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PhoenixSims

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  1. Something I haven't previously noticed, and what cannot possibly be an intended behavior is units that are late activated will react to explosions that happened well before they spawn in. Someone drops a bomb in a city, another group spawns any period of time later and they will move around right after spawn. This is especially problematic if you are trying to spawn a unit on to a building rooftop, they will most likely run off the edge and end up on the ground because you had engaged something else in the area prior to their activation.
  2. Hey I just gave that a try and same result, seems like fire at point causes both to reset to weapons free and red. Setting units invisible works somewhat as a bandaid but that has some limitations.
  3. Bump, also been having issues with this. The convoy 5 miles SE of Deir ez Zor is supposed to be on hold fire and suppress the guy behind the car with fire at point, but shoots the static vehicle first when that trigger is activated. Apache2.miz
  4. When someone gets a chance can you do me a huge favor and open my campaign in the editor or campaign builder and see if you can figure out why it won't automatically advance you to the next level after certain missions? I know the missions are ordered correctly in the campaign builder because you get to the next one if you hit the skip button, and I know the trigger that should hypothetically satisfy the victory conditions is firing because the "Mission Successful" message pops up as expected. So I guess the problem has to be something weird going on with the scoring, I just can't figure out what it is. The mission success and fail triggers are green and red at the bottom of the list, its pretty basic only thing required is to be on the ground and moving <20kts after 10 minutes elapse. The success/fail setup is identical as far as I can tell for all 12 missions, but msn 3, 5, and 6 are the only ones with problems. Here is the campaign.
  5. Its not a issue of the bomb guiding inaccurately, it doesn't guide at all, it doesn't snap toward anything like its tracking. Hope that helps.
  6. 08:24:00 After firing a Maverick at ground unit, AI then fires a AIM-120 at it too 08:33:50 AI drops laser guided bomb that doesn't guide (3x in a row) This is a mission from a co-op campaign that I published a couple of months ago that I'm currently converting into a singleplayer version with a scripted AI wingman. At first I tried making multiple changes to how the triggers and waypoints were set up for these two events to see if it would go away and nothing worked. Then I gave up and deleted the unit and placed a new one and scripted it all over again, gave it a test run and it seemed to work fine. Did a final test play tonight and both the issues are back. I've tried to recreate both of those bugs separately with a similar setup on a blank slate but I can't get it to happen, it seems to be an issue with more complex missions. track uploaded to gdrive because it includes quite a few voiceovers and exceeds the 5mb attach limit https://drive.google.com/file/d/1iJZKDDMYujExHWqE5J6iy8sRsV-b9Nwn/view?usp=sharing
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