IckyATLAS Posted July 17, 2021 Posted July 17, 2021 I know that I will never get the devs to do it it as it is something for not many of us but nevertheless it is a PITA in missions where there is an extremely crowded link concentration to identify incoming links to an object mainly when they come from across large maps like Kuban. You can only do it graphically on the map tracing back to find the object from which the link originated. I have not found any other way. If you have a few links fine. If you have hundreds then as I said it is a PITA. And the more structured and organized (nested groups) you are and the less info you will get because you have a lot of groups and if you select then you do not get the links of the objects inside. This is why we have the property box. The property box displays only the outgoing links and not the incoming. Outgoing links are displayed and you can directly in the property Target or Object link list delete, insert or modify the links. BUT we should also have Incoming Target and Object links with the name of the corresponding entity. For the incoming links it is just to have them displayed for information and no action would be allowed on to them. This would be a very big help. And the information is there so it is really not a too big issue to do this. But as the editor support is just what it is I suppose my comment is just background noise ? 3
AEthelraedUnraed Posted July 17, 2021 Posted July 17, 2021 Within the career system there's already such a thing, it's the input/output helper MCUs. It would be absolutely great to have an output helper MCU automatically link to the input helper MCU with the same name. You could just have a "Player object" output helper MCU near some of the waypoints and have all nearby MCUs link to that one instead of to the player itself, and then use another "Player object" input helper MCU object linking to the player. It would make it so much easier to create complicated missions.
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