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

FG28_Kodiak 05-17-2011 12:49 AM

So have made some tests with /slowfire from 0,5 to 100 , it seems there is no difference in the rate of fire may be this values are reserved for true warships.

Ataros 05-17-2011 09:43 PM

Quote:

Originally Posted by FG28_Kodiak (Post 284178)
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.

Great idea and all other information is very useful for me. Thank you.

If tankers are loaded separately I have an issue assigning them as targets to aircraft loading in other submissions. I tried to assign aircraft to "attack target" without selecting a target but it seems they can not see or find ships loaded in other submission maybe because they are moving and I fail to give bombers a waypoint accurately enough.

Maybe you've found a solution to this issue already?

FG28_Kodiak 05-18-2011 04:27 AM

It seems possible to assign a new Waypoint (including Action) with a c# script to an AiAirGroup. Will make some tests to figure out if it works.

Ataros 05-18-2011 10:05 AM

Quote:

Originally Posted by FG28_Kodiak (Post 284686)
It seems possible to assign a new Waypoint (including Action) with a c# script to an AiAirGroup. Will make some tests to figure out if it works.

It would become too complected I think to use C# to assign targets to every new group attacking the same objective loaded previously (at least for me :)). The problem exists only for moving object of cause. There should be a more simple solution like checking rendezvous timing and copying waypoint location from one mission file to another after that.

If only we could have "patrol area" script for bombers telling them to search for targets within a defined area.

56RAF_Witch 05-30-2011 12:12 PM

There is a "Ground Attck - Area" option for bombers. It stops you selecting the type of attack detail though, such as dive-bomb, instead these sub-options grey out to "Auto".

as an aside, I have made several missions but when I host them my squadmates can't see the planes they're supposed to join, I can see them and select them in the map but they can't??

Cheers.

KDN 12-10-2011 11:00 PM

This is good stuff guys, Tried it on ships and Trains and it works beautifully. Thank you!!

salmo 12-11-2011 12:21 AM

Quote:

Originally Posted by Ataros (Post 282503)
Maybe air balloons will work as well.

I tried attaching (towing) air ballon on ships. They do attach OK, but ballon height always comes out as close to zero irrespective of what height you set in the mission file :(

WarFox101 12-11-2011 05:11 AM

As far as search light you need a "AI" set to "anti air" and "power on". Set radius to cover both the generator and search light. After that set generator target to search lights set searchlight targets to the AI. search light should work.

Any one know what airport AI does?

KDN 12-11-2011 12:41 PM

Maybe it is known but I have just discovered that FMB uses two name conventions for the [Stationary] category
One is: Static0, Static1, ...Staticn (used most of the time)
Second is: 1_Static, 1_Static... and so on (used when you set the mines for the mineship and when you set AA for your merchant ships within FMB )

So I found out that when you do any of the: /tow00_00 0_Static /tow00_01 1_Static on ships or on vehicle/trains, the reference to the static object has to be EXACTLY as it is referred to under [Stationary]

So "/tow00_00 0_Static /tow00_01 1_Static" will not work
if the objects are listed as Static0 and Static1.
Instead the attachement line should be" /tow00_00 Static0 /tow00_01 Static1"

Of course, when both conventions are used in the same mission file, watch out for repetitions since you cannot open the misison in FMB anymore to get them renumbered...just in case :)

Ataros 12-12-2011 07:12 AM

Maybe 1_ is a mission number prefix creating a fullname from a shortname?


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