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Everything posted by Majinbot
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E' giusto che all'hornet venga data priorità visto che è uscito molto prima del viper. A parte le armi ci sono cose essenziali che verranno completate solo nel 2021, per poter davvero dire che è uscito dalla EA cose come INS, pagine mancanti, ecc. sono prioritarie
- 2933 replies
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Create a moving trigger or assign one to a moving object
Majinbot replied to Bruce Killsocks's topic in Mission Editor
You can connect a "moving zone" to a unit, search in the mission editor.. -
C'è una sola persona che al momento lavora all'AGM-D, poi presumo passerà all'HARM e poi forse alle JDAM. Se seguono l'iter dell'hornet...
- 1295 replies
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- viper
- eagle dynamics
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Da una notte da leoni 2
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Without using MIST, you can use the last function of the editor. You right-click on a building/Bridge/.., the word "assign as" appears, if you click on the word, you create a trigger zone connected to the building, then you have to copy the object id value, es. 123456. ADD SCRIPT: Handler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_DEAD and event.IniUnitName == [color="red"]123456 [/color]then trigger.action.setUserFlag('1', true) end end world.addEventHandler(Handler)
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Look at the photo attached to my previous message. In the editor, if you right-click on a building, the word "assign as" appears, if you click on the word, a trigger zone connected to the building is created. I use the number that I find in the object id value. Then with the following script a create a DEAD event for the building destruction: Handler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_DEAD and event.IniUnitName == 78383669 then trigger.action.setUserFlag('30', true) end end world.addEventHandler(Handler) Sorry if I don't explain myself well but I'm a noob..
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I don't really understand but today with some changes I tried again with "LaseUnit" and I started the script with: local Scan_Zone = ZONE:FindByName("tg1") local Search_Area = {id = world.VolumeType.SPHERE, params = {point = Scan_Zone:GetVec3(0) , radius = 2000}} local function Evaluate_Zone(Scenery_Object) if Scenery_Object then if Scenery_Object:getPoint() and Scenery_Object:getName() then if Scenery_Object:getName() == 78383669 then Scenery_Point = Scenery_Object:getPoint() TargetLaser = COORDINATE:NewFromVec3(Scenery_Point) end end end end world.searchObjects(Object.Category.SCENERY, Search_Area, Evaluate_Zone) ...and it seems to work properly
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I don't understand, maybe because English is my third language, but why all the sarcasm that I feel in the answer? I'm not disappointed, I'm not an moose expert, I only wanted to know if the last version of moose the I find in the site support "LaseCoordinate". The script i want to create is to lase a scenery object... local ClientGroup = GROUP:FindByName("Player") local LasingJtac = UNIT:FindByName("Finger") local LaserCode = 1688 local TargetLaser = SCENERY:GetName(78383669):GetCoordinate() -- here I want to understand the right command local TgCoord = TargetLaser:ToStringLLDDM() local LaserTime = 600 local TimeMinutes = LaserTime / 60 local function LaseTimeTG() if LasingJtac ~= nil and TargetLaser:IsAlive() then LasingJtac:LaseCoordinate(TargetLaser,LaserCode,LaserTime) MESSAGE:New("Finger is lasing\nLaser code = "..LaserCode.."\nLasing for "..TimeMinutes.." minutes\nTarget Coordinates = "..TgCoord,20):ToGroup(ClientGroup) else MESSAGE:New("The enemy hideout has already been destroyed",20):ToGroup(ClientGroup) end end local function LasetargetCheck() if LasingJtac ~= nil and LasingJtac:IsLasing() then MESSAGE:New("Finger is lasing the enemy hideout\nLaser code = "..LaserCode,20):ToGroup(ClientGroup) else MESSAGE:New("Finger is not lasing the target",20):ToGroup(ClientGroup) end end FingerMenu = MENU_GROUP:New(ClientGroup,"Finger Lasing Menu") LaseAComma = MENU_GROUP_COMMAND:New(ClientGroup, "Lase enemy hideout", FingerMenu, LaseTimeTG) LaseBComma = MENU_GROUP_COMMAND:New(ClientGroup, "Finger Lasing Status", FingerMenu, LasetargetCheck)
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It's the first triple A game for VR. There are others that deserve to be played like: Asgard's Wrath, The Walking Dead: Saints & Sinners, Lone Echo..
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Cavolo si sono sprecati addirittura una persona che lavora ai sistemi d'arma di ben 2 aerei... ;) A parte gli scherzi presumo si dovremo aspettare un pochino...
