[ADDED v1.09] Capturing airbases

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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incredibletwo
Posts: 102
Joined: Sun Feb 08, 2009 1:14 pm

[ADDED v1.09] Capturing airbases

Post by incredibletwo »

Hi all!

Would capturing airbases and then being able to use them for your own forces be beyond the scope/capability of CMANO?

Cheers!
"Fortune favours the bold"
Vici Supreme
Posts: 564
Joined: Wed Dec 04, 2013 6:06 pm
Location: Southern Germany

RE: Capturing airbases

Post by Vici Supreme »

Hi! [8D]
Hmm, you already can in some way... You could set a bunch of referrence points around the airbase and then create an event which teleports the "captured" airbase at the location while another spawns the old air base out to a remote part of the map, far off your AO. Got to look how you handle it with captured aircrafts.
In my opinion a spawn-trigger for the event editor could be very useful, not only in this case! [;)]
Greetings
Jakob Wedman
Posts: 125
Joined: Wed Mar 20, 2013 6:57 pm

RE: Capturing airbases

Post by Jakob Wedman »

A change of side event action would do the trick, I think [:)]

Existing request updated.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Capturing airbases

Post by mikmykWS »

Can also land and operate from allied bases
Dimitris
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Joined: Sun Jul 31, 2005 10:29 am
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RE: Capturing airbases

Post by Dimitris »

This is now possible from v1.09 onwards, using the "change unit side" Lua method.
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