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Posted (edited)

I am assuming that the Influence Area Translator will still work fine if I increase the altitude in the editor to something really high. I don't want to see blue stuff while I work on placing units ect.

 

Also, I am assuming this changes the icons on map in multipalyer to the appropriate red/blue color since the RGB value has no effect on an icon. ie translator icon that simply has the icon id "attack enemy artillery position" ect. 

Edited by NETSCAPE
Posted

My understanding is that this is mostly used to decide the outcome when a pilot has to eject or conduct a forced landing. It marks the territory as either allied controlled, axis controlled or neutral. I stand ready to be corrected though.

Posted (edited)

Right. That's precisely why I just made it. I mean I could just test it but I don't have a server, yet. 

Edited by NETSCAPE
Posted
2 hours ago, TP_Silk said:

My understanding is that this is mostly used to decide the outcome when a pilot has to eject or conduct a forced landing. It marks the territory as either allied controlled, axis controlled or neutral. I stand ready to be corrected though.

That's exactly how I understand it as well.

Posted
3 hours ago, TP_Silk said:

My understanding is that this is mostly used to decide the outcome when a pilot has to eject or conduct a forced landing. It marks the territory as either allied controlled, axis controlled or neutral. I stand ready to be corrected though.

 

That's correct and, as far as I know, that's the only use for influence areas. I cover the influence area translator on pg. 265  of the editor manual. 

 

Note that influence areas did not appear to work properly when I wrote the manual (see this post) but II./JG1_Kadin wrote that they seem to work again since 3.00. Please post here if you find that they do not work.

 

NETSCAPE, I haven't tried changing the altitude so I can't say if they always work with the change.

Posted
4 hours ago, NETSCAPE said:

I am assuming that the Influence Area Translator will still work fine if I increase the altitude in the editor to something really high. I don't want to see blue stuff while I work on placing units ect.

 

You can turn off the view of influence areas (and any type of entity) in the object selectable checkbox. I'm not near a computer with the editor on it, but if memory servers me, it's in your main tools ribbon and says something like obj views. When you open it, it'll give you a checkbox for each of the entity types you want to see/not see.

Posted
10 minutes ago, JimTM said:

 

That's correct and, as far as I know, that's the only use for influence areas. I cover the influence area translator on pg. 265  of the editor manual. 

 

Note that influence areas did not appear to work properly when I wrote the manual (see this post) but II./JG1_Kadin wrote that they seem to work again since 3.00. Please post here if you find that they do not work.

 

NETSCAPE, I haven't tried changing the altitude so I can't say if they always work with the change.

 

All good, I did consult your manual before I made this thread. But I also opened various MP missions and observed their usage and made the connection of how the game registers "captured" or not and assumed it does infact work now. 

Just now, [TWB]Sketch said:

You can turn off the view of influence areas (and any type of entity) in the object selectable checkbox. I'm not near a computer with the editor on it, but if memory servers me, it's in your main tools ribbon and says something like obj views. When you open it, it'll give you a checkbox for each of the entity types you want to see/not see.

 

I use that tool constantly. Turning it off will turn off other things I want to see though.

Posted

This one? 

 

image.png.1f1568594274fafbb3071f69e7ba9cee.png

 

You can turn off just the influence area entities.

Posted (edited)

it's a mcu translator, that means i lose all my icons and frontline data *if I turn it off* which is crucial to working on my stuff in general. And yes, I use that button and feature CONSTANTLY...couldn't live without it. 

We're getting too complicated. I was just curious is all. I can set altitude of the influence area super high and just lower it if it causes problems. I really need to just start a server. No way to test out icons and airfields for a multiplayer scenario uhhhh in singleplayer. Still not sure how basic icons of objects that are commonly used get changed/viewed as both red and blue on the map. In single player it displays them all as one color, regardless of influence area data, or RGB setting of specific icon. I'm probably over thinking this. Opening up a WOL mission it looks like I set stuff up correct with icons, not much to do. 

Edited by NETSCAPE
Posted (edited)

Okay cool cool, I guess my memory fails me. ?

 

Another trick you could do is:

  1. build your influencers
  2. Group the influencers as a group
  3. Save the group
  4. Save your mission
  5. Delete the influences from your map
    1. OPTIONAL: Reimport your influencers to test that they land exactly in the correct spot (they should!)
    2. OPTIONAL: Remove them again, since they work as intenteded
    3. If all fails; just reload the mission with the influencers back
  6. Reimport the influencers when you're ready to add them back to your mission
  7. ?????
  8. PROFIT!

 

Edit: You can do this for any large amount of items you want off the screen for awhile. As an example, I tend to go in spurts when building static airfield entities (for beautiful airfields). So I'll build, build, build; then save it as a group and remove it from my mission. When I want to add more aesthetics, I re-import the group and then build, build and build some more. I repeat this process until the mission is complete.

Edited by [TWB]Sketch
Spelling is hard.
Posted

Another option is to build everything else then apply the area influence translators last of all. Sometimes the simplest approach is the one to take.

Posted
Just now, TP_Silk said:

Another option is to build everything else then apply the area influence translators last of all. Sometimes the simplest approach is the one to take.

 

Yeah I viewed making the altitude high simple, type 8000, gg ez. Maybe I should have clarified for everyone, viewing the map in the ME isn't the problem, it's when I am viewing the world in 3d, seeing the blue was cancer.

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