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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Jan 2006
Posts: 2
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Hi,
as I already posted in the mapping section I noticed coastal bunkers and flaks are invincible. I added some bunkers and flaks on one of my maps to support my subs and cause it adds more atmosphere to the game. Unfortunately I found out they are not destroyable and two bunkers can sink a whole fleet if you wait long enough. Is there already a mod covering this problem or can you tell me how to make those land units destroyable? Maybe I could add something in the configs (f.e. zone.cfg) but I am new to mapping/modding and don't know enough about it. Despro |
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#2 |
Swabbie
![]() Join Date: Dec 2004
Location: Chicago, Illinois. usa
Posts: 6
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yeah i noticed this when making custom missions about half a year ago. I dont think there is much you can do about it.
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#3 |
The Old Man
![]() Join Date: Apr 2005
Location: Oldham, Lancs,England
Posts: 1,312
Downloads: 82
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Ironic isn't it? It's like with the Brits in Singapour anything that comes within range of these guns get sunk no matter what ship or TF but come 1944 your goosed! you lose your base and head north to safe waters I read somewhere that Germany has 1 airbase on this site compare to the allies xxxx no wonder we bloody lost.
Try doing the dover dash on the surface see how far you get (about 40m down) so much for the atlantic wall. |
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#4 |
Shore leave
![]() Join Date: May 2005
Location: Budapest, Hungary
Posts: 70
Downloads: 0
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Maybe it would be an option, if other isn't, that there were stationary ship's gun turrets? Or stationary ships, w. turrets, with the bunker, as visual?
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#5 | |
Shore leave
![]() Join Date: May 2005
Location: Budapest, Hungary
Posts: 70
Downloads: 0
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I would like to play them, (or build them in the campaign)? |
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#6 |
Nub
![]() Join Date: Jan 2006
Posts: 2
Downloads: 0
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Well thank you for your answers. Too bad it's not possible to mod this part of the game.
![]() It's so much fun watching the firefights. I hoped it would be possible to add hitzones for turrets to the zone.cfg. What is this cfg for then? I mean adding hitzones can't be it's purpose, right? Cause you cannot bind any new zones to the existing model. |
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