17.05.2009, 11:19
when you loading missions you can just take this mod off
Quote:NOTE: This mod is currently not compatible with the CERT AI modWill there be an effort to make the two work together?
genbrien Wrote:is there a file I can delete if I dont want AI to take off using catapult ????
also I noticed that on jap carrier, when zeros are taking off, when removing chock they "spawn" to the ide of the deck, causing them to crash........ :?
thx
Radoye Wrote:Quote:NOTE: This mod is currently not compatible with the CERT AI modWill there be an effort to make the two work together?
Fireball Wrote:genbrien Wrote:is there a file I can delete if I dont want AI to take off using catapult ????
also I noticed that on jap carrier, when zeros are taking off, when removing chock they "spawn" to the ide of the deck, causing them to crash........ :?
thx
Arghhh....sorry about that. I just posted version 5.1. That should fix the spawn problem. Thanks for finding that.
There are several parameters that you can add to a mission (.mis) file to control the use of the catapult by AI and human players. I did just add a new one in 5.1 called 'CatapultAllowAI'. If you set this to 0, human players can still use the catapult but AI will not. Details are in the README.
genbrien Wrote:EDIT: -if I want to change the catapult parameter in the DCG campagn....(little n00bis with that)
must I change it to everymission or just one ????
EDIT2: the game crash at 90%OR after like 2-3min ingame...... :? (ai mod is disable)
duffys tavern Wrote:Great job, Fireball! You did it.
Noticed though, that some of the reservists called back are not the "hotshot" in the F9F they were in the F6F. They seem as apt as not, to crash on landing. When they do make as successful trap, they're coming in so hot, they almost reach the forward elevator before they stop. Seems these guys need lots of practice.
Thanks again for this great MOD!
Fireball Wrote:thxgenbrien Wrote:EDIT: -if I want to change the catapult parameter in the DCG campagn....(little n00bis with that)
must I change it to everymission or just one ????
EDIT2: the game crash at 90%OR after like 2-3min ingame...... :? (ai mod is disable)
genbrien,
I've never used DCG, but I'm quite sure you'd have to manually put it in every mission file.
As for the game crash, I don't know what would be causing that. I've never had that happen myself, and we ran an 8-10 person squad co-op that lasted about 45 min with the mod the other night, and nobody's game crashed. It may be a conflict with another mod, but I don't know which one that would be.
Were you running the older versions (b4) of the Takeoff and Catapults mods with no problems?
The problem goes away if you disable the Takeoff 5.0 mod?
I guess we'll have to see if anyone else reports anything similar...
Fireball
Checkyersix Wrote:Great job, been eagerly awaiting this update.ah never tough about that
I don't know if anyone else wants to try this, but I deleted the only file the catapult and AI mod have in common (the 104kb one...), and ran both at once. It seemed to work, as planes use the tactics from the AI mod but also use the catapult.
I might be imagining things, though