Why on some maps....
#1

...do the other members of your flight disappear almost immediately on landing while on other maps they taxi and switch off their engines and remain in view. Is there a way to stop this happening?
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#2

This is down to the map builder, when a plane lands it needs to find a taxi point and then a parking point, if there aren't enough places for the planes to park they simply disappear off the runway.

In order to create more parking places the map needs to be taken back to FMB+ and the parking points added.
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#3

Ok ziggy-22. Thanks for your answer.
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#4

Almost all airfields have Actors of this kind: Runaways, Taxiways, and Parkingways. Nearly all of them have them. However many map designers don't
have the time to test their Parking sett-up, and they places their parking points near or within parking objects; these don't work. For a parking
place to work, there must be at least two planes distance between the parking spot and the nearest object. Therefore planes that do not have
valid place to park disappear by default. Also if a valid place to park is too distant from the landing point, this will happen the same. Finally planes
disappear on Aircraft Carriers; some mission builders use "temp" runways which are actually ships, and behaves as such: you can't get out of the runway
without crashing and all the AI aircraft's disappear after landing... 8)
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#5

Thanks Nadia. I've been searching for the Mission Builder Plus mod which I believe needs to be used to open maps and reset the parking points but I can't seem to find it anywhere. Any idea where I could find it?
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#6

regan Wrote:Thanks Nadia. I've been searching for the Mission Builder Plus mod which I believe needs to be used to open maps and reset the parking points but I can't seem to find it anywhere. Any idea where I could find it?
Don't know about the Mission Builder Plus. May be it is at SAS.
[update: got my FMBplus in the JSGME of my UP2.0 install; been activated for quite a while].
[This only gives new 'multiple objects' manipulating options for mission building: Not what U need; unless a more recent version was made...]
[Before that, was known as FMB-full, I think...]


To change actors.static (what U need), I use an earlier FMB map-builder's method obtained from the old AAA site, a while ago. See more below.

But here, right now at AAS: there is this tutorial on "map making":
viewtopic.php?f=70&t=14643
...and these instructions on "taxi-runaways" making:
viewtopic.php?f=70&t=10599

Changing actors is not mission building, it is map building.
I will try to find this simpler early AAA version from my archives. Here it is to download:
http://www.mediafire.com/?vrkttv0yyur8poo
Unlock FMB is what you need to do... and all what you need to do also.
(...since you don't want to "make" a map; you just need to edit the existing actors.)
After the 'unlock procedure', you load a map in FMB and you will see their white paths...
While editing them: just be careful about mouse dragging in this mode...
If that happens, U must reload your map; ... and loose your current work!.
( Keep in mind that loading from the game or Mapmods is not the same place as the save: in maps folder to be created below... )
Make previous saves of all files "conf" that you will change to unlock...
Save you're old conf.ini and more importantly you're bldconf.ini: YOU will need the 'play' version back in, unless you have two games.

So FMB must be turn into the builder's MODE:
[update2: To unlock, find 'Unlock FMB' text file, open it with Notepad and follow the instructions exactly.]
[Disregard the " item 7) " about using 'Files', since we now use Mods/Mapmods/maps instead, as I describe below.]


A maps folder must be created in the basic Il2 game folder and, within it, a folder(s) baring the name ( xxx ) of the map(s) you want to work on, must be created as well.
When changes to map and 'save' is done, the actors file appear there, then must be transferred/copied/ and replace the exiting actors in the
Mods/Mapmods/maps/xxx folder. (rename old actors: put x in front of it...)
For a map 'taken' from the game, you need to create the "mod", and use the proper 'load.ini' for that map to make it work.
(I have most extracted... using the 'sfs-extractor' V2.00 )
While in Builder's mode, save ( do not "SAVE AS" ) will save any modified files into the "maps/xxx" folder, such as, in this
case the 'actors'. Files saved that way, must be transferred into Mods/Mapmods/maps/ xxx file to become operational.
Also they can only be use or loaded from there... :|
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#7

Update3 to unlock FMB :

You can use JSGME to switch between lock and unlock FMB.
This still requires to manually add lines to conf.ini first however...
See all about it, the instructions how to, plus download of a MAP Editing-kit by Boomer at UP:
http://ultrapack.il2war.com/index.php/topic,1977.0.html
Smile
OK ------ JSGME _UnlockedMaps_ have it's own all.ini.
If you have MAPMODS in MODS, it also has an all.ini that overrides this one or the game one.
So you have do deactivate either MODS or MAPMODS to let the Tutorial "only one map should appear" happen.
( -MODS or -MAPMODS will do the trick...) :!:

Update4 to unlock FMB :
I recommend use of JSGME _Unlocked FMB, it works very fine: it is safer and simpler to use then making a manual game change. :mrgreen:
However JSGME _UnlockedMaps is unpractical, and should only be use for the demo map it contains. 8)
Reason1: been the necessity to deactivate MODS or MAPMODS as stated above. Cry
Reason2: all.ini within this mod, must be edited to add any new maps. :|
Reason3: save is not done directly to this file, but in Maps or maps folder as before. :roll:
Reason4: any change made within the _UnlockedMaps folder requires to deactivate and reactivate the file in JSGME before it becomes accepted and effective ! Sad
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