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StevanJ

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Everything posted by StevanJ

  1. You can switch waypoint- Which means the same Aircraft can fly around and around for as long as theres fuel in its tanks.. You can do the same, and tell the aircraft to refuel at a tanker, so long as the tanker has fuel in its tanks. You can activate a group at the start of its route, and have him do loops. You can deactivate a group at the end of its route. Once a group is deactivated, its dead. It cannot be respawned. So either have a different aircraft spawn at the start of the route upon deactivation or death, or send the same aircraft back to the start of its route.
  2. I have pedals- I just dont use them- Z and X are your rudders. Once im in the air, i never touch them. Huey- trim with z in the hover, and use yaw to control your direction in the Hover. Mi8- Just be careful. Dora- Use brakes to point in direction, then go for it. If you hammer the rev's she yaw's to the left, so i just go easy on takeoff unless im at an ALG, then im careful.
  3. So, tried both- Both missions do the same thing, both hold just short of waypoint 1, UNLESS you HAVE another task after the hold command and offer them a 'hold' stop condition. Youre current task list, makes your tanks prioritise time. They'll hold short until they get the 'nod' to carry on from the clock. They arent getting the nod to carry on and are holding as a priority before they hit any of their waypoints. If you change the triggers to 'waypoint' tasks, they'll prioritise hitting waypoints first. If you ever need proof that they are hitting their waypoint. Put a 'switch waypoint 4' task, on waypoint 1- That way youll know if they do or dont hit (what they assume is) their waypoint. When I deleted the group and all your triggers, started again, and tried to change your ME parameters to actual Waypoint Tasks and not a 'task Push', I had 0 issues. ie 'Hold' stop condition at 0 (10 Seconds), then 'Hold' at 1 stop condition (150 seconds), they hit their waypoint bang on every time.. I dont think its an ME bug- and If you feel that you arent happy with their pathfinding, report the bug with a track here.. However, as you can see, if i give them a straight forward set of orders with proper stop conditions, they hit waypoint parameters (a waypoint task trigger verifies this). If you would rather do things your way- an extra task, sets them on their way. Alternatively as you can see in the video above, giving them orders in a correct priority list, theyll do exactly what you want them to do, and hit every waypoint to within mm's.. I hope that helps you? Hold command 11kts.miz EasyTriggers.trk
  4. They didnt do that on mine.. They made it to the second waypoint. Try a reinstall x
  5. For me, its the buildings that are blurred, then pop to life as you get closer. Im sure they'll get fixed with time x
  6. I dont even use them for helicopters
  7. Is there anyway to request it then?
  8. Their first task (that youve given them) is hold, Then youve given them two triggered actions that say 'they should only ignore their 'hold task' if a trigger action is commanded'. So your orders for the Bradley- Is hold. Youve not told them to do anything else. Its like going to a shop and being ordered to buy sliced bread- They wont buy unsliced bread, unless you give them a trigger action. Youve given them only two triggered actions, which they follow twice- Then they hold, as youve tasked them to do.. They are following your orders. So every time they reach a waypoint, they are Holding, because youve not told them to do anything else. You need a 'Hold' Task to have a stop condition 'On Flag/Timer', So that when you trigger a flag, they ignore your 'hold' command and move onto the next task you give them (Switch Waypoint) and work upon their own initiative after a certain amount of time.. Note the new task after hold has a stop condition of 15 minutes.. I then tell them to 'carry onto the next waypoint'.. Hold command 11kts.miz
  9. How do you think the AI should act?
  10. Is there a way in which to open the rear door?
  11. If 4 harriers take off from the ramp heavy. The first one moves to the middle of the tarawa, then takes off and crashes. The 2nd and 3rd move to parts slightly further back from the last, but then also take off and crash into the sea. The last (number 4) takes off from the rear of the Tarawa and then takes off fine. Shouldnt they start from the rear. After the first squad takeoff- they dive below the sea, and dont die. Harrierflyunderthesea.trk
