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Don't you just love the way that mission builders are kept in the dark (with no FMB documentation) & have to figure things out for themselves?
![]() I have some question regarding the AI section in FMB. There are three types of AI: Airfield, AntiAir, Ground. To these you can apply six AI actors: airport.cpp, baseAntiAir.cpp, bus_car.cpp, car.cpp, emrg_car.cpp, powerOn.cpp .... Can anyone shed light on these *.cpp elements? powerOn.cpp I believe this is used for searchlights. I've put searchlight & generator within the poweron.cpp radius & "set" the searchlight to the AI control but no searchlights go on when enemy planes overhead at night-time. ![]() car.cpp I believe that car.cpp gets a vehicle to follow a sline road back & forwards indefinitely, but I can't seem to get it to do this. I've positioned a spline roadway within the car.cpp radius, placed a vehicle within the car.cpp radius, "set" the vehicle to the AI control, but no joy ![]() Also, anyone know how to "attach" a trailer to a moving vehicle?
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When one engine fails on a two engine bomber, you will always have enough power left to get to the scene of the crash. Get the latest COD Team Fusion patch info HERE Last edited by salmo; 10-02-2011 at 06:48 PM. |
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