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johnv2pt0

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Everything posted by johnv2pt0

  1. Thanks for the post. Is there a way to add a new category (number 9 etc...) to the rearm menu? It would be nice to put all my custom loadouts into their own category. I've poke around a bit, but I'm not an expert on the scripts... Thanks ~
  2. Me too! Two words: jet packs.
  3. Not sure if it's available for ships, but there is a moving trigger zone that you can attach to a units. If it's available for ground/ships (i've only used it on aircraft) you can slap one of those on and then use Smoke Marker in trigger zone.
  4. If you have a modifier key on your joystick you can simply use that in the options of game itself. As an example, I use the paddle on the warthog stick as my modifier. Then all you have to do is go through all the cdu keys and add that modifier to them in the options. So I hold the modifier with my flying hand and then type with my throttle hand on the keyboard. Works well for me ~
  5. You can type within excell (and I'm assuming any typing program) and do a Ctrl C, then Ctrl V into the ME. I still haven't been able to figure out what determines the test box size. Originally I had a slightly smaller message and the text box was much smaller. Now anything I type (to include simply the word "test") will bring up a msg box that's half the screen. I've tried deleting everything within the msg box in the trigger. I've tried deleting the entire trigger and starting over. I've tried formatting the msg differently. If I wasn't already bald I'd pull my hair out. Any help is appreciated! :helpsmilie:
  6. Of course...thanks for taking a look. Also, one of my buds was saying that he thought some people used excel for their typing and then cut and paste into ME. Is that a better way?
  7. Hey all, I have a message I want activated as long as an A-10 is at a certain airfield. I do not want the message to obstruct other A-10 player's view though if they're already airborne. I can't figure out what determines the message box size and it's annoyingly large. I've attached a screenshot. Any ideas? Thanks in advance ~
  8. Earth is a sphere (nearly anyway :)
  9. I just tested it online with buds. The vehicle I had blocking was left with AI on, with a speed of 0, and zero waypoints. (I didn't ever want the plane it was blocking [C-17] to move). However, another AI jet, which was my JFAC and was on the other side of the airport never moved out of parking. It's always taxi/take off fine in the past before putting the blocking vehicle in front of the C-17. I will have to test with FireFox's suggestion tomorrow.
  10. Druid, First off, thanks so much for putting this out there. It's brilliant and I very much appreciate it. I've got a msn where you have to find 3 tanks in a city. There are 9 possible tanks (9 separate groups...1 unit per group). To get your script to work in my situation i've had to make 3 "lua_men" and split the flags it looks for into 3 groups (1-3, 4-6, 7-9). It's great, but I'd like the full variability of randomly selecting 3 out of the entire 9 as opposed to 1 out of each group of 3. Is there a way to change your random script to return 3 flags out a group true as opposed to just 1?
  11. It seems that it will work, but the column needs to be facing the direction of the waypoint to start off with, and the troops have to be in the correct order for the movement. It's a pain, but it does work. Once the waypoint changes to a different direction though (say from west to north), then they effectively stop moving because they get into a loop of shuffling positions.
  12. Aha! Never thought of that...I'll give it a try :) Thanks ~
  13. Yeah, I've tried the ai options, which aren't available for air assets. :/ I was hoping someone with a big brain could shoot me some lua coding or something. Looks like some things just can't be done as of yet with the ME. Thanks for the quick replys though ~ :pilotfly:
  14. Hi all, I would like an AI aircraft to be active/waiting on the ramp that I can later call in via triggers to destroy targets. I have no questions about the triggers part. I've been unable to make active jets sit still on the ramp. I can either have them start up and take off right away, or just have them magically appear when the trigger activates. For realism's sake I'd like the airplane to be sitting there when my flight taxis by etc. I have tried adding static planes of same type in same parking spot and then just have triggers deactivate static/activate active, but the statics never disappear. Any help is appreciated. Thanks ~
  15. Thanks guys, I think it has to do with the distance between individual soldiers. I'm testing it out...will reply back with confirmation or a track.
  16. Hi everyone, I like to use troops and specifically troop columns in some of my missions but have been unable to get them to move while in their formations. Selecting "custom" in formation, then the template that I created for the formation does not allow them to move. Has anyone had success with this? Thanks in advance ~
  17. F-4 Phantom II... beast! :) Multirole Multiseat options Naval options Multi-era Have to have stick and rudder skills sexiest jet of all time 2nd choice would be something from our European brothers. Maybe Eurofighter, or Tornado.
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