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WildFire

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Everything posted by WildFire

  1. Try again I suppose. When it comes to stupid wingy tricks your guess is as good as mine.
  2. Ok so really there was no question. You just posted merely to voice that we dont have a dynamic setting of anykind. Ok well one, these forums have a wish list thread, so if your complaining about something the game doesnt have that kind of stuff usually goes there. Although I will entertain your discussion for a few moments. Janes is dead. We like to say its history. Old news. Falcon albeit still playable has been in the ground for a while. The simple fact is that dynamic engines are hard to build and we as players think it was easy but we had no idea about the nuts and bolts behind it. Turns out its really hard and time consuming and companies just cant justify spending (read wasting) money on it. So its NOT going to happen. Its a dead request, the ED people have already stated that.. However what the game does have is to name a few: more realistic flight model, more realistic damage model, more realistic avionics, more realistic SAMs/AAA, better looking graphics, more realistic beautiful weather, more realistic failures, less forgiving realistic air-frame, more realistic munitions and some actual modeled systems. Not to mention the AI is the most advanced I've ever seen, even though they still kind of suck. When given orders, my wingman can clean house by himself! Just to name a few.... More to the point, look those games sucked. And this ones doesnt, and you probably paid the same price for it too. 15+ YEARS AGO.:music_whistling: Just my two cents, you may have a completely different opinion of the game than I. sorry I thought you were actually asking a question, guess I totally misunderstood.
  3. Is this a problem with my mission 1?^^^^ Here just to hold you over, mission 4 includes the same system for filing recce report, only now it works, GREAT. I like his idea. Custom sound files for support flights, multiple voice actors. There is 3 CAPs. The third stands in off station a ways in case there are heavy losses. That way they are close when all h*ll breaks loose and they jump into the action automatically. 2 Sead Flights. 1 is on full auto, a predetermined strike. The second is on standby waiting for a sortie from AWACs. 1 CAS flight, standoff capability offshore. He waits til you file your report, if your correct you will be able to call him in and depending on which report you file changes his entire flight plan and he attacks the correct area. More custom stuff. Seriously this mission has been the most fun to play with. I still havent played it only testing throughout, im so looking forward to getting a couple free hours. Its gonna be fun. Anyhow, give this mission ^^ up there a shot, its not great but at least it works and it might hold ya over.
  4. You might just want to wait, I just finished up mission 4 and that one is fin awesome. Im keeping mostly what your supposed to be doing but I find Im redoing almost all of the triggers. He really built a pretty good campaign albeit all the triggers were jacked. I had to tweak/add a lot of AI flights but so far its coming together really nicely.
  5. You cant randomize a location. You have to make a bunch of seperate groups around the map, then at mission start set a bunch of random flags to activate. Once the right flag is active then activate a specific group. It is rudimentary but it can work and with speeds stuff you can even get coordinates or location info to the correctly spawned group. As far as a groups strength set each unit as skill "random". You cannot specify how many units will be in the group. However with each separate group you make in the editor at each different location you could make those a different size. So depending on which group gets activated, then each group is a different "strength". Good luck.
  6. Well Im trying to do a multiplayer campaign at the same time so while the gentlemen kind enough to test my missions are not testing I might play around and finish this up. Well see how much time I have.
