VTOL VR
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Open World Combat V1
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Category: Single Scenarios
Vehicle: Any Vehicle, F-45A
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9.676 MB
2022 年 9 月 16 日 下午 10:35
2023 年 8 月 26 日 下午 12:09
11 项改动说明 ( 查看 )

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Open World Combat V1

描述
A dynamic open-world map with airbases to capture, cities to liberate, and pop-up missions to complete! Go at your own pace.

by GimmickedJack
61 条留言
It'sKaj 10 月 28 日 下午 12:58 
It took me 3–4 hours, but I did it.
I had to come back to the workshop page to say that I had a really great time.
I could easily imagine playing it again and again, since the map is really good for replayability.

The only issue, which I have to point out is quite an annoying one, was that after capturing airfields, you could land on them and rearm. However, after loading a save, this no longer worked. It wasn’t a problem at first, but it became really frustrating toward the last two missions, since I had to fly all the way back every time to rearm.

Hats off to you, really well done :)
TheDreamer 6 月 14 日 上午 5:54 
@TumbleTrash᠌ That's the neat part. You don't.
Tumble Trash᠌ ⁧⁧ Official 6 月 11 日 下午 10:25 
How do I change the aircraft?
Dora The Exploda 2024 年 12 月 24 日 下午 5:27 
@Lanmaster53 they were never merged because I only made the changes for myself. If gimmickedjack wants to apply the fixes in his mission, I explained my approach to them in sufficient detail, but I will not reupload his mission with my fixes as that would be very unethical. I only made the fixes for myself. Decrypting vtol vr workshop files is not public domain knowledge and it's best it stays that way imo
Lanmaster53 2024 年 11 月 20 日 上午 8:35 
@DoraTheExploda It doesn't look like your changes were ever merged. How would I go about playing this with your changes?
Casper Stage Hansen 2024 年 9 月 26 日 下午 12:56 
Any possibility that we get the option to use other Aircrafts in this missions?
Dora The Exploda 2024 年 9 月 7 日 下午 4:01 
Yeah and I was also able to hotfix the wingmen situation in the way I described previously.

I added a sequence trigger for each of the wingmen that checked if they are landed with less than 95% fuel, if so they get destroyed (blow up as soon as the wheels touch down), 5 seconds later they respawn, then take off, then join up on the player. One sequence node for each of these actions to ensure they are executed in the order I want them to.

Also feel free to add this in :)

Or if you want I can just send you my vst file and you can work off of that if you prefer.
Dora The Exploda 2024 年 9 月 7 日 上午 9:47 
!!! That actually worked! After quickloading and verifying that I've lost the control of a base, using a trigger to force update a base's team works!

In my case I just set an condition where emerson's AFB global value was 1 and the clear waypoint button was pressed in the cockpit. If both conditions are true, then it just force sets emerson's team to allied.

So yeah, if you'd like, you can setup a trigger in the same spirit for each base. And perhaps add it to your mod's description so people are aware this is a game bug and for them to keep in mind how your workaround works :)

In the meantime I'll keep playing with my own workaround locally.

Next up, I'll fiddle with an auto respawning logic for landed allied planes and see if that plays well.
Dora The Exploda 2024 年 9 月 7 日 上午 6:12 
Also, after further testing I've noticed that dying isn't part of the problem. It's quickloading in general, regardless if the quicksave was automatic or manual. I cannot reproduce auto quicksaves helping the situation.

What I'm going to try next is making a trigger that will look at the global variable you are setting for the Emerson base, and that will force set the base to allied if it's set to 1 and the player comes close to the airbase! Let's see if this is able to restore the airbase after a quickload
Dora The Exploda 2024 年 9 月 6 日 下午 4:21 
I always perform manual quicksave! Wasn't aware that you auto quicksaved at all until I started looking at your mission in the editor. But I would never guess that those auto saves prevented the issue. Interesting.

Then I'm curious to test capturing base A, no manual quick save after that, capture B, kill myself, quickload and see if I still own base A!

And I'll also try setting an event for wingmen where when they go to rearm, a couple minutes later they just get respawned. A hotfix of sorts, see how it goes :)

(Rest assured I have no intention of republishing your mission. I'm editing it strictly for personal use. If you want to talk about this, or anything else related to the mission, I have sent you a friend request!)