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MisticAce

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Everything posted by MisticAce

  1. possibly dumb question. Could we combine all the modules into one lua then just load script file on mission start?
  2. Okay. Question. Do cloners have the ability to use two separate flags? So spawn? Could be “*yes” and “start spawn” reason for this is I have a local loop for the cloner using *yes but I also want the ability externally to stop and start it. Or is there a way to be all inclusive and only use a cloner that loops every few minutes (using preWipe true) but also via flags can be stopped and started at will? Similar to how the pulse can be used inside the cloner zone attributes. This is how I have the loop set up. Essentially spawn? *yes preWipe? True empty? Dead pulse! *yes time 300 the dead flag goes external to a rnd zone that then chooses to start it again or not. Only issue is I am unsure how to stop and start it using a dif zone attribute. I could rather than using the * to make it local, just use a “yes” and then use those flags in rnd etc but I that would require more zones to copy and paste. Love the local idea with the * Appreciate it as always haha
  3. Okay, was building more on the mission all day. A few ideas / thoughts / questions. Was reading more of the documentation and brain is a bit mush. I was curious if the cloners have the ability to look at the units and know if one has been damaged. The idea is I want to have a built up IADS throughout the map. If say the track radar gets damaged, I want it to then do the preWipe to remove the site, and then respawn the SAM again full health. Idea behind it is for our Virtual wing doing some milsim stuff, I am making a hardcore persistent mission that we can run whenever and when we coordinate a strike on a SAM, if we do not fully kill it, I want it to repair after some time. I know the factory production for defendersRED works, but I am already using it to spawn in a bunch of ground units at random throughout the zone, while the SAM is separate and uses the cloner. Reason for this, I have the cloner working with the the random flags to decide between a few different sites on which to spawn. It also randomizes the location and heading but maintains the wholeGroups keeping the site identical to the templates used, just at a different location for dynamic purposes and avoid some redundancy.. keeping it fresh! I guess I could just make two factory zones ontop of eachother, with one focusing ground units and the other doing the SAM, but I like the templates from the cloner rather than typing all the individual units into the defendersRED attribute, as that does not keep the site in the right positions like the cloner does. I know there are the spawn? attribute for cloner and using it and have it working for some other stuff using the random zones and timeDelay stuff paired with these cloners. If I am able to find a attribute for like "unit is damaged" to cause a bang! that will then trigger the prewipe cycle would be amazing! I did see the trackGroups can do that if I use the numberUnits# or something like that, but even there I am unsure how to get the tracker to work with a newly spawned group as I saw it only tracks the group on mission start. This is a lot of writing... and possibly confusing, so I am thankful for your time and any ideas on a solution that may already be apart of your DML package. Have a good one!
  4. I apologize. I have stopGap, sittingDucks, and the SSBclient through DML along with the server side SSB all working. Again these are great and really allow this idea to come to life. Love it. This would be perfect. It would be the perfect solution. We all as a community appreciate your timely responses and fixes to ideas we have curtailed to the specific missions!
  5. Please disregard this Previous message of mine. I messed it up and found the issue. I did spend a little over an hour trying to make something work. I’ll try to explain it. Oh but don’t disregard my compliment of DML. I have also showed my squadrons mission makers how quick and powerful it is. I’m sure they will start using it in our campaigns! To my question. I am working on something where airframes are important and shouldn’t be lost to the best of the pilots ability. They are on the main base ramp (using SSB and sitting duck modules) and both are working on server hosting the mission (along with other fun modules you have made!). What I want is if the main base call it base Alpha has 8x airframes, and if they are lost via single use SSB, a radio menu to call in for more airframes. The radio menu would allow 4 more airplanes each their own group to be airspawned at top of the map as if they are coming from a different airbase out of the map. They should be slot blocked until the radio menu is used. I just am unable to get these late spawn aircraft to be properly slot blocked. It lets me slot in but shouldn’t do that unless the group is activated. Further more, not sure if implemented from reading the docs. I see you have the limited airframes module that counts the coalition pilot lives. Is there a way to use this to count individual player specific lives? Player 1 has 3 lives and player 2 has 3 lives. If they lose all their lives they require csar to pick them up to gain them back? Again just in documentation could only find a blue team red team lives not player 1 and player 2 etc. thanks!! Very long winded. I appreciate it and hope I conveyed my issue to you!
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