#11
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The name? I just left it by default. (?) I'm not sure I understand what you mean.
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#12
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default?
Damn, that was the first thing I removed, months ago... No problem, I will start experimenting... |
#13
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Just tried the mission: pure enjoyment and the best I flew on ClOD.
The triggers and successive objectives really add to game , Congratulations and thanks,
__________________
Details: Asus P5BE Plus / Q9650, 3.0 GHz ---- Win 7 - 64 / 4 GB RAM ---- ATI 4890, 1 GB VRAM |
#14
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Great job and the video looks fantastic!
I noticed that you fly with mirrors on! doesn't this cause you a massive decrease in fps? ~S~ |
#15
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Isn't that the aircraft input window or something to that description
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#16
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Quote:
They take away around 5fps I'm game for me |
#17
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Many thanks for the feedback.
The original MIS file has been updated with bugs ironed out and improvements made to the mission based on feedback. These can be viewed in the first post using the same download link = Liberation v2. Still not as I would have liked but many of the non working features and AI control/behaviour are beyond my control. It seems to be better, easier but still requires player intervention to complete the objective. Please feel free to edit, change any aspects or even experiment with it within FMB. My first attempt at making a video and noticed that I mispelt 'Losing' on the frame that video seems to rest on...ah well, it will have to stay! As for the mirrors, they are pretty useless at the moment and most of the time they are off. Mission Builder notes. 1. At present you can only spawn Airgroups using trigger commands:- a) After a period of time - set in seconds. b) by defining a passthrough area on the map. You can spawn Airgroups in the Air, Scramble or Parked (they taxi/leave the hangers then take off if you have a take off waypoint set) by setting these options in the Groups Properties when you create the Airgroup. Other Trigger variables such as 'target destroyed' do not appear to function Player, Airgroups, Armies, Air Armies and Marine armies can be used but a spawned airgroup cannot be used to spawn another airgroup using the 'group' option. You can use Air Army but any other AC belonging to the same army and entering/passing through that area will also cause spawning. Setting Passthrough Areas. A slider is available in the Script Trigger window and can be used to define the radius (in Metres). It's very difficult to set precise or small areas uing the slider but stretching the script window elongates the slider and this helps. The easist method is to simply edit the value in the MIS file using notepad. The values in red below are the Radius of the passthrough area. When setting Passthrough areas, your mouse cursur must exit the Script menu Left or right for the passthrough area icon to show. When interrogating the Script menu, pointing to any trigger/action commands that you have created will be highlighted on the map. You must press save even if you have not made any changes otherwise Action commands will be reset to 0 and disabled. These are shown in Blue (below) and must be flagged with a 1 to work. If set to 0 just change the flags baxk to 1 in the MIS file using notepad. e.g. [Trigger] escort TPassThrough 1 BoB_RAF_F_249Sqn_Early.12 96122 42995 2650 phase3 TPassThrough 0 89105 46846 3800 ME1092nd TPassThrough 3 2 110949 32589 50 Hurricane TPassThrough 3 1 111121 32765 50 AnsonTO TPassThrough 3 1 111418 33701 50 [Action] escort ASpawnGroup 1 BoB_RAF_F_74Sqn_Early.01 phase3 ASpawnGroup 1 BoB_LW_LG2_I.01 ME1092nd ASpawnGroup 1 BoB_LW_LG2_I.12 Hurricane ASpawnGroup 1 BoB_RAF_F_FatCat_Early.02 AnsonTO ASpawnGroup 1 BoB_RAF_F_249Sqn_Early.12 If a ground object enters into a passthrough area 'spawning takes place, however, if it doesn't pass through and sits in the area, then any other ground objects that enter or pass through it will not spawn additional groups. Errors in setting up script Action/Trigger commands can make the mission unstable, freeze and even cause BSOD and system crashes. |
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