Gunner98 -> RE: Cargo additions for scenario designers (8/29/2017 11:59:17 PM)
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That's true, you can use events and lua to do the job with generic cargo. Particularly useful for stocking airbases with ammo. You can conduct para drops and everything using standard events and teleports or lua spawning, no issue. The new cargo feature however is where you can load specific equipment onto a carrier unit and when you hit the 'unload cargo' button the specific equipment (or men) you loaded will unload. No fuss, no muss, no Lua. The difference is that in the first (old and still useful) method, the scenario designer decides what you will load and drop, and where, including ammunition and pretty much anything with a DBID. The new feature is much more player friendly, but is limited to the items in the cargo listing. I prefer the original method, but I focus on designing scenarios. I cannot see why you would want to drop a 10 ton blob of generic cargo somewhere, not particularly useful I wouldn't think. The original method does have some drawbacks, if you have a ferry mission between bases with cargo aircraft for instance. The mission will force the AC to do the complete ready routine at each end of the base taking up 3-4 hours. I get around this by putting the ferry mission on a non-player side and setting them to the ferry loadout so it is only a quick turn around 30 min at each end for a hot refuel and quick pallet load. You just need to measure the distance and calculate the load weight to make sure things are realistic. Add the right stuff (usually ammo) to the receiving bases magazine and do a repetitive trigger for unit entering. Easy enough to manage if you know your way around the editor. B
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