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Balu010

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Everything posted by Balu010

  1. Open Beta 2.5.6.58125 Mission 7 is stuck at the factory, I looked around with ctrl+F11 but found no alive enemy yet my commandos do nothing , they are just standing around after the initial fight, never got any of the messages , going in trying to escape ect ect. :(
  2. Ye this would be cool. I know how to hot load a mission lua with a F10 radio message, I wonder what would happen if I call a unit lua there. You can find several tutorials how to do it in mission editor with mission files.
  3. Y is forward Z is up, X is to the right Y point 45 degrees up. As I said Harpoons launch fine, but the Tomahawks are pointing towards the +x for a few frames as they spawn, then they jump into the correct orientation as they launch. So it is just the initial spawn orientation that is wrong not the launch itself.
  4. I have connectors placed in my model with their Y axis pointing the right way. If I attach a missile model to it in the model viewer they all point in the right direction. But in game just after launch they are 90 degrees turned for a few frames then they pop into the right position. I was playing around the units lua file trying to figure out these parameters: GT.WS[ws].omegaY GT.WS[ws].omegaZ GT.WS[ws].pidY GT.WS[ws].pidZ GT.WS[ws].reference_angle_X GT.WS[ws].reference_angle_Y GT.WS[ws].reference_angle_Z With not much luck. Also strange if my launcher uses harpoons they are ok, but if they launch tomahawks it experiences this problem. Anyone have some tips how I might solve this ?
  5. Hi, I need some help if anyone knows how to do this. I have a unit that can fire 4 missiles in quick succession then needs to reload then it can fire again, it has 12 missiles total, and after that it should not get more. So the sequence I want to get to it is: fire-2sec- fire-2sec-fire-2sec-fire-2sec-60sec fire-2sec- fire-2sec-fire-2sec-fire-2sec-60sec fire-2sec- fire-2sec-fire-2sec-fire-2sec-empty I played around with the variables: reactionTime launch_delay shot_delay ammo_capacity portionAmmoCapacity reload_time But I'm not entirely sure what I'm doing. Is there any kind of documentation about this somewhere? Bonus: Also I want to make this same system with 2 missile types, but on ammo change there need to be a 60 sec delay as well.
  6. I'm afraid the answer is yes.
  7. If you check the textures use for the Tico in Model Viewer, the names are also constructed from a texture atlas, containing the abc letter, they are not fixed textures as far as I can tell, same with the number, the problem is the argument 66 drives an animation as far as I can tell, and this means the text and number is predefined (constructed) inside the edm file . So I can't do much :( Have not checked the Burke more closely yet. Edit: and idea come to me while writing this, this is a hack, but what one could try, is to make a new livery , copy the names and numbers textures and just re-arange the letters and numbers :D what I mean for example we have CG-66 , so in the livery file use a texture atlas where 5 is where 6 is in the original atlas :D I won't go down that rabbit hole, but someone might.
  8. Yes but only a some predefined numbers are available, it is controlled by the argument 66, like an animation. But I want to add more stepes to it to have more number and names, without the need of new textures. But I'm afraid this is all defined inside the .EDM model, and if that is the case I cant access it. The EDM plugin for Blender cant import, and I don't have 3D max :(
  9. Ye that is a solution, but I want to avoid creating actual textures, since they already exist. I want to use the default texture and numbers already in the default files. (the atlas that is uses fort he current numbers have all numbers from 0 to 9, same with the letters a to z)
  10. The Ticonderogas for example, but same with the Olivers and Burkes For example we have CG-66 Hué City and CG-72 Vella Gulf I want to make CG-47 Ticonderoga and CG-55 Leyte Gulf I know this is very minor but I'm trying to recreate the 1995 and 1996 Theodore Roosevelt strike group as accurately as possible :D The possibility is there, since the names and numbers are form a generic texture atlas containing all the numbers and letters, so I just need to find the place where it is stitched together ,assign a custom value for the args [66] and there I go. I probably should look up how the dynamic tail numbers are done on aircraft. probably similar method , no ?
  11. I'm trying to figure out how to change the ship name and number on the texture. I found that the description.lua contains the custom_args = { [66]= 0.3 } lines and in the model viewer I can check what setting is what. I can see that both the number and the name is from the texture atlas, and the argument defines which one to select. What I can't find is where are the number and names defined ? In the model file? Or where, how can I make a custom one? Anyone knows ?
  12. +1 , would be nice if we could use the same functions in LUA as with airbases and populate the deck exactly as we want.
  13. I tested every setting on my machine 6600k OC @4,5GHZ 64GB RAM 1070 I used the F-18 supercarrier cold start mission just sitting on deck. Conclusion is there is only 2 setting that really effect my performance in this scenario. Shadows and AA. Shadows are a HUGE hit on the deck. Every setting on max - SSLR OFF and - SSAA OFF , Shadow falta = 65 fps shadow low = 43 fps Shadow falt and MSAA and SSAA OFF I get 83 fps !!! My with my goto settings Shadow low MSAA x2 SSAA 1,5 I have 42 fps on deck, 60 fps + everywhere else. Every other setting only give +/- 1-2 fps
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