Jump to content

HungryCoyote

Members
  • Posts

    186
  • Joined

  • Last visited

Everything posted by HungryCoyote

  1. Upon further testing, I realize that it is not moving one from each group of three but one at a time starting with the first group, then continuing with the second group. So users will have to use F10 command once for each vehicle dropped. This might actually be a good thing because the mod has the option to drop one at a time or all three at once. Again, I just want to say thank you for all you help and patience. It is very much appreciated.
  2. Small problem. It works fine if you only load one vehicle at a time. If you do two or three, only one of them moves toward the enemy.
  3. Wow, that's some serious code there. We are getting close to the danger zone of "in over my head". lol I was a bit wary of editing the script that creates the group as it is not mine but came with the Hercules mod and I was not sure how to edit it. I will copy/paste this code to it. I thought the main reason of editing the drop.script file was to eliminate the need for the F10 menu.
  4. That works great. Exactly what I wanted. Thank you. One question, instead of a lot of repeated lines, is it possible to use a variable for the dropped units? The number increases by one with each unit dropped. MoveToNearEn('Cargo Group 10001') MoveToNearEn('Cargo Group 10002') MoveToNearEn('Cargo Group 10003')
  5. Just off the top of my head, I wonder if rather than having the MoveTo trigger run at missing start, it could be on an F10 menu. Once the units are spawned, give them the command to attack. I will give that a try. . . Yes, that works very well. Since this will be on a dedicated server with lots of enemy groups spawning at random locations, I will defiantly need to figure out how to get the dropped units, as you said, to choose the closest enemy, within a max distance or in a zone.
  6. Thank you for taking the time to make this. Unfortunately it does not work on spawned vehicles. I 'm guessing because at the time of script running, the vehicle to be spawned does not yet exist in game. I think it would need an If exist type statement.
  7. Yes that is what I need but I don't know how to write script. I just knew I had seen it working.
  8. I would like to be able to fly over a zone, para-drop units that will then attack everything in the zone. I can do the drop from Hercules mod and have the dropped units spawned on the ground but then the just sit there unless they happen to be close enough to the enemy.
  9. Anyone know how to get the Hercules mod to spawn cargo after parachute drop on a dedicated server? It works fine in single player using a trigger to load the Hercules_Cargo.lua.
  10. Just want to say a big thank you for all the work you have put into these missions!
  11. I would like to add an option to my server where players can scout out new locations and by using the F10 menu, create a new usable farp.
  12. Works great. Thank you.
  13. My aircraft that are spawned using Mist will not follow waypoints or maintain altitude and usually fly into the ground. How can I fix this? mist.respawnInZone('Migs', 'New Trigger Zone-1', true, 500) Respawn Test.miz
  14. Very cool. Thank you.
  15. This works great for my needs. Just an fyi for anyone else using this, It works for everything except statics. Again, thank you very much.
  16. This is working really well. One quick question, Is there a way to get it to log static buildings killed?
  17. Thank you very much for your help and patience.
  18. Simple test mission. Shoot down enemy plane, wait five minutes. Nothing happens. log test.miz
  19. This looks like exactly what I need. I am embarrassed to say I am not sure how to set it up. I commented the two lines and set up a trigger. What else am I missing?
  20. I will look into that. May be over my head but thanks.
  21. Not sure if this is an editor or server question. Is there any way to store data, maybe as a txt file to keep track of which players have destroyed certain targets?
  22. Thanks for the reply. Interesting idea and I might have to go that route. Right now that won't work because for targets, I am using the default buildings that are on the map as soon as you start the editor. The idea is for players to destroy all the buildings in an area. When they hit the right bldg, Display a message that the mission has been finished.
  23. Is there a way to keep someone from taking the track file from a server, renaming it to miz and opening it in their mission editor? I would like this to prevent someone from finding hidden targets locations, then going on server and destroying them.
  24. I need a good, powered usb hub for separate throttle and stick plugs. Mu gaming laptop just doesn't have enough.
×
×
  • Create New...