  12. Its very obvious, its a WW2 map. If you can live with that, then sure..
  13. Hi Dan, I randomise some of my missions, I use 'set random flag value' to generate different tasks. Ive also used 'activate static' (does the same thing). Unless i can turn off a static, i just dont think its worth investment. But if other people want it- thats cool..
  14. Hey! Its THE best map for WW2, Normandy is sadly showing its age. Its small, and very different. You can build campaigns around the Warbirds- FW190D Schnellkampfgeschwader 10 I. Gruppe. Play MP missions with your friends, or Just practice landing on WW2 ALG's (WW2 FARP) If you prefer modern stuff- Syria is the one. But I love the FW190d and for that plane (and others) its a great home to come to grips with Warbirds. If you dont like building your own missions, You might want to choose Syria- Thats the number 1 map right now.
  15. You know- I would LOVE to be able to tell the AI which Cat to use.. But a late activation static, isnt on my list right now.. I do get what youre saying I could spend a few hours making a better mission around the carrier, just dont think people would notice, if i used both dynamics that went and came back, and statics that didnt move. Hey- If im wrong, i guess they can always vote for their favourite in user files missions ..
  16. I dont use scripts (dont want to maintain the mission) Unit inside zone> Effect smoke (Huge Fire and Smoke) Unit outside zone> Effect smoke - Stop So in this video here- my first campaign, You can see at the start the Humvee's moving around and the men behind the chopper, They are dynamic units that have their own set of instructions and will (in some cases) do their own thing randomly, Once the humvee reaches the parked plane, theres a small wait (while the pilot you cant see- jumps into the F16, and then the humvee turns around and returns to the Sergeants' Mess. The same goes for the Humvee behind the Huey, it waits until the Huey is clear, then the Humvee returns also to the mess, and the two infantry return to their guard post. Creating a dynamic effect like this only took a couple of hours. But in the Campaign- It actually makes the airfield come alive. Youre sat in the cockpit and youre seeing things actually happen from the cockpit instead of looking at a static. If i were doing a carrier, Id either start on the cat and have two squads behind me to follow, or have two squads ahead of me, and start cold on the ramp, Id run a test- Setting them all off, and then watch them come in, and see where they move to. Id then put a few statics in the spots where the FA18's dont go near (usually the holding, or parking areas). Ive never needed to remove a static, and a dynamic- is so flexible, i can just send it somewhere else- Or deactivate it. Late activation of a static, would mean 0 for me, unless i could remove it. But i still wouldnt use the static, unless i had to.
  17. Maybe im giving away my trade secrets here- But why wouldnt you use Dynamics, and actually have the aircraft take off around you? And do their own mission? Same with infantry- Static infantry is a bit 'quick fix' when if you use dynamic infantry you can make the Airfield come alive? Big smoke with Fire -
  18. You can spawn smoke at any time you wish during a mission.. The first second- The minute you land.. This is VERY important.. Good shout!
  19. StevanJ

    Auto Save..

    I feel your pain.
  20. Yeah, thats my point. In what instance would we ever need or want to spawn a static? They require such little resources, that you may as well include the static from the start of the mission.. Im guessing that a late activation would benefit those who want to show the unit on the map. But you could just as easily have a smoke marker, or even a drone do the work for you. Im not knocking the idea, i just think its pointless. Im happy if others want them, but for me, Ive never made a mission where ive needed to 'late activate' a static. Id much rather we got better looking static ground assets for the helicopters to shoot at- ANd id rather we had a 'respawn' unit, than late activate..
  21. I voted no, Unless i can turn off the static too, Id rather use a Dynamic as theyre more flexible an asset.
  22. After: Reflections: Everyones raving about the clouds, and im just looking at the shadows..
  23. Yes please.. Although we'd have to wait for a 'line of fire' to be implemented.. And then- its probably not gonna be called a 'combat sim' anymore..
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