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Author Topic: Command and Control Mod v 1.11  (Read 104984 times)

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corvuscorax

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Re: Command and Control Mod v 1.11
« Reply #300 on: June 16, 2011, 12:47:30 AM »

happen to be looking(nosing) around and found all of them including the updated ini file. Just one question: should the #UP# folder be in the root dir of game or where it's at with the install, i.e., c:\IL 2\UPUpdate\UP_Maps_and_Static_Up_date_May27\#UP#\STD\com\maddox\il2\objects?

Pappy

SSS. Didn't think anything about looking around myself until the wife said something about it. My hat is still off to the GURU's of the IL 2 community.
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Checkyersix

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Re: Command and Control Mod v 1.11
« Reply #301 on: June 16, 2011, 12:57:28 AM »

I suppose it should be where you found it, I use HSFX myself...
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corvuscorax

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Re: Command and Control Mod v 1.11
« Reply #302 on: June 16, 2011, 01:01:50 AM »

how do i do that. I enjoy historical play more than game set. Is it active in HSFX version and do i need to do anything special to get it running. Really like HSFX.

Pappy
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Checkyersix

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Re: Command and Control Mod v 1.11
« Reply #303 on: June 16, 2011, 01:36:40 AM »

Just drop it in your MODS folder in other versions and add the entries from the readme to the stationary.ini file in the MODS/STD/com/maddox/il2/objects folder.


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corvuscorax

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Re: Command and Control Mod v 1.11
« Reply #304 on: June 16, 2011, 01:44:52 AM »

Thank You and your team members for the awesome mod. This game would have died out long ago if it weren't for you Guru's of the keyboard. Only wish I could do it but no one has time to show e the ropes.

My hats off to all at SAS and Ultrapack!

WB 2Lt Pappy
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corvuscorax

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Re: Command and Control Mod v 1.11
« Reply #305 on: June 17, 2011, 11:26:26 AM »

Are there any mission one can DL and open in FMB so that they can see how this is done? Have been fighting all night with it and am doing something wrong. Can't figure it out. SSS.

Corvus
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Checkyersix

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Re: Command and Control Mod v 1.11
« Reply #306 on: June 17, 2011, 05:37:17 PM »

Poltava made an awesome campaign using these objects:

https://www.sas1946.com/main/index.php/topic,14329.0.html
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Des

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Re: Command and Control Mod v 1.11
« Reply #307 on: June 18, 2011, 05:26:14 AM »

Hi. Is it possible to make this objects destroyeble?
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Checkyersix

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Re: Command and Control Mod v 1.11
« Reply #308 on: June 18, 2011, 06:33:12 AM »

Which ones?
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Des

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Re: Command and Control Mod v 1.11
« Reply #309 on: June 20, 2011, 11:27:51 AM »

I will try to explane you my idea. Now your function is not destroyable i think it's not very good and realistik. Becouse we can't include it into the targets. So if you will connect it to any destroyble object such as:
BunkerR1_gun    vehicles.artillery.Artillery$BunkerR1_gun
FAC vehicles.stationary.FAC$FACUnit 1
GCI(e) vehicles.stationary.GCI$GCIUnit 2
GCI(ft) vehicles.stationary.AGCI$AGCIUnit 1
RCGCI vehicles.stationary.RCGCI$RCGCIUnit 2
OBS vehicles.stationary.OBS$OBSUnit 1
CW vehicles.stationary.CW$CWUnit 1
Arty(g) vehicles.stationary.NGS$NGSUnit 1
Arty(n) vehicles.stationary.NGS1$NGS1Unit 1
ML-20           vehicles.artillery.Artillery$ML20
or any other it will be greate. Then we can destroy this objects.
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corvuscorax

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Re: Command and Control Mod v 1.11
« Reply #310 on: July 04, 2011, 11:05:51 PM »

Have a question for you,sir. Is there any way to put a timer on these like the ones used for the delay on newly entering AI during a mission. Would make it a little more realistic if some time during a battle, we get a distress call that a pilot needs picked up after being shot down by enemy bogies.

Just a thought.

Keep up the good work!

Corvus Corax
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Checkyersix

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Re: Command and Control Mod v 1.11
« Reply #311 on: July 05, 2011, 12:33:14 AM »

Wish granted :D : https://www.sas1946.com/main/index.php/topic,16973.0.html

Please direct further questions about C&C objects to that thread. Thanks!
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