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gmangnall

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Everything posted by gmangnall

  1. In the Mission editor there are 2 functions to determine if a group is created. The first is "condition" and the second is simply a % chance. I have no idea how to script other than copy/pasting others work with a few hacks. I have a trigger at misison start to randomly select flag1 with a value of 1-6. How do I add a condition to the group such that it's only created if flag1=1 for example. it's gotta be really easy....but it's not as easy as Flag1=1 lol. The following works as a LUA Predicate when used as a trigger but not as a group condition so Im thinking that what I want isn't possible as the triggers are run AFTER the creation of the groups if trigger.misc.getUserFlag("1") == 1 then return true end return false
  2. It would be useful to have units deploy based on a switch/trigger. For example if you have a SA11 battery in line formation travelling and a trigger happens such that the battery deploys it's radar and TELs instead of sitting in line it would be good if deoployed patterns could be created such that the radar is in the centre and the TELs spread around or the radar at the rear with the TELs forward of it (it would be even better if they would travel in a similar state e.g. the radar 10 miles behind TELs.....or even completely seperate routes so they are independant of each other but the SAM system functions outside of the group structure such that group1 is a radar and both group 2 and group 3 ares TELs and an ammo truck....each group can be linked to form a SAM system.
  3. Still way too effective. IRL most of the skeets simply miss their target (even if dropped in the right place). If it hits a soft vehicle it's likely to simply go through with minimal damage. Against armour it's noy going to penetrate the main armour of a main battle tank, though it could hit a hatch/enging cover etc. They would be pretty effective against light armour.
  4. On the EHSD de-select designate....the Mav will align to it's boresight. If you mean do the procedure to boresight it to the TPOD like you need to do in the Viper - then no.
  5. Bomb in Zone Group and Coalition higher/lower then an altitude a brand new 3d editor with easy to add modules like ARMAs eden editor (at least so we dont place units on the side of a hill) set units to disperse/find cover at a waypoint advanced WP action to pause a unit for a period of time. Troops to surrender. Troops that can flee Troops which if engaged by an enemy but are out of range - can move forward to attack rather than just sit and die
  6. we have unit higher/lower than x altitude but it would be good to have the same for group and coalition. An example would be to enable certain SAM sites of any part of a coalition were in a zone and above a certain height. There is no point firing an SA10 from 20 miles at a target at 1000ft as it can dive to safety...but if it's above 20k ft it's going to be in real danger.
  7. I know its an old thread but I absolutely disagree with ED on this. There is no suggestion of giving the WW2 assets pack away for free. If you join an MP server the server host would need to buy it. If you play in SP then you need to buy it. But having bought it myself and wanting to host a server with the assets which I have bought I am effectively unable to do so just in case one player does not have the pack...so why bother creating WW2 missions that most people wont be able to join? It's hardly surprising that WW2 hasn't taken off in the MP world.
  8. I have a fudge for you Create your waypoints 1-5... on 4 create 2 actions... one is a go to waypoint 1 (0), the other is a go to wp 5 (4)... on each you put a condition... ie if flag = 0 or flag = 1... then you just need a trigger to set the flag from 0 to 1... if you default it to 0, it will keep doing the patrol but when you update it, it will go to the final waypoint... you could actually do this at each waypoint to either go to the next or last waypoint respectively each time it hits a waypoint.
  9. In fact it's even more messed up than I thought. I am trying to get a unit to patrol WP1,2,3,4 and then loop aronud so WP4 has a task to goto WP1 creating an endless patrol....but with a triggered action to go to a different WP (e.g. WP5). However when you select a triggered action to perform task>Go to Waypoint > WP5 the editor also amends WP4 so instead of it trying to go to WP1 it's automatically changed to WP5 (and the same happens in reverse)
  10. any update on this? I have the same issue. Go to waypoint for ground units is broken (both perform task or perform command)
  11. This is such a well known bug it's a bit or a running joke....abolutely discraceful the ED have never fixed it and it's unlikely to be fixed any time soon. Some aircraft are better than others...the ED aircraft like the hornet seem to be better than those of third parties such as the Harrier and Tomcat whose replays simply dont work.
