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Player cannot order ground attacks when commanding a carrier #13

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GoogleCodeExporter opened this issue Mar 26, 2015 · 7 comments
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Original issue reported on code.google.com by [email protected] on 6 Jun 2012 at 1:42

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Kindly make sure that the commander of carrier may also track the fighters sent 
to planet visually and give them command on the run. As the fighter may crash 
into hills if ai pilots follow the nav point.

Original comment by [email protected] on 17 Jun 2012 at 4:22

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"Fixing" this (it isn't a defect, but rather an oversight in the original game) 
will take quite a bit of time, as it requires me to a) create a new interface 
screen and b) change the waypoint placement logic so that waypoints are never 
inside or within x of terrain.

Original comment by [email protected] on 30 Jun 2012 at 3:13

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Original comment by [email protected] on 2 Jul 2012 at 11:42

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[deleted comment]

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I was looking at the star-shatter code (CampaignMissionStarship). 

On line 455 you can find that the game code does not allow ground elements in 
star-ship missions. I believe that this is the reason of the absence of ground 
units in carrier or other star-ship missions. 

"Comment 2"

You may not need to create a new interface screen. I have a suggestion.

One may need to modify nav screen a bit so that if a fighter is selected from 
the nav screen and press some button, the view will automatically switch to 
that fighter's camera as described in "CameraDirector.cpp".


Original comment by [email protected] on 3 Jul 2012 at 6:21

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Adding a mode to the already existing mission planning UI is only slightly less 
complex than adding an entirely new UI.

Also, if you think it's so easy, I invite you to submit patches.

Original comment by [email protected] on 3 Jul 2012 at 6:30

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I am still in the process of setting up a suitable VStudio for compiling. Would 
older editions of Visual studio like 2010 professional do the job? 

Original comment by [email protected] on 3 Jul 2012 at 12:22

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