- 1295 replies
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- viper
- eagle dynamics
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I guess the next OB patch is the 15 April to coincide with the release of the supercarrier EA
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Senza dubbio bellissimo modulo che per essere goduto appieno andrebbe giocato in multy con un pilota umano. Anch'io prediligo l'AG, al momento penso che dopo l'A-10 (CAS), è l'F-18 a essere il miglior strike con armi guidate, e in futuro quando verrà armato meglio, anche il Viper specie nel SEAD.
- 1528 replies
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- heatblur simulations
- f-14
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Conditions: UNIT INSIDE ZONE(unit, new trigger zone) DO SCRIPT: trigger.action.outText(Unit.getByName("unit"):getName() .. " is inside the zone", 10)
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IMHO da profano, a parte i motivi economici visto che li costruiamo in parte anche noi gli F-35, politici visto che gli americani comprano svariati nostri prodotti, quindi anche noi dobbiamo comprare i loro, a parte motivi di bustarelle e accordi sottobanco. Insomma a parte tutto questo mi sembra che molte superpotenze vadano verso lo stealth, SU-57, J-20, Tempest, e il caccia franco-tedesco. E da una parte verso "droni" sempre stealth.
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Perchè serve un bombardiere stealth nei conflitti moderni, sperando che russi o cinesi non abbiano trovato il modo di aumentare il raggio di rilevamento di un aereo come l'f-35.
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Same here...
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Da wikipedia: Tranche 1 Initial Operational Capability, Basic Air Defence Capability Block 2 Air-to-air capabilities Block 5 Air-to-air and air-to-ground capabilities, Final Operational Capability (FOC) standard. All Tranche 1 aircraft are being upgraded to Block 5 capability through the Retrofit 2 (R2) programme.[10] Tranche 2 Block 8 New hardware standard with new mission computer Block 10 Enhanced Operational Capability (EOC) 1, improved DASS, IFF Mode 5, Rangeless ACMI Air/Air—AIM-120C-5 AMRAAM, IRIS-T digital Air/Ground—GBU-24, GPS-guided weapons, ALARM, Paveway III & IV, Rafael LITENING III Block 15 EOC 2 Air/Air—METEOR, Air/Ground—TAURUS, Storm Shadow, Brimstone Block 20 EOC 3 Tranche 3A Latest production standard incorporating EOC 3 and hardware support for EOC 4[11][12] Conformal fuel tanks, fibre optic cabling and computer upgrade, AESA Radar, defensive system upgrades Air/Ground—SPEAR 3, Marte-ER, LITENING IV & V Il top sarebbe un tranche 2 block 10, con tutte le cose classificate rimosse. Ma non ho idea di cosa sia classificato o meno...
- 187 replies
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- eurofighter
- heatblur simulations
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Spero che non sia limitato solo al Air to Air come spiegava il team che tempo fa si era impegnato a creare il modulo, anche se poi hanno chiuso baracca. Dicevano che aeronautica inglese con cui avevano preso accordi proibiva versioni oltre tranche 1 block 2, vado a memoria.
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Under axis command, zoom view
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Here in Italy 10% of the sick are dead, it is not a common flu. It's mainly killing the sick and the elderly, but also 30-40 years old people died here.
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In this case the script does not work, no problem instead if it is the AI that detect you or the AI that detect another AI.
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I found the mistake, I forgot an "end" before the last "if", now it's working. EventHandler = {} function EventHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT and event.initiator == Unit.getByName('Player') then local arma = event.weapon:getDesc().guidance local categoria = event.weapon:getDesc().category if arma == 4 then trigger.action.outTextForCoalition(coalition.side.BLUE, "FOX 1", 8) trigger.action.outSoundForCoalition(coalition.side.BLUE, 'walkietalkie2.ogg') end if arma == 2 then trigger.action.outTextForCoalition(coalition.side.BLUE, "FOX 2", 8) trigger.action.outSoundForCoalition(coalition.side.BLUE, 'walkietalkie2.ogg') end if arma == 3 then trigger.action.outTextForCoalition(coalition.side.BLUE, "FOX 3", 8) trigger.action.outSoundForCoalition(coalition.side.BLUE, 'walkietalkie2.ogg') end if categoria == 3 then trigger.action.outTextForCoalition(coalition.side.BLUE, "PICKLE", 8) trigger.action.outSoundForCoalition(coalition.side.BLUE, 'walkietalkie2.ogg') end end end world.addEventHandler(EventHandler)