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Old 05-15-2012, 03:52 PM
ATAG_Bliss ATAG_Bliss is offline
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Join Date: Mar 2010
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Quote:
Originally Posted by Ataros View Post
If I understand correctly this will not work for non-flyable AI like Wellingtons? Also when hosting a coop it is not known in advance if anyone will fly bombers thus it is necessary to set waypoints even for flyable bombers and they will fly away.

The easiest way is still to use Banks' COOP-Lobby IMO:

1. copy any coop or offline mission to a missions folder
2. copy Banks' script to the same folder
3. rename the script file to match the name of mission file
4. GO.

Maybe after patch when crashes are fixed more people test it and provide feedback and bugreports.
I'm only talking about spawning. The rest of the mission's AI planes (if are being used can be blocked from jumping into) For even easier access to spawning you can make a single spawn point for red and blue where the planes being spawned into are with 15km of that point. That way when chosen the only options you have to spawn into are the groups you put into that vicinity. That will not affect any other bombers, AI as part of the mission, etc.

I agree with what Banks has done and hopefully he can make it absolutely idiot proof in the future. But if you know how the game works, setting up a way to start at the same time, in the air, in formation, is really easy to do without a single line of code. Even better is an AI formation on the ground with a timeout command. That way all ground starts are also lined up with plenty of time for humans to jump into them so everyone can start at the same time.
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