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Fulcrum_64th
08-29-2004, 11:09 AM
Friends,
when programming a coop multiplayer mission, how do i make the different coop players not start one behind each other on the runway i.e. so they can taxi to the runway.

many thx
fulcrum

Fulcrum_64th
08-29-2004, 11:09 AM
Friends,
when programming a coop multiplayer mission, how do i make the different coop players not start one behind each other on the runway i.e. so they can taxi to the runway.

many thx
fulcrum

JG7_Rall
08-29-2004, 11:13 AM
You can't, coops always spawn the participants right on the runway ready for take off. I think taxiing would be cooler too but this isn't how it works.

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lil_labbit
08-29-2004, 11:16 AM
Try to spred them over several squadrons-of-one http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif that might help - not sure though http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif

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Fulcrum_64th
08-29-2004, 12:20 PM
well, there should be a away as I already participated to coop missions where aircrafts where not parket on the runway. any one...help http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif

Maj_Death
08-29-2004, 03:18 PM
Not possible in FB/AEP. You can have them takeoff of roads and stuff by manuelly dragging the takeoff point deep into la la land but having them go from the parking area is not allowed.

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-HH- Beebop
08-29-2004, 06:15 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Fulcrum_64th:
well, there should be a away as I already participated to coop missions where aircrafts where not parket on the runway. any one...help http://ubbxforums.ubi.com/infopop/emoticons/icon_smile.gif<HR></BLOCKQUOTE>

The mission designer must have placed them well away from the airfield. That is possilbe and if you use more than one plane per squadron, and if there's enough room, they will take off Battle of Britain style, side by side.
Aircraft placed even remotely close to an airfield snaps to the runway.

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EmbarkChief
08-29-2004, 07:25 PM
Yes, it is possible. It does require the use of large concrete airfields and flights with only 1 plane in them. Once you set the waypoint for "Takeoff" manually move it to the far side of the apron. If it keeps moving back to the default starting point move it further away.

Bearcat99
08-29-2004, 07:43 PM
It would be nice to have the ability to start coops as dogfights and vice versa.

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TC_Stele
08-29-2004, 11:04 PM
I remember Jane's WW2 Fighters had this feature where you could taxi to the runway. It's a miniscule detail but it added that much more immersion in a mission especially coop when you avoided taxing into a wingman.

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WUAF_Badsight
08-29-2004, 11:29 PM
there is a way to do this in FB . . .

but it works on certian types of airfeilds , yes B4 you ask i mean the AI doesnt just go stright from its spawn position

ive seen it happen online

Slimbo99 or Seahawk89 had it occuring in one of their coops , but ive forgotten the exact way they set it

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Tully__
08-30-2004, 01:48 AM
There's a thread stickied in the Mission Builder forum about how to stop AI from taking off straight away.

To get aircraft to not start lined up on the runway, you need to set the takeoff waypoint then drag it to a point more than 1000m (1km) from either runway end. Any closer and you will be lined up on the runway when the mission starts. Only a very few airfields have parking ramps far enough from the runway for this to work. The large concrete field near Vitebsk on the Smolensk map is one.

When taking off from the ramp or off airfields, it is best (as several have already metioned in this thread) to use one aircraft per flight. You can use several but you must test run the missions to see where the numbers 2, 3 & 4 in each flight will spawn. If you test and adjust you'll end up with aircraft spawned inside hangers, in trees and other odd places http://ubbxforums.ubi.com/infopop/emoticons/icon_wink.gif.

Edit: Spelling http://ubbxforums.ubi.com/infopop/emoticons/icon_rolleyes.gif


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[This message was edited by Tully__ on Mon August 30 2004 at 11:16 AM.]

WUAF_Badsight
08-31-2004, 12:27 AM
TY Tully . . . . now to remember this for next time

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