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Miccara

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Everything posted by Miccara

  1. Give me a full fidelity (Clickable), I'll give you $30 in addition to what I paid for it.
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  2. GeezusMerffy, I'm a friggin' idiot! Thanks, your question opened my eyes to the obvious. I needed a "Time Since Flag". I've only done this 100 times before but for some reason didn't clue in.
  3. Gave it a try. Unfortunately, not the answer.
  4. I can't get the "explode unit" trigger to actually explode a unit. This is what I've put in: Trigger: 1 ONCE (ExplodeMedivac, NO EVENT) Conditions: FLAG IS MORE ("ExplodeMedivac",60) Actions: EXPLODE UNIT (Medivac,1000) The unit itself is a CLIENT unit. The FLAG was set earlier and I scripted in a message to tell me the flag is set. I've checked all spelling and names several times. Even tried exploding a static unit as a test... still nothing. Is there an issue with the trigger itself or am I doing something incorrect?
  5. I'm trying to add a (client-usable) helo to a supply ship. How do I get the helo to stay on the pad and not snap off to an airport when I click Take Off from Parking or Take Off from Ramp?
  6. My scoreboard (player Pool), doesn't track anything in multiplayer, used too. I don't know how to turn it back on. Can anyone help with this?
  7. Played with this (I think I did it correctly), but can't work around the randomness of the kills to determine the correct message. I need an "if" kind of statement. Unless I'm missing your meaning... the message after each kill: "A tank has been destroyed in the city. 1 dead, 39 more to go" then, "A tank has been destroyed in the city. 1 dead, 38 more to go" "A tank has been destroyed in the city. 1 dead, 37 more to go" etc. Because the kills come in any order and I want to display the count left after each kill, I can't see how this can be done with Triggers alone. Dang.
  8. Here's what I want to do... Let's say I have 50 tanks in one group. I want to know when 80% of them have been destroyed... so when 40 are dead. I want to count them down using Triggers, where you would see a message like: "A tank has been destroyed in the city. 1 dead, 39 more to go" then, "A tank has been destroyed in the city. 1 dead, 38 more to go" "A tank has been destroyed in the city. 1 dead, 37 more to go" etc. Is this possible with Triggers?
  9. I'm trying to change the 3D image used for a crate through the CTLD file. I'd like to use an image closer to an actual crate, instead of a GeneratorF image. Below is the CTLD script I'm using (I've been playing around with the naming). When I run it it says a crate has been dropped at my 12:00, however no image appears. Someone have an answer on this? ctld.spawnableCratesModel_load = { ["category"] = "Cargos", ["shape_name"] = "Static_Container", ["type"] = "Container"
  10. Okay, dumb question I know...
    I have zero programming experience but would like to build missions. I downloaded the DML Zip file and documentation, but I can't find any instructions as to where or what directory I should unzip the file to. Should I just give up now before I get myself in trouble 😉 ?

    1. cfrag

      cfrag

      Hi Miccara,

         Thank you for your message. You can unzip DML to anywhere you like, I place it in a DML folder in my Missions directory. The reason that is so is because to use DML, you the mission designer decides what to add to your mission, there is no automation or mysterious files you need to change.

      I recommend that you unzip it somewhere, see if you deem it worth your while, and if you want to use it, move it to a location that makes sense to you.

      A word of caution: the manual in the „Doc“ directory may look intimidating. To get a headstart, look at the demos, and know that each and every demo that comes with DML has its own chapter that describes what‘s going on.

      And remember the main rule: using DML should be fun 🙂  

  11. Can someone give me a fix, in laymen terms, that will stop materials sinking into the earth when unloaded and paratroopers from disappearing once they hit the ground?

  12. Can someone give me a fix, in laymen terms, that will stop materials sinking into the earth when unloaded and paratroopers from disappearing once they hit the ground?
  13. I have installed SLmod. When you join any of my server missions, SLmod displays a series of messages in the server chat ending with "(server name) --> To repeat this message, say "-motd" in chat at any time.". I want to shorten the stream of messages appearing there and change the content of the message. For the life of me I can't find where this info is contained in SLmod files. Does anyone know where this file resides, is it a config?
  14. You're the greatest!
  15. Spoke with Count during the game (just after actually), said he was putting out troops with KUB's... All I got and ever get at our FARP, regardless of where I seem to be on it, is "You are not in a pickup zone" Am I missing something?
  16. @Alpenwolf I formally submit my complaint regarding the fact Red Farp Mi8's can deploy troops with Manpads on The Open Range mission, Blue cannot. Defending Blue Farp against knowledgeable SU pilots like Count, is almost impossible. They simply fly under the Hawk radar and Vulcans can't cant shot them down. Red should not have Manpads.
  17. Awesome! Thank you for all the work. Where are the Avengers? It's a joke! ...sort of...
  18. Not AS good. If you don't want to let us put them out, then include one or two at the start the missions where Hinds have A2A capabilities.
  19. Let us put out Avengers. We already can't see any Helos on the maps. Give us dependable ground anti-air we can control.
  20. I'm still whining about When Mountains Cry Don't enjoy this one. 2 Dog slow A10's on the blue side, 4 SU25's on Red 2 KA50's - - - give us Apaches (nobody flies the Gazelle) 2 C101's vs 4 L39's I'm done, just venting. Move along.
  21. Give Avengers crates where you put R-60M's in. There will always be empty Mistral slots, and a line up for Hind slots.
  22. @Alpenwolf Can't recall if this mission mentioned earlier... Swedish Delivery, B52's expose all Red ground targets during fly over.
  23. return { keyCommands = { {combos = {{key = 'MOUSE_BTN2'}}, down = iCommand_ExplorationStart, name = _('Enable visual recon mode'), category = _('View Cockpit')}, {combos = {{key = 'MOUSE_BTN3'}}, down = iCommandViewTransposeModeOn, up = iCommandViewTransposeModeOff, name = _('Camera transpose mode (press and hold)'), category = _('View Cockpit')}, {down = iCommandCockpitClickModeOnOff, name = _('Force cursor to show on/off'), category = _('General')}, }, axisCommands = { -- mouse axes {combos = {{key = 'MOUSE_X'}}, action = iCommandPlaneViewHorizontal, name = _('Camera Horizontal View')}, {combos = {{key = 'MOUSE_Y'}}, action = iCommandPlaneViewVertical, name = _('Camera Vertical View')}, {combos = {{key = 'MOUSE_Z'}}, action = iCommandPlaneZoomView, name = _('Camera Zoom View')}, { action = iCommandViewRoll, name = _('Camera Roll View')}, {action = iCommandPlaneSelecterHorizontal, name = _('TDC Slew Horizontal (mouse)')}, {action = iCommandPlaneSelecterVertical , name = _('TDC Slew Vertical (mouse)')}, }, }
  24. I restored the mouse defaults in the "General" section (I think). Might have been combined Arms... anyway, it worked for me so I'd would try restoring the mouse defaults again. Under every category if need be.
  25. First, I haven't changed anything that I'm aware of, have rebooted, and checked for upgrades on everything. I jumped into Combined Arms today and out of the blue my mouse does not control the turrets anymore, can't aim at anything. Turret will move with keys but not the mouse. Will not work with any ground vehicle with a movable gun. Mouse works perfectly on everything else including other applications. I just don't get it. Makes it impossible to go out and kill against other Tactical Commanders. Anyone experience this or have a solution. I can't figure it out.
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