Rasputino escribió:Veo que el juego trae la librería lua52.dll .
Pero veo que no hay ningún script en este lenguaje. Si alguien ve alguno que me lo diga.
¿Sabe alguien si este juego usa para algo LUA? ¿Por qué está su librería?











Moderadores: Hetzer, Moderadores Wargames
Rasputino escribió:Veo que el juego trae la librería lua52.dll .
Pero veo que no hay ningún script en este lenguaje. Si alguien ve alguno que me lo diga.
¿Sabe alguien si este juego usa para algo LUA? ¿Por qué está su librería?
Para imprimir: http://www.warfaresims.com/?page_id=2695Welcome to the Command manual addendum pages!
This material acts as supplemental to the existing Command v1.0 manual (bundled with the game and also available in printer-friendly format here) and details the changes and additions to the interface and functionality of the game. We welcome feedback for improving the content of these pages and providing even better and more useful information to new and old players alike.
The information currently detailed on these pages is correct up to version 1.04 (Build 554). Later versions (available as public releases through the MatrixGames forum) are likely to have additional features and changes, please consult the release notes of each published build for details.
A los del PDL design team.. nos metemos en la cocina a por nuevos escenarios??Here is the list of some of the major improvements implemented in this new version.
Configurable strike auto-planner. Your planes plot intelligent paths for their missions (complete with multiple off-axis ingress and egress lines, split-to-attack and form-up waypoints, suitable altitudes for each leg etc.). As always you can tweak the strike plan to perfection.
An extensive array of UI enhancements such as wireframe-only map view, selection-only range symbols, new hotkeys, menu list for quick-jump slots, additional information on the database viewer, configurable ghosted-unit visibility, configurable plotted course visibility, one-click jump to unit mission, single-icon enemy groups and more.
AI and mission editor additions such as configurable sprint-and-drift, optional prosecution areas for patrols (goodbye fainted drawn-out patrol assets and edge-of-envelope SAM shots, hello true SAM-ambushes!), new doctrine options and more.
Improved simulation mechanics such as multiple cloud conditions, refined offboard-sonar modelling, ABM/ASAT guidance refinements, realism improvements for anti-missile engagements, longer-range AI torpedo shots and more.
Significant performance & stability improvements.
A mile-long list of database additions including future Virginia SSGN versions, Tomahawk MMT, M982 Excalibur guided 155mm artillery, KC-46 tanker, MC-130 with the BLU-82 “Daisy Cutter” & GBU-43 MOAB mega-bombs, Chinese “High New” C4-ISR series, the entire Ukraine naval OOB, Oscar-III SSGN, JLENS, tons of Vietnam-era units, hypothetical systems like the F-19A, A/F-117X, Boeing 747 ALCM carrier and generic CATOBAR mini-carrier, and much more.
Iosef escribió: A los del PDL design team.. nos metemos en la cocina a por nuevos escenarios??
Iosef escribió:Hay que repasar los antiguos y darles un barnizado.
Y como nuevo este que tal??
https://drive.google.com/file/d/0B56_nw ... sp=sharing