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Everything posted by Wrecking Crew
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Read the mission briefing and ask yourself if it told you what you needed to know. I have no problem with using any intelligence available. The mission designer has options to limit the views in the game. If the view is available, use it if you want to. Enjoy! Labels if On can be toggled with LSHft-F10.
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:pilotfly:
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Imported Mission Has Park Assignment Errors
Wrecking Crew replied to pdmarsh's topic in Mission Editor Bugs
Last evening I was adding a couple of Blue US tankers at Maykop to an older mission with about 20 aircraft there. I notice one of the tankers would not go into my desired slot, and it doubled up with another client a/c. I had to make several passes through all of the aircraft there in order to get a single a/c at each parking location. A little bit of time to straighten it out, but all seems fine now. -
Airbase Chain Link Can't Be Broached, Coalition Has Airdrome Effectively Broken v2.5 brings new chain link fencing around airports. These screenshots are from Vaziani. The chain link cannot be knocked down by Bradleys and M1-A1s. Missions with objectives to capture airports are effectively broken - there is no way to enter the base. The Mission Editor does not show where this new fencing runs, so half of a group is inside and the other half is outside.
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I pity the fool who doesn't like a tracer every five rounds! :smartass:
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Running as Administrator fixed it. Question - when I run '-admin load', in some missions the mission list is returned as text, but most of the time the mission list is given in the chat window. How can I force it to be text?
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Watchtowers & ZU-23 Closed are invisible in multiplayer
Wrecking Crew replied to Wrecking Crew's topic in Object Bugs
This latest patch 2.5.0.14044 hasn't addressed it. -
Watchtowers & ZU-23 Closed are invisible in multiplayer
Wrecking Crew replied to Wrecking Crew's topic in Object Bugs
More - Some vehicle units in groups are not showing up in multiplayer. They seem to have the attributes of Hidden and Invincible, so they cannot be damaged. Air to ground missions that depend upon Group Dead or Damaged for points aren't working. -
Thanks for all the work on SLmod, Grimes. With the SLmod from the development branch on a fresh install, this is the error displayed. The zip attachment has the log and config files. What do I need to do to fix this? Am I missing a path, too, in the config.lua?
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Here is an old DCS calendar with sunrise and sunset times.
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Static Object, Structures, WC is incorrect
Wrecking Crew replied to Wrecking Crew's topic in Object Bugs
:) WC it is then! -
Watchtowers & ZU-23 Closed are invisible in multiplayer
Wrecking Crew replied to Wrecking Crew's topic in Object Bugs
It would help if I mentioned the group that has the invisible stuff - Red group 'obj.Nuke 1 Structure'. -
Static Object, Structures, WC is incorrect
Wrecking Crew replied to Wrecking Crew's topic in Object Bugs
The (incorrect) building does have a nice bathroom :) with a toilet, urinal and bidet. Maybe it got changed on purpose. -
Watchtowers & ZU-23 Closed are invisible in multiplayer. I have a group of 13 consisting of trucks, watchtowers and ZU-23 Closed, and only can see the trucks in multiplayer. The invisible units are not getting damaged or destroyed from GBU-31s, either. The mission was saved in v2.5.0. Last time prior it was working/saved in v1.5.6. See the attached Nuke Plant mission. Nuke Plant 250C3a.miz
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Static Object, Structures, WC is incorrect. Instead of a Water Cooling tower is is a building with a fence.
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Triggers Based on Scenery Object Destruction
Wrecking Crew replied to Sport's topic in Mission Editor
I use mortars instead of infantry, because they are harder to kill. Can make a group of two or three mortars for a bigger area. Sport - you can define a zone on the outline of the object. Use a single unit/group and set the waypoints around the object. The unit that defines the zone is Blue ZGrp30 Armor. -- define the zone with a single hidden unit using its waypoints mist.flagFunc.units_in_polygon{ units = {'[blue][vehicle]','[-g]Blue ZGrp30 Armor'}, zone = mist.getGroupPoints('Blue ZGrp30 Armor'), flag = 73008, } See the Mist Guide around page 32 for more info on polygons. -
Where's that confounded bridge?!
Wrecking Crew replied to GazAce's topic in User Created Missions General
That title is familiar :pilotfly: -
Where's that confounded bridge?!
Wrecking Crew replied to GazAce's topic in User Created Missions General
Here's a thread of Caucasus landmarks and a mission where the bridge at Zug is exploded... https://forums.eagle.ru/showthread.php?t=126688 WC's Bridge At Zugdidi 15Cau2e.miz -
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Thank you for all you do, Grimes.
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Really! ONE pole and the A-10 is destroyed! Me thinks these should snap off and cause some damage... :pilotfly:
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Street Light Poles Crash A-10s, v2 These poles should snap off for like 15-20 of them before the A-10 is beat up enough to be destroyed.
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Script to detect any client at altitude ?
Wrecking Crew replied to Wrecking Crew's topic in Mission Editor
Thanks, Chump. I was basing my thought on the code that detects client takeoffs, that is on a 'takeoff' event handler, but after thinking about it more, that is also running every second. For this new detect altitude code I will stay with a Continuous Action event, and include a Condition to stop it once its flag is set. Drag80 - it is not a cheat. These codes that detect client takeoffs and altitudes are what I'm using to delay the action in my multiplayer missions until an aircraft client is flying. My missions auto-reload after a Blue or Red win, or a timeout. I want to delay any scripted action after the reload until a client (or player in SP) actually starts flying. My missions are free to fly and modify, and I want it to be easy for anybody to add aircraft to them, without needing to hard-code the new a/c unit name into a detection script or event, or require that a new a/c be placed where it will fly into or out of a zone. These scripts will detect any client takeoff, or any client reaching a certain altitude, on any map. -
$02.3 per day since Nov 2010 for my A-10C. Still flying it after all these years. I expect it and the F/A-18 will keep me entertained for many more.
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Script to detect any client at altitude ?
Wrecking Crew replied to Wrecking Crew's topic in Mission Editor
This is working on a Continuous Action event - do for _, airborneUnitName in pairs(aircraftClientBlueNames) do local detectAltitude = 2200 -- meters local uData = Unit.getByName(airborneUnitName) if uData then local pos = uData:getPosition().p if pos.y >= detectAltitude then trigger.action.setUserFlag(50022, true) trigger.action.outText('Blue Client ' .. airborneUnitName .. ' is at ' .. pos.y .. ' meters altitude!', 5) end end end end And it outputs the text for multiple clients, giving the unit names with altitude, and sets the flag. Does it make sense to run the function on a Mission Start event with an event handler instead of a Continuous Action? I don't want to bog down the mission if there are a number of clients flying, but below the detection altitude. I tried wrapping this ^^^ code with an event handler - see the last Mission Start event in the attached mission. But again, I struggle with the syntax, and wonder if there is even an 'event' that would trigger that approach? Thanks for all the help. This forum and peeps are a great resource!