@agalnov:
It is like the “routing” for ships trick. Falcon Online Developers brought it to us for the first time into no less than a FoF Campaign (BfB)…. It was a tricky method, but was intended to work in Campaigns (not only TE wich is/was easier)…
I further tested the procedure and come up with a really simple way of doing it straight from direct SAVE0.cam editing… no export/import or dance needed. Just 3/4 simple steps IIRC.
But then complains showed up about ships not following the routes on 3D. In the video you can see Ships dancing along the Strait of Gibraltar… but I never tested it deeply in 3D. I performed several EF2000 missions and flew and followed the ships along their way… but I didn´t “plot” the lines on the DTC, so I can not say they just follow it in 3D as they do in 2D. Initially I´ll say YES they do… but is something that needs more testing. What I have noticed is that they get off path for sure, because sometimes they try to “land” but in time they resume it.
It is the ethernal battle between 2D & 3D… in 3D everything takes more time… And I can foresee unexpected outcomes for FoF 24/7 events, were the server is always on 3D… We will see how this works out, and hopefully it will be OK.
Well I tested some of the “complex” routes I created for testing purposes.
-2D Works ok
-3D… Works until the next turn point… In my case, it was a 35º right turn… but they just stayed on position. So in this first test, naval units become static once they reach a turn point. Once you come back to 2D UI (or the units goes outsde bubble, so 2D logic) they return to the planned route.
So… if you want to cross the Panama Channel or do Sharp turns very often… I wont work in 3D… if its just the typical patrolling on coast lines… they will pretty much work perfectly even in 3D, as the legs between turnpoints are long enough not to notice this side effect.
For POH purposes it´s Ok.