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#1
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Prebuilt spawnpoints are already there you do not have to place them again. Airfields are already built in the map. You can use them unless you experience explosions in hangars on spawn.
The spawnpoints you place manually probably do not work if not branched properly, i.e. aircraft do not have a direct route to taxi from the point. You are using a key for branching that you assigned, right? Check how prebuilt points are branched. The new ones have to be branched similar. And I think you have to use certain level of map zoom to place spawnpoints properly on map as it is bugged at other levels of zoom. If the points can not be used aircraft spawn on airfield circle. Reduce circle radius to prevent them exploding on spawn. you can manually reduce it below 500m editing mission file with Notepad. Another alternative is to use just half of the circle for spawn when not enough space available. To achieve this I cover the other part of the circle with really huge runway like 1000x700m. This prevents aircraft spawning on the part of a circle that is covered. But this was a temp solution I used before I learned about spownpoints branching key and afterwords I did not make any manually created airfields. |
#2
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Yes Ataros,
When I use the prebuilt spawnpoints I can spawn about 14 in Theville and 12 in Guines. The 15th / 13th plane will not spawn on the spawnpoints anymore but somewhere around the perimeter, as I tried to explain. So I tried it with customized spawnpoints and branched them all to taxi clearly out of the boxes around the objects to the runway, put the 0-point close to the touch-down-T on the customized runway. I tried different sizes of runways and "counquer-circles", but that didn´t change anything. After some planes spawned, they do not spawn at the defined (prebuilt or customized) points anymore, just end up somewhere. But I didn´t minimize the "airfield radius" manually, because it was set for Theville to 700m and Guines 500m, without contribution from my side and maskfield was grey. Will try this next in the *.mis file, but i am not very optimistic, cause all spawnpoints in my testruns with the prebuilt airfields were clearly free, but the planes just used some point far a way as the screenshots show. And if you use the prebuilt airfield spawnpoints you cannot define a "spawn circle" like in the old 1946. You said you cover a spawnarea with an unassigned runway? This will block certain spawnpoints of another "aerodrome"? But will not see the "spawnarea" the new runway as a useable field too and start to fill the planes on starting position, even if the option "spawn parked" is checked? That`s what is happening to me also, if I spawn more planes at the same time. I hoped the customized spawnpoint work, but if they only work randomly up to certain percentage of available and set spawnpoints, they are quite useless. In 1946 I used to make screenshots of the planes spawned, put a static plane on the coordinates of the log-file and copied the coordinatesinto the *.mis file, to know where the player spawn, but I thought this would be solved in CloD. Last edited by SNAFU; 06-16-2011 at 09:04 AM. |
#3
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You can edit manually created AF's radius before you place any runways only. Thus delete runways and change radius first then create runways again. If you do not have any spawnpoints AC spawn on internal AF circle. If you placed spawnpoints AC would spawn on external circle which is 700m in your case when all spawnpoints are used. Quote:
I do not know what are you trying to achieve as I never needed as many spawnpoints. For players 5-10 is enough. For bots it is better to uncheck "spawn parked" to let them spawn on runway. Last edited by Ataros; 06-16-2011 at 09:30 AM. |
#4
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![]() On the cleanairfield I set a "spawnarea" and define color, type, squad and plane. I can spawn 14 planes on the built-in spawnpoints, the 15th of Theville just spawns somewhere. Same happens in Guines with the 13th planes. Ok, for small numbers that are playing acitve CloD at the moment, but if more players join one airfield? For squad training we need about 12 spawnpoints and for events we need definitly more. So I put a customized runway over the built-in runway, define an airfield and points, put the customized spawnpoints with branches almost identically to the in-built spawnpoints, but now only the first 6 planes spawn on the spawnpoints I defined. After a certain number, they do not spawn on the spawnpoints anymore, but somewhere in the woods nearby. So this was a setback from the clean airfields. Quote:
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1. the runway is only a small 10mx10m box and lies totally on the built in runway and in the radius (approximated) of the airfield 2. the runway is only a small 10mx10m box and lies outside on the built in runway but in the radius (approximated) of the airfield 3. the runway is only a small 10mx10m box and lies outside on the built in runway and outside in the radius (approximated) of the airfield 4. same as 1-3 but with a runway size that is larger than the built in runway. But I didn´t change the radius of the airfield, just moved the position around, to see if that influences the spawnpoints order or chosen to spawn on. All over 3hrs testing... Last edited by SNAFU; 06-16-2011 at 09:48 AM. |
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