#41
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So have made some tests with /slowfire from 0,5 to 100 , it seems there is no difference in the rate of fire may be this values are reserved for true warships.
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#42
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Quote:
If tankers are loaded separately I have an issue assigning them as targets to aircraft loading in other submissions. I tried to assign aircraft to "attack target" without selecting a target but it seems they can not see or find ships loaded in other submission maybe because they are moving and I fail to give bombers a waypoint accurately enough. Maybe you've found a solution to this issue already? |
#43
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It seems possible to assign a new Waypoint (including Action) with a c# script to an AiAirGroup. Will make some tests to figure out if it works.
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#44
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Quote:
If only we could have "patrol area" script for bombers telling them to search for targets within a defined area. |
#45
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There is a "Ground Attck - Area" option for bombers. It stops you selecting the type of attack detail though, such as dive-bomb, instead these sub-options grey out to "Auto".
as an aside, I have made several missions but when I host them my squadmates can't see the planes they're supposed to join, I can see them and select them in the map but they can't?? Cheers. |
#46
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This is good stuff guys, Tried it on ships and Trains and it works beautifully. Thank you!!
Last edited by KDN; 12-10-2011 at 11:16 PM. |
#47
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I tried attaching (towing) air ballon on ships. They do attach OK, but ballon height always comes out as close to zero irrespective of what height you set in the mission file
__________________
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 |
#48
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As far as search light you need a "AI" set to "anti air" and "power on". Set radius to cover both the generator and search light. After that set generator target to search lights set searchlight targets to the AI. search light should work.
Any one know what airport AI does? |
#49
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Maybe it is known but I have just discovered that FMB uses two name conventions for the [Stationary] category
One is: Static0, Static1, ...Staticn (used most of the time) Second is: 1_Static, 1_Static... and so on (used when you set the mines for the mineship and when you set AA for your merchant ships within FMB ) So I found out that when you do any of the: /tow00_00 0_Static /tow00_01 1_Static on ships or on vehicle/trains, the reference to the static object has to be EXACTLY as it is referred to under [Stationary] So "/tow00_00 0_Static /tow00_01 1_Static" will not work if the objects are listed as Static0 and Static1. Instead the attachement line should be" /tow00_00 Static0 /tow00_01 Static1" Of course, when both conventions are used in the same mission file, watch out for repetitions since you cannot open the misison in FMB anymore to get them renumbered...just in case Last edited by KDN; 12-11-2011 at 04:52 PM. |
#50
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Maybe 1_ is a mission number prefix creating a fullname from a shortname?
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