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falcon4:campaign:bridges [2007/07/13 16:54] – small typo snakemanfalcon4:campaign:bridges [2024/07/31 07:10] (current) – links added. snakeman
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-====== Bridges Tutorial ======+====== Falcon 4 Bridges Tutorial ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=47|Falcon 4.0 Forum]], [[:falcon4|Falcon 4 Home]], [[falcon4:campaign|Falcon 4 Campaign]], [[falcon4:cockpits|Falcon 4 Cockpits]], [[falcon4:database|Falcon 4 Database]], [[falcon4:file_formats|Falcon 4 File Formats]], [[falcon4:srtm|Falcon 4 SRTM Terrain]], [[falcon4:terrain|Falcon 4 Terrain]], [[falcon4:textures|Falcon 4 Textures]], [[falcon4:tools|Falcon 4 Tools]] 
 + 
 +**How To Create Falcon 4 Campaign Bridges Tutorial**
  
-**How to create bridges tutorial** 
  
 ====== Overview ====== ====== Overview ======
  
 Bridges are very important part of the campaign objectives, if you destroy bridges between you and the enemy objectives, neither of your ground forces can advance to the objectives to capture them. This is good and a bad thing. Bridges are very important part of the campaign objectives, if you destroy bridges between you and the enemy objectives, neither of your ground forces can advance to the objectives to capture them. This is good and a bad thing.
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 Now select **Actions -> Place Bridges**. This brings up a dialog looking like this: Now select **Actions -> Place Bridges**. This brings up a dialog looking like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/ObjectPlacer_Bridges1.jpg}}+{{ https://pmc.editing.wiki/images/ObjectPlacer_Bridges1.jpg}}
  
 The **Search Map Area** dialog X and Y coordinates when readin 1023 means its 64 segment theater, if you have 128 segment theater put there 2047. Usually you want to create bridges covering whole terrain so its in range of 0-1023 for 64 segment or 0-2047 for 128 segment theaters. The **Search Map Area** dialog X and Y coordinates when readin 1023 means its 64 segment theater, if you have 128 segment theater put there 2047. Usually you want to create bridges covering whole terrain so its in range of 0-1023 for 64 segment or 0-2047 for 128 segment theaters.
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 **Owner and Controller of Objects** is the team number who owns/controls the objects created. Most likely you will change much of these in Tacedit so it might not matter much if you use the defaul US (team 1) or change it according to you preferred team(s). **Owner and Controller of Objects** is the team number who owns/controls the objects created. Most likely you will change much of these in Tacedit so it might not matter much if you use the defaul US (team 1) or change it according to you preferred team(s).
  
-{{http://tactical.nekromantix.com/images/wiki/ObjectPlacer_Bridges2.jpg }}+{{https://pmc.editing.wiki/images/ObjectPlacer_Bridges2.jpg }}
  
 When you have configured all the above options, you are ready to proceed. When you have configured all the above options, you are ready to proceed.
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 When you imported the objects, Tacedit just shows them as dots (red dots usually), this is normal and when you save and reload the campaign you will see the bridge icon displayed instead the dot. When you imported the objects, Tacedit just shows them as dots (red dots usually), this is normal and when you save and reload the campaign you will see the bridge icon displayed instead the dot.
 +
  
 ====== ObjectPlacer Script ====== ====== ObjectPlacer Script ======
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 ***END*** ***END***
 </code> </code>
 +
falcon4/campaign/bridges.1184345663.txt.gz · Last modified: 2007/07/13 16:54 (external edit)

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