=LG/F=Kathon Posted July 24, 2020 Posted July 24, 2020 Hi, Is it possible to make weapon mod selected and locked (player can't click on it and deselect it) at the same time? For example there is P-38 on the airfield with rockets and it's not possible to take it without rockets. If yest please post example of the mission.
CountZero Posted July 24, 2020 Posted July 24, 2020 (edited) This was posible untill something got broken in one of the updates few years ago, you could lock mods so players cant remove them, now it dont work as player can just remov them. On early WoL moscow missions they used this to force rockets on yaks and laggs to add them speed penalty and sim early war models, and it worked great untill it didnt and you could just deselect mods that are ment to be forced, i dont belive it ever got fixed and i do see their admins and mission makers ask for it to be fixed since then. Edited July 24, 2020 by CountZero
=LG/F=Kathon Posted July 24, 2020 Author Posted July 24, 2020 Thanks CountZero. I wasn't sure if it worked before.
Jaegermeister Posted July 25, 2020 Posted July 25, 2020 I'm not sure what type of mission you are referring to. You can lock loadouts and mods in a scripted campaign by adding a xxx.settings file with the mission and the following parameters. It still works as far as I know, but I have not tested it recently as I have not felt the need to use it. Config file **.settings allows campaign designer to impose restrictions for each mission: 1. &lockAmmoSchemes=* - set it to 1 to allow only the preset weapons loadout or to 0 to allow player to choose 2. &lockPaintSchemes=* - set it to 1 to allow only the preset skin for a player aircraft or to 0 to allow player to choose 3. &lockFuelAmount=* - set it to 1 to allow only the preset fuel amount for a player aircraft or to 0 allow player to choose
JG4_Deciman Posted July 25, 2020 Posted July 25, 2020 Unfortunalety I guess that Kathon is not talking about Campaign, but about Multiplayer Dogfight Mission (or more specific... TAW?) Deci
coconut Posted September 7, 2020 Posted September 7, 2020 (edited) The filters specify what players can take, not what they must take. Conversely, they specify what players must not take. If you want to force players to take rockets, they configure DServer to enable "lock payloads", then set the payload filter to only include payloads with rockets. This might be tedious, if there are many. Also make sure, if you enable "lock weapon mods" that you set the weapon mods filter to be consistent with the payload filter, i.e. you include all the weapon mods that are required by the payloads you have included in the filter. That's the theory. I'll test it and get back if practice matches it. Or if it doesn't. Edit theory tested: It doesn't work! I'm attaching a simple test mission. Payload 1 is not included in the filter 12..35, yet it can be picked by players anyway by deselecting the rockets mod. I imagine that the UI can't disallow people to deselect check boxes, but it could gray out the "OK" button and provide an explanation when hovering over the grayed out button. Payloadtest.zip Edited September 7, 2020 by coconut
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