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Old 10-02-2011, 06:42 PM
salmo salmo is offline
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Join Date: Mar 2011
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Default AI actors: airport.cpp, baseAntiAir.cpp, bus_car.cpp, car.cpp, emrg_car.cpp

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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Last edited by salmo; 10-02-2011 at 06:48 PM.
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