  7. Well I know it has its bugs, but I needed some SP time and I figured Id give it another shot but found I still couldnt do the first mission. I got shot down by MiGs everytime. So I said screw it. So here is my attempt at doing it a little better. Im looking for feedback on this so I can tweak/perfect it so please leave comments. Also on my machine I got pretty heavy spikes on the tarmac due to so many AI flights and high graphics settings, it depends on your personal settings so if you get the same dont worry, just brave it out, once you get in the air it should be fine. I tried to tweak the ending too cause I found if you succeed but the blackhawk runs out of gas you still fail. So now that shouldnt happen. Also try not to drop bombs near the pilot, I nuked his a** a couple hours ago by mistake... Please test all the endings, Success, pilot dead, and blackhawk dead. Loadouts should be good and make sure to try to stay on time according to the flight plan. It is important you dont show up too much before your schedule. Anyhow, give it a shot and lemme know. Thanks all- -Wild The Shore 01.miz
  8. Leave the group task set as "nothing" then you should be able to set enroute or start task functions in the advanced waypoint actions. I dont know if you could do multiple ones though. I dont think Ive tried screwing with AI in a while. Honestly with all the problems that arise trying to get AI to do exactly what you want your better off creating a new group. Remember when it comes to computer generated actions/functions, the old kiss theory works best. Dont give the AI very much room to do weird stuff, you give the AI an inch and they wont take a mile but they may end up somewhere in pakistan... Anyone that has tried to build missions utilizing a whole lot of AI stuff knows that building one advanced mission can be more difficult or time consuming than a whole simple campaign. Hence why no one is building them... Good luck.
  9. I have a lot of experience on this one. I created a mission called total war and tested the bejeesus out of it... It has 3 fronts of war with mixed infantry and armor +artillery +mortars +rockets. Both the attacking and defensive forces for each front have units that spawn after most die so the battle is continuous for about 40 minutes. A full wave of reinforce is around 200-500 units depending on which front/force. around 5+ waves, and timed correctly with a strong cpu/gpu no lag. There are a few things to consider. One is contact. whenever there is a big battle the processor and gpu has to calculate and draw tracers, this can be a pretty heavy load, however if your not anywhere near it the gpu wont suffer. The size of AI groups makes a significant difference. A group of 100 units will not bog down the computer anywhere near as much as 20 groups of 5. If both groups are active then a ton of groups computing AI actions draws more resources than a single group obviously. Actions is a third, if they are in combat expect the load to be heavy, however just moving around or observer is going to basically be hardly any load on the cpu. Another issue is whether or not it is infantry or armor. Tanks and armor slow down everything more, I tried to intermix the groups but the tanks still slowed everything down. A big hit is once tanks get killed they begin to burn, and after a predetermined interval usually 15-20 minutes they smolder. So for each tank that is dead there are timers running for each one to generate smoke or smolder(two seperate animations) so it weighs on the cpu. That is a lot of calculation if you have a ton of units dead on the field, not to mention the weight on the gpu to draw all the smoke animations. It is a tough question to answer depending on the scenario, as you can see there could be a multitude of possibilities. However I would say this, given a standard mission with a few simple objectives and a relatively simple map, no more than 30 AI aircraft and no more than speeds estimation on ground units, however if all are active your going to find it closer to the low hundreds most of the time(as if AI units are in direct combat with other AI units). My .02.
  10. For anyone looking for an update on this. Currently building mission 7 and testing 4-7. Project became a theory in semi-dynamic, thus success or failure having an overall impact on campaign. Also having an impact on the enemy and the amount of difficulty increasing as the campaign plays out. Consistent failure will change the outcome, the difficulty, and the sheer amount of enemy units you may face. Consistent failure will also result in the enemy being able to deploy better defenses and related units. Weather and time are held to a typical day/night cycle and missions rotate around a loose sortie schedule. Now planning approximately 30+ missions. 20+ just for completing the campaign with a success on every mission. Mission types include transit, ferry, CAS, map object objectives, patrol, and strike/deep strike. Also some very limited DEAD with appropriate real world support. Eh, thats all for now... I wish I had more time to fly myself... Edit** oh yeah it began as a two person campaign but I had to increase that. Now as little as 2 and as many as 8 players can play and objectives are based on the the players taking an active part in the mission. i.e. you cant just fly around and F off somewhere.
  11. You cant. You can try changing the file in windows using notepad++ but I couldnt do it that way. Its confusing. You have to start from scratch.
