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Author Topic: Command and Control Mod v 2.0 (C&C + randomizers)  (Read 41180 times)

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SAS~Bombsaway

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #108 on: July 05, 2012, 01:25:53 PM »

Thank you Six. That may be it. Do you know if they were included with DBW1.7?
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MANYSH

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #109 on: July 05, 2012, 02:54:55 PM »

Checkyersix I been waiting for this update :)

But I can't get this work with UP
dynamic weather and SLD do not work :(
Installed
1 https://www.sas1946.com/main/index.php?topic=9530.0
2 https://www.sas1946.com/main/index.php/topic,16973.0.html
3 @edit: Dead link removed

what I doing wrong ?
Regards
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redfox

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #110 on: July 05, 2012, 03:05:34 PM »

Thank you Six. That may be it. Do you know if they were included with DBW1.7?

No they weren't Bombsaway but they are available on this site.....somewhere? I downloaded them not long ago, but can't remeber in which Topic...Sorry

Cheers - Redfox
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Checkyersix

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #111 on: July 05, 2012, 03:09:04 PM »

You should remove v 2.0 if you're using v 3.0.

I'll check out the SLD and Dynamic Weather objects, something might be bugged still...
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SAS~Bombsaway

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #112 on: July 05, 2012, 04:25:42 PM »

Thank you Six. I'm greatful for your help.
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redfox

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #113 on: July 05, 2012, 05:21:33 PM »

Hi Six I couldn't find anything in the readme as to what the 'Spawn' object does. Is it implemeted yet?

I dropped it in a mission in FMB but just got a frozen screen at 100% loading.

Cheers - Redfox
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Checkyersix

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #114 on: July 05, 2012, 07:30:41 PM »

The Spawn object randomizes ground vehicle placement around pre-determined points (it should really be called "Scatter").

You have to place a number of stationary ground objects around the Spawn object, then place stationary motorcycle objects in places where you want the objects redistributed (the motorcycles are just markers, they'll disappear after the object is finished working.

It might crash if there are no stationary units around the Spawn object or there are no motorcycles around the map.

I should note that it also works for ships, and will place them on water if there are motorcycles on water as well. Otherwise it will ignore them.

CY6.
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Checkyersix

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #115 on: July 05, 2012, 07:35:51 PM »

Also people should note that the FAC in C&C v 3.0 is a little different. It now directs AI planes to attack the targets it selects (like the WP smoke rockets for my OV-10), so it's more "hands off" from the player's perspective - you no longer need to assign GATTACK waypoints for flights around an FAC in the mission builder, and the planes will not make more than one or two passes at enemy units. You can also more closely control ingress and egress routes this way, as flights will fly back to their "perch" waypoints between attacks. I find it increases the survival rate of ground attack jets immensely.

CY6.
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RooMan296

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #116 on: July 05, 2012, 07:43:20 PM »

Christmas in July!!!! Thanks once again for a great update to one of my all time fav mods.
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redfox

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #117 on: July 06, 2012, 01:10:42 AM »

Thanks for that Checkyersix

Cheers - Redfox
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Checkyersix

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #118 on: July 06, 2012, 01:38:45 AM »

New version up (3.01) which should fix some of these problems.
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MANYSH

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Re: Command and Control Mod v 2.0 (C&C + randomizers)
« Reply #119 on: July 06, 2012, 02:04:24 AM »

This 3.1 is corect version? you left few unhash classes in it ;)
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