- To add new planes (released after a new RoF patch), look into Airplanes.ini to see how the other planes and their skins were added. To find out names of planes and their skins, use the official mission editor - after each patch, it contains any new planes/skins/objects supported by the game.
- While most options are saved when closing the program, the flight groups are not. If you really think you can't live without this option, tell me and i'll eventually implement it.
- To modify the available templates, copy the mission files from the 'templates' directories somewhere inside RoF 'missions' directory. Then edit them using the official mission editor: for example, you can add any ground activity you want: flak, trains etc. Start from the Mission Begin object from the 'Template Logic' group, but don't modify that group otherwise (i.e. don't add new objectives; you can modify the subtitles though). You can add waypoints for new ground objects, timers, proxmity triggers etc to make the ground active. So basically you can enhance any template with: balloons, vehicles driving between new waypoints, trains, flak etc. in case you just want to practice ground attacks.
- To create a new template, start by loading in the official mission editor the _Empty_template. Mission template (first, move it inside RoF/data/missions folder). Then move view to your target area, add buildings etc. around that zone, and finally move the 'Template Logic' group in the center of this area (where you want the dogfight to happen). Then save the mission to a different name and exit the ME. Move the mission files to the 'templates' directory where the quick mission builder is.
View the embedded image gallery online at:
http://www.pcpilot.hu/rise-of-flight/rise-of-flight-dogfight-generator-beta-02.html#sigProGalleriada094c6312
http://www.pcpilot.hu/rise-of-flight/rise-of-flight-dogfight-generator-beta-02.html#sigProGalleriada094c6312
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