Workaround to avoid "enemy ground units visible" bug when TE starts
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I found a workaround (not solution) for a small bug that is in Falcon since 4.32. The old guys from this forum knows it: When a TE starts, ALL enemy ground units are visible, independent if they are mobile or not, whether a JSTARs is flying, etc.
So, until know, I used to fast forward the TE and after 10 minutes since you enter the TE, the enemy mobile ground units would disappear from the TE map. Only those fixed units, like SA-2 sites, or units detected by friendly units will continue showing on the map, as it should be.
There is another way that I consider more effective from the TE writer perspective view: Make the mobile units to move at least for 10 minutes before the TE starts.
For example:
#1 You are writing a TE. TE clock should start at 09:00:00.
#2 During the TE editing you add all ground units that you want to have. Those ground units that should not be visible on the map when the TE starts, you put at a location near to final location that you planned. For example, if a T-72 batallion should defend a brigde, you put at some nearest e.g. city possible. Not directly at the bridge!
#3 Move the clock back to 08:49:59.
#4 Double click each of those units added on #2 and set their path to the correct location. In our example with the T-72 batallion, you should now make it to move to the brigde.
#5 Do #4 for all enemy ground units that should not be visible on the map later when the TE starts.
#6 Move the clock to 09:00:00. Don´t touch any ground units anymore.Save and that is it. Commit to the TE and those mobile units should not be visible anymore. It is a workaround, perhaps useful for those people wanting to preserve the “surprise” effect in the TEs.
I don´t know if it also works on MP. -
I’ve also found that using Mission Commander ( http://www.weapondeliveryplanner.nl/download/index.html ) can do this as well. Open the TE in Mission Commander, go to the UNITS tabs. Filter the units if you desire, right-click the unit you want to open it, and there is an option to “spot/unspot” the units you desire to hide, then save your changes. I just started plying around with this tool a few days ago. It has tons of features that can help fine tune the TE.
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The last time I tried that with MC (still 4.32) it was not working. When TE starts it seemed to cancel the spot/unspot flag. Did you check the ground units flagged as unspot with MC in the TE?
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current version is 0.4.7.162. So far its worked like a charm.
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Kutterro, I just tested with the latest MC and 4.33 and is indeed working. Thank you for the heads up. Of course, the best thing would be not to have the bug at all, but that depends on code editing, I believe.
Will check in MP, if the flag set by MC is still working.