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JesterFlight

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  1. okay guys, so i did have shapes coming and going with MIST, so I know it's possible on the code layer. Hit me up for how, but more to the point: I'm scrapping that method as we are DELIBERATELY MOVING AWAY from mist as it conflicts now with MOOSE I'm told (rolls eyes forever) - but anyone who's saying it's not feasible from the scripting layer is nutty: WE HAD IT WORKING IN MIST. Now.... MOOSE: Show mewhatchugot! it was something like: -- So Why Now We Can No Usie MOOSE?! or generally .....LUA? mist.marker.remove('Shape-7') mist.marker.drawShape('Shape-7')
  2. guys, you're all awesome for being here but can i ask, anyone who sees this (honestly less about this thread than others I've been on today), if we can refrain from providing solutions that break the premise of the affair: * If someone's trying to get a mod to work, and sees log errors, work on the mod, don't tell them to remove it. * If someone's told you their computer is specc'ed out and shows scripting errors, don't tell them to upgrade their machine. * And if someone's got the life hell going on that they're here, try to help out in the first message, there's a lot of waffle. But guys.... I am tremendously grateful this place is here. I am having a mod-riddled day, but I love them dearly and am here to find out WTF is this: There are thousands showing up when I look around (in a modded game) for VARIOUS types of equipment, in and out of mods. ....I'da at least thought someone here would know some config to set, identify which mod ( we shamelessly poured on 9 or so ) or perhaps give me a technical reason behind why this is happening - to clearly many of us. I hereby join the party... Thanks in advance. 2025-08-07 13:21:12.906 WARNING BACKENDCOMMON (5424 Need to reprocess [DDS] image '/textures/door_Diffuse_RoughMet.dds'. Reason: Conversion requires - expanded pixel size, setting
  3. Any reason found for this? I'm investigating the mods we're using... but it's still occuring on random stuff. I need a fix for this, it may be related to a lethal lag issue brought on when getting too close to objects. If nothing else it's cluttering up my logs and irritating my inner perfectionist. Either way I certainly want the answers. Lmk! TY!
  4. im still buggering with this - and buggered by it. hmu
  5. I am absolutely with you and rather dashed to find out this is totally feasible in editor but NOT at my disposal in lua..... like wtf. DEFINATELY needs to be included. And I'm very much with Ducku on how much that would enlighten us as devs!
  6. A little off topic, but while all us Huey advocates await some navs (I was wondering about this too and will watch this space) be advised there are two Huey mods you want: --> Visual Enhancement Mod https://www.digitalcombatsimulator.com/en/files/3343826/ (specifically it's reflections are a world changing charm) --> English Voice for Engineer https://www.digitalcombatsimulator.com/en/files/3314503/ (a witty texan instead of the russian robot doing your cargo-lift commands) And while I'm at it, look up a mish on Syria called 'I love this job'. I hope this wasn't too irrelevant to move, but I see some Huey-adorers in here like myself and thought I'd ensure they'd tried these out Enjoy
  7. as Grimes said, it's a bit of lua to recreate that unit, same place, same outfit, pointing in the same direction, going the same speed, even given the same waypoints if you wish. Clone the unit and with any luck the user won't even see it flicker once it's respawned as a badguy lmk if you want a hand with this, I'm about ready to get to something like that, myself.
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