 08-03-2013 10:44 AM

I think its there just for the initial delay.


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