- Guest - 22.01.2008
Skunkmeister Wrote:I was jealous of what Avala did for Malta...
http://www.youtube.com/watch?v=_nYB6DbSAsM
Fantastic!
Happened that while I was watching video I also listen “Ride of the Valkyries” by pianist Maxim Mrvica, what a match, I really enjoyed this trip to Pacific (and what a mighty computer :mrgreen: )
- duffys tavern - 22.01.2008
Nice shot of the Kittyhawks. Now if someone could just figure out how to get those canopys to slide open.
- CKY_86 - 22.01.2008
Is there any planned release date for this soon-to-become-greatest-map-in-game? :wink:
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Skunkmeister - 22.01.2008
I dont want to get people's hopes up, but realistically, not until March.
I'm moving to a new town soon, so I'll be MIA for atleast a week or two. We will continue to work on it through February, basically just massaging everything until we are satisfied with it.
- VF-51_Dart - 23.01.2008
Absolutely fantastic!
- spud - 23.01.2008
Question, should any airfields be built with no AI setup?
Meaning we make the airfield, but have no runaway or runway stuff on there so the AI will not see it. This would allow coop missions to start in dispersals at will.
tater
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Skunkmeister - 23.01.2008
No. I believe this map should be released will all AI points on airfields to allow for maximum flexibility. By making an airfield "human use only" you greatly reduce what becomes useable for mission makers.
I can understand the enthusiasm, but I dont see it as something that will be useful.
I'm sure Cheech and T will chime in with their wisdom on this as well.
- VFS-214_Hawk - 23.01.2008
spud Wrote:Question, should any airfields be built with no AI setup?
Meaning we make the airfield, but have no runaway or runway stuff on there so the AI will not see it. This would allow coop missions to start in dispersals at will.
tater
WOuld that be better than the no-fuel loadout for AI?
- spud - 23.01.2008
That's my personal baseline as well, skunk, which is why I have ai waypoints on mine.
I was thinking it might be a nice addition for some folks though, perhaps on fields that were only used as emergency airfields (the AI is too stupid to land anywhere but where they are told anyway, they'll ditch instead of landing at a field, lol).
- FA_Cheech - 23.01.2008
Skunkmeister Wrote:No. I believe this map should be released with all AI points on airfields, to allow for maximum flexibility. By making an airfield "human use only" you greatly reduce what becomes useable for mission makers.
I can understand the enthusiasm, but I dont see it as something that will be useful.
I'm sure Cheech and T will chime in with their wisdom on this as well.
IMHO, the map should be released with all AI points on airfields. I also want mission makers to have max flexibility.
- spud - 23.01.2008
What about dispersal spawning? Using the technique where you place the "Runaway" arrow and the plane spawns exactly 1000m behind it? Should we provide such points on some fields?
Henderson springs to mind, perhaps Ondonga, Buka, Kahili, Vella Lavella.
Of course some of those are outside the airfield circle anyway (dispersals) so a regular normfly-->takeoff change then drop them might work without heroic measures.
I just tested the "runaway" arrow thing, and it works well. As long as it is a documented feature (for mission/campaign builders) I think it would be a great addition.
We should provide a screen shot of each field anyway, with all the taxi endpoints marked anyway, we can always put a circle around each "dispersal spawning" runaway object with an arrow tot he place the plane spawns. For larger installations like Hendereson/fighter one, prehaps 4-8 such points?
For smaller fields, 1-4?
This would certainly add flexibility.
- _1SMV_Gitano - 23.01.2008
spud Wrote:What about dispersal spawning? Using the technique where you place the "Runaway" arrow and the plane spawns exactly 1000m behind it? Should we provide such points on some fields?
Henderson springs to mind, perhaps Ondonga, Buka, Kahili, Vella Lavella.
Of course some of those are outside the airfield circle anyway (dispersals) so a regular normfly-->takeoff change then drop them might work without heroic measures.
I just tested the "runaway" arrow thing, and it works well. As long as it is a documented feature (for mission/campaign builders) I think it would be a great addition.
We should provide a screen shot of each field anyway, with all the taxi endpoints marked anyway, we can always put a circle around each "dispersal spawning" runaway object with an arrow tot he place the plane spawns. For larger installations like Hendereson/fighter one, prehaps 4-8 such points?
For smaller fields, 1-4?
This would certainly add flexibility.
+1
- spud - 23.01.2008
You know, it's interesting... you could make alternate versions available with nothing different but actors.static.
Ie: early war actors.static deletes whole airfields.
While it might be cooler to have jungle over them, haveing a green field is better than having a huge runway complex where there should be none...
The cool thing is such a change involves nothing but deleting things... EASY.
- Thrud - 23.01.2008
i suggest using the default method. tricks already exsist to make AC spawn where you want them. In the release, we will provide screen shots of all the airfield spawn points and taxi routes. This will allow on/off-line mission makers to know exactly where the plane will pop up.
edit**
i just saw your post, Spud. i guess this happens when you intend to respond to a post but then walk away to do something else and then come back to continue typing without refreshing.
- spud - 23.01.2008
I'm not aware of how to do this near an airfield. I know I can make a field of my own in a flat spot, or even place an invisible test runway to make a spawn point. OTOH, with that method many planes explode upon leaving the runway.
Dragging the plane off the runway only works if you drag it pretty far away. As an example, the farthest hardstand at henderson right now is well within the "snap to airfield" limit.
tater