Carrier Command 2

Carrier Command 2

Carrier Command 2 Workshop
Modifications for Carrier Command 2.
Ground Airfields
I've been thinking about one gameplay feature for a couple of months now (Actually about mod). This is the use of ground airfields on the islands, because then we could use the same Petrel to quickly transfer the vehicle between the islands.
Actually, it would also help in the protection of the islands, even expand tactical capabilities.

I even tried to learn LUA scripts and the structure of the game, but my knowledge is not enough for this. So, this can only be considered an idea for people who know their business.
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Showing 1-9 of 9 comments
JustinS 30 Nov, 2022 @ 1:05pm 
Airfields in real life have always been a strategic location due to being able to rearm and launch/land aircraft, allowing ground troops to be supplied or reinforced.

too bad my coding also sucks ass.
look into screen script modding, as node graphs needed for the aircraft to proper land and take off is baked into the object already
just need a screen script mod to allow us to order that
Mac Spliff 7 Dec, 2022 @ 9:45am 
interesting :)
iRbAbOoN 8 Dec, 2022 @ 11:58am 
couldn't someone just get a spawn script written for the air bases they hold 4 so 1 albatross 1 razor 2 manta 1 petrel? i dunno about coding just spit balling i guess you'd also have to add a wep load out for them and such. i wish it we're a little more single player friendly like the 2012 game with intel gathered from radar or ground forces more efficiently
TryHardTogether 30 Oct, 2023 @ 7:21am 
During the absence had time to dig into the files of the game. The following points were found: There are types of Ai, there is a file airfield.xml with a description of them.
From the tasks:
1. Create an icon over the airfield
2. Create logic of control transition to the player
3. Create a check of available transports on the island
4. adapt the aircraft carrier logic to the airbase logic
If you have contacts or know anyone who can help with this - put me in touch with them please
Bredroll 71 3 Feb, 2024 @ 1:39am 
Sadly, this isn't possible. We simply can't convince the game engine to "land" fixed wing aircraft anywhere. You can of course manually land with great care, but as soon as you leave the seat, it will take off again.
alshields 27 Mar, 2024 @ 7:49am 
Not a coder so I'm gonna butcher it but why can't you just take the flight system from a carrier and place it over the existing airfields?
Bredroll 71 24 Apr, 2024 @ 5:46pm 
Originally posted by alshields:
Not a coder so I'm gonna butcher it but why can't you just take the flight system from a carrier and place it over the existing airfields?

The developers could probably do it, but we can't mod very low level things like that
Hi everyone!!! It's been 3 years now and I went to work in my specialty as a backend web developer.

After 3 years I have a little bit of experience. Mostly I'm writing this comment to update the post, if someone can give me a hint, I'll be glad.

I plan to look at implementing the current UI, transmitting and receiving boarding orders. Already found the data structures associated with this (ENUM). Interested to explore if the airfield logic can be “supercharged” over the game.
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Showing 1-9 of 9 comments
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