  12. When a reaper drone armed with 12 Hellfires (2x4 on the outer pylons and 2x2 on the inner pylons) the reaper can fire, however the model does not remove the hellfire from the inner pylons so 2 missiles remain on the model. The outer plyons seem to work.
  13. I figured that it would affect all missiles (probably not bombs). I should have realised sooner as I saw something similar when using Chinese cruise missiles on a mission a few weeks ago.
  14. In additoin the wide FOV which shows what SHOULD be visible in narrow FOV is also sized incorrectly ie a target which is just inside the 4 corners on the box will not be visible in narrow FOV
  15. If several mavericks are ripple fired at a group of targets the explosion can not only kill it's target but other mavericks which are inbound. Indeed with the TRK file attached the first kill imediately destroyed the other 3 mavericks. Maverick detonation potential bug.trk
  16. The 2D yardstick seems to be calibrated correctly - and matched items measure in the mission editor however the yardstick does not match the editor or the 2DY. Here the centre of the 2 tanks are 100ft (30m) apart as is the centre of the building. The 2DY correctly measures that, however the yardstick is showing only 20m and should be showing close to 30m if measured to the centre of the 4 lines but at least 25m is the measure is for the actual line itself.......it's defintely more then 20m.
  17. no need to go to EHSD - just press WP Inc Long and that will create T0 and designate.
  18. Splash damage is ludicrous in DCS - maybe not all that easy to properly fix but it needs to be improved without relying on a mod.
  19. Here is a track file for the same. Its as if the game engine doesn't recognise certain tasks within too short a time frame. In my example I killed lots of targets and they were all burning/destroyed....but only 3 were registered as kills. How can this not be fixed by now. Kills bug.trk
  20. It seems that LTIP does or at least "might" do something. Essentially JDAMs have a random TLE (target location error) build into their code. Using LTIP reduces or removes this error so whilst you can use JDAMs without LTIP and they will normally hit, they might occasionally miss smaller targets. LTIP should reduce or remove this. I have suspected for some time that JDAMs had something like this built in as I do occasionally get an unexplained miss.
  21. I am familiar with AI task push and set and use them regularly with AI aircraft and triggers.....but if you have a task set to go to a waypoint it should replace all current tasks with the go to waypoint - and that seems to work with AI aircraft....but not ground units. Under what logic would AI task set "go to waypoint" mean "stop and do nothing"... the units dont go to WP6 and do nothing...they stop immediately and do nothing.
  22. The DMT tracker is limited to 450 degrees of roll (A1-AV8BB-TAC-000 chapter 1-page199) after which the lock will be broken. extract is as follows: The signal data converter also receives roll signals form SAAHS which are used to stabilize the receiver/processor roll gimbal and thus the ground scene. However, because of mechanical constraints, the DMT is limited to 450° of roll. If the aircraft is rolled beyond these limits, the DMT will gimbal and break lock. Therefore when the DMT is operating, aircraft roll should be held below 450°. If the DMT is rolled over (exceeds 450°), the pilot can undesignate (using nosewheel steering switch on the stick grip), which commands the DMT to reset to zero in roll. The target can then be redesignated.
  23. The AI Task Set is to move to WP6 how can this work as intended when the units stop in a field?
  24. When using the go to waypoint function (on ground units at least), a given unit will only go to that WP once it reaches it's current WP.. e.g. if en route to WP2 and there is an AI TASK PUSK to go to WP6 it will continue to WP2 - and then skip 3,4,5 and go to 6. It AI TASK SET is used the ground units simply stop. This is frustrating as Id like to change a unit behaviour if attacked WP Bug.trk
  25. No thats bomb IN zone and is triggered if the bomb flies through the zone at 20,000 ft without landing.
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