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Facocero

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Everything posted by Facocero

  1. Hi everyone! A quick question. Is there a more effective way for a trigger to fire exactly when a helicopter lands? So far I have done as usual, using conditions: Unit's Vertical Speed in limits min - 1 max 1 Unit's Speed Lower Than 2 Kts Unit's AGL Altitude lower Than 2 but I am not satisfied, in fact it happens that by staying for a few seconds in overing at 4-5 feet on the trigger, it activates and I do not find it very realistic. Thanks for any advice
  2. No problem, on the contrary .. Thank you very much, you have been very kind. Tomorrow as soon as I have some time I will start studying it.
  3. I'd be interested in taking a look at your script. I'm learning a lot of things, but I'm still a long way off on scripts, also because I don't find tutorials suited to my skills. I can't find anything in my language and that makes things very difficult. Thanks anyway!
  4. Unfortunately it doesn't work. I uploaded the mission and only changed the dofile with my path but it doesn't work.
  5. Probably sure I miss some steps, because it doesn't work for me. I did exactly what the guide suggested. I put a group on the map, named it exactly as suggested. I entered mist and dssm.lua, as indicated. I start the sim and nothing appears, there is no menu. Someone who has succeeded could post me a small sample mission.
  6. Thank you for your suggestion! Well it wouldn't make sense then, because I might not have to turn them off, it was just a hypothesis, furthermore I have to consider that I have more spawn points. But even if, I destroy them and want to respawn them again, it's not possible. Maybe it's a limitation of the radio menu !?
  7. Goodmorning everyone! Sorry for the title ... A curiosity. I know the ideal would be to use a script. But is it possible to use the same radio menu to reappear units that have been destroyed or hidden? I will explain. Through the radio menu, I spawn the units, but for some reason I have to disable them because in the meantime my targets have changed priority and I don't want the enemy troops in question to cause interference. However, I have noticed that the moment I try to use the radio menu again to regenerate the units I had previously disabled, they no longer appear as if the menu spawn command no longer works. I've tried all sorts of ways as far as I know, but there was no way to get it to work that way.
  8. Thanks very kind, Rudel_chw.
  9. Good evening everyone. I am not very experienced and I would like to ask you a very trivial question. Inside the editor I have entered DO SCRIPT to view the status of a flag with trigger.action.outText (trigger.misc.getUserFlag (2), 20, false). This way, if at that moment flag2 has value 5, it will display 5 (this is obvious) my question is: Is it possible to insert the text in such a way that it can display for example "flag2 has value: 5"? I tried to insert two instructions 1) trigger.action.outText ("FLAG2 has value:", 20, true). 2) trigger.action.outText (trigger.misc.getUserFlag (2), 20, false). BUT the effect is not pleasant, because the values are displayed one after the other separated by a line. It is feasible? Thanks for any suggestions!
  10. Hello everyone, I apologize for the somewhat spartan title, but I couldn't think of anything else to be more precise. A strange thing happens. I created a small mission with two helicopters. If I open a local server, no problem. But if my friend opens it and sends him the mission, when I get into the cockpit I see this thing that appears to be a battery indicator. Could someone tell me what it is and how to take it off. I add that I only see it and only if my friend is posting the mission.
  11. Thank you for your suggestion. But I have a doubt, even if at the moment I don't have this possibility. It would be the same thing, that is, I enter the server to test the mission, but I would always be alone, with only one helicopter at a time.
  12. Hello everybody I wanted to ask a question, perhaps trivial, but I did not find an answer by looking on the forum. I'm creating a small mission with two helicopters that two can play in multipalyer, it was a simple mission, but there are still several triggers, explosions, and radio items. However, I noticed that when offline, I test one helicopter and then the other to check if everything works well, ok, but when my friend and I enter the server, many things do not work, or there are anomalous, such as loops that there shouldn't be and other things. Is there any way to test the mission on a servant alone? For example, a very strange thing, if I fly alone in multiplayer, and I enable the radio from the F10 menu, it works, if I fly with my friend, it does not work, the key to activate the communication menu does not work at all. Thanks for any suggestions you may want to give me.
  13. Instead you helped me a lot and I thank you. Unfortunately, not speaking English correctly, I had a hard time making myself understood. Anyway, I did more tests, and I managed to get the mission to work with a single command to both open and close the hatch. I was misled, the fact that it wasn't working and then I went to see a mission that I was sure was working and I had seen that command which is useless. Thank you very much, you have been very kind
  14. I tried to recreate a very short mission, and it seems to work with just the command to open and close. I don't understand why the mission I was preparing doesn't work. I will try to investigate better.
  15. So can you explain to me why you don't close the hatch to me? And why the mission I did, there are two commands that apparently do not exist id: 17 or rather exists as a device, but I do not find any correspondence in the command settings? And why as soon as I entered a valid id, in addition to the correct one to close the hatch, now it works? In my opinion it is clear that there is something wrong.
  16. I tried your mission, and the gunner's doors actually open. But I do the exact same thing, except waiting for the response from the user. To understand, only X:COCKPIT PERFORM CLICKABLE ACTION(9, 3035, 1) and X:COCKPIT PERFORM CLICKABLE ACTION(9, 3036, 1) but as I said, they open, but then they don't close. I got a doubt and I did an experiment. Since with X:COCKPIT PERFORM CLICKABLE ACTION(17, 3018, 1) and X:COCKPIT PERFORM CLICKABLE ACTION(17, 3013, 1) which apparently no one knows what they are, I replaced 17 with an invented number 255, and it works. So (if I'm wrong, forgive me), it could be a small bug.
  17. Thanks, I will definitely try the attached mission. However, I do the exact same thing, for the right rear door, but then I can't close it. Boh
  18. I don't know what you mean by game mode, gunner etc. I am at the controls of the UH-1h and I wanted, once landed, to open the rear hatch of the gunner. I succeed, with the X:COCKPIT PERFORM CLICKABLE ACTION(9, 3035, 1)command but I can't close it. So I went to see about a mission, in which opening and closing works regularly, and I saw, as already mentioned, that in addition to the command to open your door, there is this X:COCKPIT PERFORM CLICKABLE ACTION(17, 3018, 1) e X:COCKPIT PERFORM CLICKABLE ACTION(17, 3013, 1) Without these two commands the door will not close. And I wanted to understand what they do.
  19. Thanks for the reply. Yes, I had seen that file, but I was not convinced that it could be useful. I'll give you an example to make me understand. I'm using the UH-1H, according to that file, the device Id: 17, corresponds to IFF, but I don't need much because I have not found anything with that match, or at least I have not found it. Basically, I'm trying to learn and understand why I can open the gunner door, but I can't close it. I saw a mission that I unloaded, and the hatches open and close properly, and I wanted to understand why it doesn't work for me. I went to see that mission in the editor and saw that in addition to having Clickable Execution on the panel Id: 9 command: 3036 val: 1, also has Id: 17 command: 3018 Val: 1 and Id: 17 command: 3013 val: 1 I wanted to understand why the other two commands, but as I said I can't find it anywhere. Thanks again ah I add that to find the ids in the command settings, I enabled the misison editor tooltip, so as to immediately see the ID of each command
  20. Hi, I have a little question to ask you. Given that I have searched a bit everywhere but I have not found the answer I am looking for. I would like to know if it is possible to know what a panel device id corresponds to. For example: Panel Device id: 17 I tried searching the various lua files, but it's a jungle, and I couldn't find anything I need. Thanks everyone for the help
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