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Galwran

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Everything posted by Galwran

  1. Hi, is there a way to edit the supply of weapons carried by vehicles on mission start? I would like to have some units to start the mission in bad supply so that they would need to be supplied by air. Especially it would be nice to decrease the amount of missiles carried by some units.
  2. Mine aren't, any ideas why?
  3. FLIR, better sensor fusion, RWR.
  4. This. And also, they lack many same components.
  5. Any ideas why is it removed? It was really nice :cry:
  6. It took me less than a minute to say this. I wish they could spare ten to say at least something.
  7. I would gladly see more hardened targets, they make for an interesting mission.
  8. How about using a trigger that activates when something is lased three times during a five second interval?
  9. Hi. It would be nice if someone of you guys found out how to direct artillery with JTAC's laser. Basically, what we need is a way to give the ARTYs an "attack point"-command at the point that is located x meters in y direction from the current player location. I'm pretty sure that you could extract the distance and the direction from somewhere. So in a nutshell the ARTY would have an target point from the mission start, but they would be ordered to hold fire. When you lase the target, the the ARTY target point gets updated. Then you would trigger the artillery to open fire for six rounds or something like that. Sure, you can plot targets with F10 map. But it just seems so... dull and arcade. In a longer run it would be really nice to have a proper ARTY script, with fire corrections and with proper fire commands written through some console...
  10. Bumping this one. We really need to have a 4x4 pickup truck with a .50 cal mounted on it. Also, one with SPG-9, AT-4 Spigot, MILAN or TOW would be nice too. You know, technicals. While I'm at it, now that ferrying troops in helis is becoming an important part of the game we really need proper AT-weaponry for the western forces. Carl Gustav, anyone?
  11. This is really irritating. I suggest that you make a trigger which makes the ships stop when a helicopter is nearby.
  12. I don't mind smoke or fireobscuring the target; I just don't like the rapid flickering involved. So longer duration muzzle flashes would be ok
  13. Hi. Is there a way to tone down some of the muzzle flashes of the rapid firing guns like the Shilka? Currently the flashing is just too much to enjoy, and might cause someone headache or epileptic reactions.
  14. Great, thanks! I have to try the fog of war. Hopefully it is not all seeing and persistent. Ie. if I overfly a unit without even spotting it visually, will it stay in my (or everyone's) map for many minutes.
  15. Hi. Is there a way to keep units hidden from the map during the mission but keep them visible in the mission editor's map? Selecting hidden units from the unit list is frustrating, and often it is nearly impossible to coordinate unit placement if the units are hidden in the editor. Then again, if enemy units are not hidden during a mission it makes the mission boring.
  16. save and continue missions In addition to dynamic campaing I would really like to be able to save missions, especially multiplayer missions. It would be really nice to save during a long mission after a few hours and then continue on another night. Or continue if the host computer crashes. That way you could fight against a strong enemy and almost make it like a campaign. If the mission in progress could be saved as an editable .miz file it would be even nicer; that way you could simulate the dynamics by adding reinforcements etc. Currently there is very little achievement in COOP multiplay because you have to start from scratch every time. In F4 BMS you can at least fight with the bigger picture in mind. (Ie. tonight we fly SEAD so that tomorrow we can attack the airport)
  17. Will try in a couple days when I'm back, thanks
  18. Thanks. Now I have two problems. The first one, and the knowledge that I suck at programming :smartass: Tried this, didn't work. Looks like something is missing... this is supposed to set the flag 88 TRUE when a betab-500 is dropped. do -- THE EVENT HANDLER local shotHandler = function(event) if event.id == world.event.S_EVENT_SHOT then if event.weapon then local wpn = LuaClass.createFor(Unit, event.weapon.id_) if wpn:isExist() then local wpnName = wpn:getTypeName() if wpnName and type(wpnName) == 'string' and (wpnName:find('BetAB_500')) then trigger.action.setUserFlag('88', true) end end end end end end
  19. A quick addition: it would be also be nice to override the radar shutdown if the said unit has fire a missile during a 20 second period (so that the shot is not lost)
  20. Hi. I'm making a mission in which SAM units will shut down and relocate when ever a HARM or KH-58 is fired at them. As you might have guessed from the title, I cannot set such a condition for the flag to turn TRUE. Everything else works just fine. Sure, I can make the flag turn TRUE whenever SEAD planes are within a certain zone, but that is not the same thing. Also, I of course know the names of the SEAD units, so it would be OK for the SAMs to shut down even when the SEAD unit fires any weapon at any target. Please help :helpsmilie:
  21. OK, I got this to work. But it looks stupid, because the smoke marker starts smoking in the air :megalol: But better than nothing! Here is how: Create two triggers: First trigger: TYPE: Switched condition name: whatever CONDITIONS: flag is true , flag=123, ACTIONS: smoke marker on unit (pilot1) flag off 123 Second trigger: TYPE: Mission start name: doesn't matter ACTIONS: radio item add for group, helicopter group 1, flag=123, name=drop smoke on the ground Then while flying you can drop smoke with the radio menu. I will try to make this work with a cockpit button or something simpler...
  22. Oh, I didn't even think of that! That would be super
  23. I would like to give the door gunners (or the pilots, it doesn't really matter) the possibility to deploy smoke grenades as seen in Huey documentaries that have been posted on this forum. I know that you can fire WP Hydras, but that takes away a lot of firepower that you could otherwise carry. By dropping smoke grenades (in different colors, please) you could mark safe landing zones or mark hostile targets for your CAS assets. Also, having a smoke marker on the ground would be a very good reference point when you are communicating with fast jets that are supporting you. Actually, I just realized that I could propably do this with a script, smokemarker_on_unit. If that works on a flying unit, that is. I must try this at home :huh:
  24. Actually you could really do this with trucks :) trigger them so that if a player unit has speed more than 100km/h around the base, the trucks start driving wildly across the taxiways. That'l teach them :pilotfly:
  25. Put trucks on the taxi-way to slow down the planes.
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