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WirtsLegs

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  1. I think his complaint is accurate though The buildings "dug into hills" in the map aren't what you showed, they are much more an obvious terrain clipping issue with the terrain covering say half a door or the doors on the low side being 20 feet or more above the ground etc. There are also things like cars clipped into the ground because scenery cant be rotated to be normal to the terrain
  2. adding to this, I have observed two situations where the roadnet seems to break 1) when the road passes under a bridge/overpass, I have yet to find one that works and 2) random points usually on gradual curves where it just seems to break (picture attached).
  3. Haha, all good, glad its working for you!
  4. Shouldn't be a problem for AI units As for player aircraft, hard to say, but setLife does weird things for anything that doesn't have a healthbar anyway (aircraft basically) so unlikely to be used for that regardless
  5. yeah did something similar in a script I'm working on last night worth noting, this should be doable for all trigger functions as there are a few others that are not accessible via the normal lua api
  6. @Actium good find! still silly that this isnt just part of the standard lua api
  7. So not something that is obvious to most people playing the game, but it seems the attributes given to units (fetchable in lua with getDesc()) are given out way too liberally. Specifically there is no distinction between a hummer and a proper APC like a LAV-25 The hummer's attributes: { 2, 17, 104, "Redacted", "APC", "ATGM", "Datalink", "Infantry carriers", "Armored vehicles", "All", "Ground Units", "Ground Units Non Airdefence", "Armed ground units", "Vehicles", "Ground vehicles", "Armed vehicles", "AntiAir Armed Vehicles", "NonAndLightArmoredUnits", "LightArmoredUnits" } The Lav { 2, 17, 26, "Redacted", "APC", "Infantry carriers", "Armored vehicles", "All", "Ground Units", "Ground Units Non Airdefence", "Armed ground units", "Vehicles", "Ground vehicles", "Armed vehicles", "AntiAir Armed Vehicles", "NonAndLightArmoredUnits", "LightArmoredUnits" } The only difference is the 3rd attribute which is provided as a index, not sure what they are but they vary between different "APC"s such that its not usable as a discriminator, and then in this case ATGM and DATALINK which are obviously not any use for distinguishing these two classes of vehicle This makes any kind of scripting that needs to be able to understand unit type difficult as we have to separately maintain a hard-coded list of vehicles vs their type I would propose removing the APC attribute from anything that isn't actually an APC (some of those light vehicles have some basic armour but they are not classed as APCs), the Infantry Carrier attribute works to tag things that can carry infantry so that discrimination is retained.
  8. Not that I've seen, hopefully addressed soon as currently it makes building missions on the map a bit of a nightmare
  9. Currently once you zoom into a certain point the map basically fills with orange, the colour usually used to denote cities/towns etc examples: nullnull However a very large amount of that orange area is rural, just fields etc, and it makes quickly assessing the map really difficult, ideally I would suggest these are reduced to cover just the actual towns/cities. The Afghanistan map then has a good solution for these kinda rural areas, introducing another colour in the form of a light yellowy green for areas with the odd building and agriculture but not towns/cities.
  10. As of today's patch this feature was expanded to include grey smoke below 50% health Making it even more of a arcade-like feature I have destroyed vehicles with a large variety of weapons and fact is vehicles rarely smoke when damaged unless they are on their way to burning up or secondary explosions etc. It's also reasonable that from in a jet at altitude, even with a tpod assessing the state of a vehicle that hasn't been completely destroyed can be very difficult While I recognize this is meant as a stopgap pending some more thorough ground unit damage models it is ultimately less realistic and in my opinion worse than not having it at all in its current implementation Please consider adding a toggle in mission settings for this feature, or changing it so that the smoke only has a small chance of appearing in varying intensity
  11. currently the lua api function land.getSurfaceType(table vec2 ) returns form the following enumerator land.SurfaceType LAND 1 SHALLOW_WATER 2 WATER 3 ROAD 4 RUNWAY 5 I would like to propose adding 1 or 2 new values first and most important, FOREST, not talking about like small treelines or anything custom placed, I mean the actual forest areas. These are part of the maps and should be already known by the sim, if we could have access to that it would enable a lot of features for lua scripters second, less important but would still be nice is a URBAN or CITY value, basically anywhere that is inside a town or city, for similar reasons, thugh unlike forest i dont know if this information is as accessible so it is not the primary ask cheers
  12. Update pushed https://github.com/WirtsLegs/WirtsTools/releases/tag/v2.2.1 fixed bugs in Weapon Near and Weapon in Zone, added Weapon Shot feature @Rudel_chw the weapon shot feature should do what you wanted and be more performant/reliable than relying on the old bugged weapon near
  13. Update on this, bug found affecting weapon near and in zone functions, basically if the weapons are destroyed while still satisfying the conditions then they won't be removed from the count I have put together a fix and added a simple shot detection feature that will be pushed once I have a chance to properly test it, hopefully tonight but we will see
  14. I'll look into this If it is indeed not resetting to 0 as the amount of rockets near the unit in question reaches 0 then you have found a bug as hat is not how it's meant to work If there is a bug I'll add a simple shot count feature as well to replace this function for you
  15. All you are aiming to do is count how many are fired in total? If you want I can easily add a quick function for that which will do that for you Note that weaponNear will only count the amount nearby in total at any given time, if say you fire 5 then 10 min later 5 more the flag will at most have a value of 5
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