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icebreakr

Desert Wars: Island of Dingor

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Best thing is that mission for Lingor can be easily used for Dingor by simply renaming the folder ;)

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this week we're playing...

Evolution Dingor

RACS vs RHS Armour

with added Gnat planes and missiles

and R3F and DM weaponry

http://forums.bistudio.com/showthread.php?128994-GITS-Evolution-%28new-main-thread%29&p=2249203&viewfull=1#post2249203

---------- Post added at 05:05 PM ---------- Previous post was at 05:03 PM ----------

No offense but why take a beautiful map like Lingor and turn it into a desert?

On a slightly related topic, why do people seem to like desert maps so much? Lingor is so great and tough against even AI because of difficulty in spotting units in the jungle. I have a feeling that a lot of people find it too challenging and therefore like the desert maps where they have almost no problems spotting the enemy.

in evolution dingor, the problem is that enemy can spot you! with 18 planes and helis at any one time hunting you... it's a nightmare - luckily we have RACS SAMs

---------- Post added at 05:07 PM ---------- Previous post was at 05:05 PM ----------

ah and of course we have the RACS boat squadron on there too!

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Hi IceBreaker, thanks for your hard work providing such amazing islands for us!

I have a question about the sentence "Missions for Lingor should work for Dingor, just resave them." from you first post. You mean if we want to play missions design for lingor on the new island dingor, we just need to unpack the mission pbos, and modify related files, then pack the folder into pbos, right?

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if you open a mission in the editor as lingor, you can copy the entire contents (select markers on right to make sure you get them too) then load up dingor and paste and voila! move the entire contents until its exactly in the right place (helps to decide what to line up (a tank in the corner of a hangar etc) then save as dingor mission. works with any map but obviously these two have very similar layouts.

there are some differences at the main maruko airbase to be aware of - we get the occasional tree turning up in new (placed) hangars.

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if you open a mission in the editor as lingor, you can copy the entire contents (select markers on right to make sure you get them too) then load up dingor and paste and voila! move the entire contents until its exactly in the right place (helps to decide what to line up (a tank in the corner of a hangar etc) then save as dingor mission. works with any map but obviously these two have very similar layouts.

there are some differences at the main maruko airbase to be aware of - we get the occasional tree turning up in new (placed) hangars.

Roger that, thanks mate:)

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No need to do that. Lingor & Dingor are the same in layout/heights, so just rename the mission and it will work.

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would you also need to add this into the mission.sqm?

class Mission
{
addOns[]=
{
	etc...
	"ibr_dingor"
};

as opposed to

class Mission
{
addOns[]=
{
	etc...
	"ibr_lingor"
};

and in the rest of the file

class Intro
{
addOns[]=
{
	"ibr_lingor"
};
addOnsAuto[]=
{
	"ibr_lingor"
};
randomSeed=398394;
class Intel
{
	startWeather=0.050000001;
	forecastWeather=0.050000001;
	year=2011;
	month=1;
	day=6;
	hour=13;
	minute=0;
};
};
class OutroWin
{
addOns[]=
{
	"ibr_lingor"
};
addOnsAuto[]=
{
	"ibr_lingor"
};
randomSeed=16438385;
class Intel
{
	startWeather=0.050000001;
	forecastWeather=0.050000001;
	year=2011;
	month=1;
	day=6;
	hour=13;
	minute=0;
};
};
class OutroLoose
{
addOns[]=
{
	"ibr_lingor"
};
addOnsAuto[]=
{
	"ibr_lingor"
};
randomSeed=2399504;
class Intel
{
	startWeather=0.050000001;
	forecastWeather=0.050000001;
	year=2011;
	month=1;
	day=6;
	hour=13;
	minute=0;
};
};

- this is all changed by saving the mission in the editor. just changing the foldername won't add these in right?

we also run both lingor and dingor together (as we have put the mbgbuildings into our lingor folder for convenience!

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why can't you mow down trees and thin walls in dingor?

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