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Author Topic: Ace's mates skin  (Read 1022 times)

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greybeard

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Ace's mates skin
« on: March 17, 2016, 09:51:29 AM »

Building a DGen campaign, I need giving to mates which usually escort an ace a skin different from default.

So far, I knew that giving a personal skin to an ace, would require, in DB file, following format:

(plane type) (plane type of wingmen) (unit) (name)
skin: (skin)

but what about giving a special skin to his mates?

In an old thread by Amagi at SimHQ, I found that syntax should be as follows:

(plane type) (plane type of wingmen) (unit) (name) (skin)

which I set in my campaign. But since I don't know a way to "force" DGen to generate a mission with a given ace, can't test if it works or not.

Anybody knows?
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wheelsup_cavu

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Re: Ace's mates skin
« Reply #1 on: March 26, 2016, 01:04:57 PM »

Kind of the long way around the course but you might just generate several missions until the ace showed up in one of the missions. Make sure to turn off the "No Instant Success" switch so you can just jump to the next mission if he doesn't show up in the .mis file.


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greybeard

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Re: Ace's mates skin
« Reply #2 on: March 30, 2016, 08:41:42 AM »

Thanks for reply, but later on, mine revealed as sort of a piddling question.

Indeed, you may already give to mates a skin different from default, since ace's string includes a squadron, and squadron may get a dedicated skin. In addition, format found at Amagi's thread I tested that it does not work. So you may get the result by following combo of strings:

under [Squadrons]:
(unit) (plane type)
skin: (skin)

and, under [Aces]:
(plane type) (plane type of wingmen) (unit) (name)
skin: (skin)

where the ace will get its personal skin and wingmen will get unit's skin.
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