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#31
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There is no DF map anymore. There is no Coop either. You can do both at the same time, or only one at a time, your choice entirely, but whatever you described is doable: 1) Have your set of missions ready. 2) Host your mission through the Lobby function and maybe use a password so that only your guys can join. 3) Fly. 4) Exit the mission, host another one, rinse and repeat as needed. but, you also have the added benefit that if your guys didn't get those ships in the first run they can respawn in a new aircraft and have another go without having to exit,re-host, re-start the mission or have the host typing admin commands to do it in the console. Sorry, i don't see how the old system is better when the new system can do both MP modes at the same time. |
#32
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How do I start the spinny thing again???
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#33
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If that is true, then that's great!...its a CO-OP, if we cant do that its not a CO-OP, and it wont work for training. Its simple, we need to be able to run "single missions" in MP for that we just need a "pick plane" screen with a "Fly now" button.
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Furbs, Tree and Falstaff...The COD killers... ![]() Last edited by furbs; 07-30-2011 at 06:06 PM. |
#34
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Yup, it's just like that. The problems are a matter of interfacing (we need a refly button for DF-style, a start timer for coop-style gameplay and a list of existing aircraft that's possible to spawn into, that's all), but the underlying structure supports everything. It's just up to the mission designer and host to decide on how to use it.
For example, you could stick to "vanilla IL2" style coops by disallowing the players to spawn new aircraft via the relevant difficulty option, throw down some AI controlled aircraft over a waypoint with a loiter function and have your guys spawn into them upon mission start instead of creating new ones. As soon as they take control of their aircraft from the AI, each one exits the "loiter circle" and you head out for your objectives ![]() |
#35
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and a "pre warmed engine" difficutly setting - having the warm up times of the radials in mind................
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#36
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#37
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Furbs, Tree and Falstaff...The COD killers... ![]() |
#38
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Blackdog, im not saying the DF maps a with all the new stuff isnt great, im sure it is.
But we need CO-OPs like IL2 for training, simple, easy to make, load and run. In IL2 it worked perfect, was very easy to set up, alter and run, it had briefings, end mission briefings....simple and easy. Single missions with quick clear objectives for a set number of planes. why cant we have both? Luthier has said they are there for the smaller maps, why not the large map? I have no idea why your arguing with me on this. By the way, have you done any training with 10 or more guys?
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Furbs, Tree and Falstaff...The COD killers... ![]() Last edited by furbs; 07-31-2011 at 10:52 AM. |
#39
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I'm not arguing with you, i'm just telling you what certain features do. Whether you decide to experiment with them and use them to your advantage so that you can go fly in the meantime, or not do so and wait for a straight port of IL2's coop interface is up to you
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#40
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Every single training session of 3GIAP back in VOW and VEF1,2 times was done in Dogfight with airstart. We just spawned and circled 10-20 seconds around spawn point waiting for everyone and for a Go command. Not really a lot of work to do ))
It is possible to do the same now and even add AI to the map if someone needs it. I think AI is good for personal gunnery training only, not for squad training imho. Devs told they work on the coop menu but it may take more time than everyone hopes. I would prefer to have a coop menu inside a dogfight server, i.e. a player joins a server, then selects an airfield (optionally) and only then presses a button for a coop-style menu where a player selects how many aircrafts to spawn into coop, targets, etc. In this case we can have "coop-airfields" at every dogfight server and players would be able to generate coops themselves in real time. |
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