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-   -   full mission builder - objects ? (http://forum.fulqrumpublishing.com/showthread.php?t=22740)

FG28_Kodiak 05-13-2011 07:58 AM

Personal i hope that these "dirty little tricks" get integrated in FMB in a later patch. ;)

Pluto 05-13-2011 08:11 AM

Quote:

Originally Posted by Sauf (Post 282478)
Post a screenshot if you get the time Pluto, am interested to see them operating but to lazy to try and figure it out myself :)

for a screenshot I´d have to change some things in the mission (put camera near searchlichts). They work, but I still have to adjust their range. You only can see them when you fly by very low and near. Very thin needles of light.
No big deal for a screenshot at this point, sorry. I only get to work on that mission when I have time late in the evening and not every day.

Download that searchlight mission that is to be found somewhere in this thread, install it and open it in the editor, that helped me a lot to set the lights as they should be!
You get good assistance in this forum if you ask politely.
:)

Ataros 05-13-2011 08:52 AM

Quote:

Originally Posted by FG28_Kodiak (Post 282485)
But not for the second place and not so many options for AAA. ;)

Did you try to put on tanks instead of AAA? Just came to this idea ))

Maybe air balloons will work as well.

FG28_Kodiak 05-13-2011 09:00 AM

To this time no, hm Invasion Tankers ;)

[Edit:]Tanks (Artillery) working ;)
http://img843.imageshack.us/img843/7199/tankatship.jpg

Ballons not :/

warbirds 05-14-2011 03:44 PM

I cannot get searchlights to stay on if one is damaged or shot. If one goes out they all go out.

Also could some of you that are doing the cool tricks with text in missions for ships and stuff make a script for it to so it could be brought up easily in the FMB?

41Sqn_Stormcrow 05-14-2011 11:39 PM

If I am not mistaken there's also a plane pushing vehicle in the model browser. Can one make it tow a static plane too?

Ataros 05-16-2011 07:02 AM

Quote:

Originally Posted by FG28_Kodiak (Post 282060)
Yes and Yes the bofors should work for germans also.

Thanks a lot again. Integrating into my mission for Repka.

Do you know what these parameters mean and how they influence gunnery?
/skill 2
/slowfire 1

And /sleep 0 is probably a spawn delay in seconds?

FG28_Kodiak 05-16-2011 07:43 AM

/skill 2 AI-Level of Ship also influence on AAA acuracy, i think.
/slowfire 1 rate of fire
/sleep 0 How long it takes before AAA gets active.

Ataros 05-16-2011 10:12 AM

Quote:

Originally Posted by FG28_Kodiak (Post 283829)
/skill 2 AI-Level of Ship also influence on AAA acuracy, i think.
/slowfire 1 rate of fire
/sleep 0 How long it takes before AAA gets active.

What I would like to find out is what are the boundaries for these parameters, e.g. can /skill 10 be used or does /slowfire 3 reduce or increase ROF (found out that 0.5 is minimum value for this). Do you have this info by chance?
I am working on a mission fixing various bugs almost every day and just can not try everything by hand )

Installed 2 AA guns onto a tanker with help of your instructions. Works great! Unfortunately after editing the mission in editor again it reverts to default 1 gun. Did you notice this issue? I have to re-edit my mission many times. Do you think it can be done without loosing the 2nd gun?

FG28_Kodiak 05-16-2011 09:22 PM

Yes this is a problem the FMB overrides the second gunposition.
May be we can create a little mis-file, only with tankers and then load this file into the main mission. So we need only this file to be manual editing.
Will make some tests.

Quote:

What I would like to find out is what are the boundaries for these parameters, e.g. can /skill 10 be used or does /slowfire 3 reduce or increase ROF (found out that 0.5 is minimum value for this). Do you have this info by chance?
I am working on a mission fixing various bugs almost every day and just can not try everything by hand )
For slowfire i think it is the same as in IL-2 (1946)
0.5 – half of historical correct reloading time (guns firing twice as normal)
1 – normal
100 – slowest possible rate of fire
skill i think its the same as in IL-2 (1946)
0=Beginner ... 3=Ace
But i will make some tests to figure it out.


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