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Multiplayer Dogfight map help (Without taxiing). - Printable Version

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+--- Thread: Multiplayer Dogfight map help (Without taxiing). (/showthread.php?tid=66666)



Multiplayer Dogfight map help (Without taxiing). - Hawker17 - 23.11.2009

I have a question regarding building a multiplayer dogfight map. When i place some homebases (red and blue) and i run the map in multiplayer, the aircraft are always in the field or somewhat distant from the runway. I don't like that in my map, i would like to see that the aircraft are placed ON the runway when chosing a homebase. (without taxiing).

Is this possible? Any help is appreciated, thanks in advance!


- skyomish - 23.11.2009

If they start on the runway HOW would anyone be able to land???
Most A\C spawn in or near the base. Short enigne warm up and your ready to fly.
Now if you build a COOP your planes start on the runway inline ready to take off.
:rocks: Confusednipe:


- Hawker17 - 23.11.2009

Thanks for your reply. I was talking multiplayer as one to one, but on ip internet connection. So landing isn't a problem then.

So the only solution is building a coop mission and then the aircraft are placed on the runway?

Will look into that, thanks!


- skyomish - 23.11.2009

Yes thats about it. Each HOME BASE have 12 spawn points. You can move them around but NEVER
lined up ready to go. With the COOP they are lined up or AIR START.
Confusednipe:


- Razgriz_37 - 23.11.2009

Tell me, how does one manipulate and set spawn points custom to his fitting, for example, If I wanted to prevent the AI Planes to taxi in a spawn point, when they land. (Using Zuti_MDS of course) Or the most wanted, to set a spawn point in a Hangar for a hint of realistic taste.

Can someone explain that please?


- US_GRANT - 23.11.2009

Razgriz_37 Wrote:Tell me, how does one manipulate and set spawn points custom to his fitting, for example, If I wanted to prevent the AI Planes to taxi in a spawn point, when they land. (Using Zuti_MDS of course) Or the most wanted, to set a spawn point in a Hangar for a hint of realistic taste.

Can someone explain that please?

No clue, but I will say that the hint of realism you want of acft taxiing in or out of hangars is only good if they taxi in or out of FLOW THROUGH hangars. Acft never taxi into or out of regular hangars. There is the obvious problem of backwash, either prop or jet, that causes all sorts of loose things to go flying all over the place and possibly damaging the acft and/or engine.


- skyomish - 23.11.2009

Razgriz_37 Wrote:Tell me, how does one manipulate and set spawn points custom to his fitting, for example, If I wanted to prevent the AI Planes to taxi in a spawn point, when they land. (Using Zuti_MDS of course) Or the most wanted, to set a spawn point in a Hangar for a hint of realistic taste.

Can someone explain that please?
This may be of some help JD is a good map maker. As for finding spawn points you need 12 palyers and then take
a screen shot where each spawn. They all need to spawn and SET still dont move. Thats one way of putting a hanger OVER the starting plane.
http://www.battle-fields.com/commscentr ... awn+points