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VFA41_Lion

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Everything posted by VFA41_Lion

  1. I've basically just realized that for all the modern systems modeled in the game, there's a distinct lack of GPS. For instance, in the mission editor, I can not designate targets with a GPS fix, allowing for actual use of JDAM weapons. All the JDAMs in the game is used essentially through target of opportunity mode. Is it because the Warthog is not a strike fighter and GPS is not used a whole lot for close air support missions?
  2. I'd like to point out the ED mission is still far better and has more functionality and flexibility than the Jane's mission editors.
  3. I am actually working on a campaign at the moment, but it's going to take awhile. I also need testers for the missions themselves... :o
  4. 1. No, but with time and practice you can complete start up procedures in a couple of minutes. There's also auto-start up for those times when you don't feel like it. 2. Yeah, its scripted by campaign and mission editors. Campaign dynamics depend on the editors.
  5. Choose the Nothing, SEAD, or CAS task for the aircraft group.
  6. In this mission, after the Hog drops the first bomb, it flies a bit north and then enters an orbiting pattern, except it does so in completely level flight, managing to turn only with rudder, like a car. :pilotfly: AEGIS 0 debugging test.miz
  7. Maybe infantry cant fire at point?
  8. Maybe, but it can pull a mean turn outflanking Flankers. ;)
  9. Your fire at point zone was set to zero feet. Unfortunately for me, even with it set to 300 feet, they still refused to fire. Then I thought it might be the truck in that group, so I replaced it with a soldier, but they still didn't fire. Yeah, i dunno yet.
  10. I dunno.. can you yourself provide the .miz?
  11. You have to set the activation date as one day further than the mission start date for that to happen. I.E. 23:00:00/0 02:00:00/1 would be the way to get the group spawn 2 hours later in the same mission.
  12. The SA-10 can not shoot down HARMs - however the SA-19 Tunguska can and will. It's the SA-11s you have to watch out for - those are TELARs!
  13. I tried to do that earlier today. For some reason it doesn't work if you've already placed units in the mission editor, but if the first thing you do is create a fast mission and use whatever nodes and templates you want, it works.
  14. Set altitude, which lets you set the altitude of any static object: what possible use would I need for this in a mission? Why would I need to send any static object to 1000, 3000, 15000, 30000 feet in the air and stay there? Because it does stay there, I set a C-130 to 1000 feet and its just floating there! WHY?! :joystick:
  15. The problem I find with 1 group of 100 units is placing the extra units. <_< Much easier to copy and paste, which then increases calculations.. D:
  16. To be honest, I rarely use the mission generator anyway. Too much fun in the regular editor. :D
  17. Mine starts bogging down after 100 units. D:
  18. I only found this on page 62 in the GUI manual:
  19. Yeah, its complicated as hell. Screwing around with it, I managed to generate some units by clicking on a node, selecting a bunch of different templates and clicking generate.
  20. edit: nevermind, now I understand it. Really confusing at first D:
  21. I'm terrible at learning from textual explanations. Don't suppose I can get a mission file that demonstrates it to learn properly? :helpsmilie::)
  22. That's simple?? That seems a tad more complicated than just attaching a zone to a unit.
  23. It keeps spawning illum bombs one after the other with zero seconds interval. Massive fps drop! On that note, I'd love it if ED could add a "specify interval" in seconds between each action in the continuous action trigger type.
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