  12. Ive flown my mission many times, and the target area is without fog. It shouldnt be a problem. Yeah the wingman thing, is just a simple editor thing, go into the editor and click your flight and make sure uncontrolled is not clicked, click it and unclick it to switch if off again. Check the skill and set it to whatever level you want so long as its not client or player. I'll put out a new one with the fixes sometimes Im just really busy with another project. Thanks for playing.
  13. Yeah they are MP. Ive been so busy building and testing I havent had a chance to look at the code involved with slm/servman. Maybe this week. So far most of your stuff seems to be working without error. The only thing I havent tested is the map_object, I have a task using it I just havent checked to see if it switched the flag. I'll get to it. I really enjoy the parallel tasking, perhaps a way to assign aircraft and have it come up in the task list would be neat, but as it is now, it works and is great so who really cares. A couple of questions, do your scripts use local or global? Are you able to pass variables from one environment to the next or do you have to define them beforehand? Are they created and named as you pass them?
  14. Haha, when I did deploy to temp they didnt go anywhere they just re-positioned themselves in the template formation. pretty funny to see the trailers that need to be towed rolling around by themselves though. Either way I guess that wont work. I'll have to do it the other way. Thanks though, it was a good effort. Hopefully ED will implement SA-10's in the future and we'll be able to ambush some convoys. Or perhaps inactive 10's in a storage yard kinda like real life. Really need to implement cammo netting too.
  15. Yes Jeffy, but you dont rig something crappy unless you can find a better alternative. Im still searching. So you guys can verify the SA-10's move and roll in convoy? like with the radars down? I could combine that with effect.
  16. I am quite surprised you got them to move at all, stop and deploy to temp. I might have to check that out. I didnt see how it could happen cause I just figured the SA-10 equipment doesnt have the rolling vehicles modeled, at least thats what I figured. I could care less if they have animations honestly, whose although that could be cool to see in a future update someday. Imagine seeing an SA-10 in your TGP and watching the tall radars being lifted. That would be neat. Anyhow I'll have to find this deploy to temp, Ive never used that, is it a formation command?
  17. Right druid. I just really wanted the 10, with its 1 hour setup.
  18. Respectfully requesting a SA-10 CONVOY. Preferably one that can set up and tear-down as the encyclopedia states. Most multiplayer games last longer than an hour anyhow, so this seems way useful.
  19. Extremely ticked this morning. I built a whole "concept" mission to begin testing this week only to find out that even though the encycl. give SA-10's a 1-hour setup/teardown time, its worthless cause you cant get them to convoy. The are set pieces only. I can still use the concept with some lame tweaks, I have plenty of ideas; and no doubt find a scenario that works but I really liked my "Get there in 1 hour or were all F-ed" idea. I really wanted you to be able to ambush a rolling SA-10 convoy. Bah humbug.
  20. The last one. Haha, go figure. Its also impossible to load four 12's unless you put one on four seperate pylons. Thanks for the heads up lubey but I dont think its worth throwing out a new version for. So just remember. Or go into the files and change it yourself. If you know which files to change (the ones you installed). You can open the files that you saved off here and with notepad++ hit search and all you have to search for is "zt"... easy. then change the 4 to a six in both files and reinstall them. Cake right?
  21. Hmm.. tonight was the first time I punched up a server since installing the late-sunday version you put out, servman was broken... I'll have to look into it. Cant imagine your scripts would have changed anything, probably corrupted a copy of something somewhere. Already implemented your object-destroyed trigger in one of my "semi-dynamic" campaign missions Im building. I hope that works as that is one of the things I really wish ED would have built into the game.
  22. No problem gentlemen, happy I could help. Yeah I started with the no aim version, turns out with heavy loads it was better with them, at least I think... I guess its just a matter of personal preference at this point...
  23. The search button at the top is your friend. Most of your questions have been asked before. And btw its possible with E-2, F-18's, and S-3's. Im sure 14s can too once you figure it out.
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