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gunterlund21

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Everything posted by gunterlund21

  1. Is it true only the server can control the ai air assets?
  2. Im guessing we will have it by April 1. Helo ramp start is a show stopper no doubt. Need that for the ground commander to call in helo support. Give them 2 weeks to fix that, another week to build the installer and test, 1 week as a buffer in case anything else shows up.
  3. guys it could be another month before it comes out. Just relax, find a girl, go for a walk, do your homework and live life instead of stewing about this.
  4. Hey guys I can live with a 16 player air sea land battle. Give me 4 ground commanders and 12 pilots and you will end up with a frickin awesome event.
  5. Looks like another long and lonely weekend..
  6. looks like we are going down to the wire for end of week. Is it Friday in Russia??
  7. Good news is I think SkateZilla hit the magnitude of the issue on the head. Bad news is March now sounds Optimistic. This sounds like a significant re-write.
  8. Sounds like the MP could take a while. March maybe?
  9. Any news on how the network testing is going.
  10. Hah this cracks me up cause Im the guy asking the question at 50.25..... ahhhhh good times.....
  11. Aw Crap and we all thought there was an update on the way:joystick:
  12. Worked like a charm Speed thanks.
  13. If you play on a server that has features locked in the mission for instance outside views, is it possible to turn it back on in the track file. I have a track that was recorded on a multiplayer server that was locked down for views ie no F2 key, no F4 key, so when you watch the track I cant get in and look outside view.
  14. Wow the whole start up sequence for the SU27. Now where is my fully functional cockpit. Cant wait to give it a try :thumbup:
  15. Would like to see system to simulate transporting troops. This could be done by activating units based on the condition of a moving zone. Where that zone is located at the time the condition is met is where the unit activates.
  16. ok once they stop how do you get them going again. Edit: Figured it out Group Activate
  17. so we wont see version 1.2.3 for a couple of months now??
  18. Ill wager that 1.2.3 wont be coming through the updater but will have to do an install like 1.2.2
  19. The Russo-Georgian War Author: Gunterlund21 Mission Type: MP Only for numerous ground commanders. No Waypoints in Mission for most Units. Controllable: Georgian SU-25/T, Russian Su25/T, KA-50 Summary: This is a large scale Combined Arms mission designed to have numerous ground commanders. The Air Forces are a secondary role in this mission however there are flyable aircraft. There are also AI aircraft on the ground in anticipation of being able to control them in the future. Feedback is greatly appreciated as this is a work in progress. In particular performance feedback would be appreciated. This mission encompasses a large part of the Russo-Georgian War, in particular the South Ossetian conflict (still working on the Abkhazian front). Units are depicted based on actual Order of Battle with what I think is a fair representation. Name: The Russo-Georgian War Russo-Georgian War.miz
  20. I5-2500 3.3ghz quad core 16GB Ram windows 7 ultimate 64 bit nvidia gtx 470
  21. I dont see Start in the list of Perform command. I see NO Action Run Script, Script file, Set Frequency, Transmit Message, Switch Waypoing, Switch Action, invisible, immortal, deactivate Beacon. No Start edit found it. Was looking in the wrong place. Was looking at perform command under the waypoint icon not the triggered action icon. Still a rookie on this editing stuff.
  22. having a problem with the uncontrolled command. When I set the trigger to AI Task there is nothing in the AI Action list. I looked at the example mission and I dont see where 1.Start is coming from . How do I enter it. edit: Solved it with trigger action.
  23. Does this work with Aircraft Groups. I dont see this group listed in the Group AI Off Trigger options
  24. I have placed AI Helos on a heli pad with no way points set. I want them to sit there for future use. At this time when the mission starts they will power up taxi and take off on their own, remain in the pattern and land. Shortly after that they despawn. So two questions. 1. How do you prevent them from activating without deactivating them in the mission. 2. How do you prevent them from despawning.
  25. This seems to be to be a bug or maybe just lack of code optimization but may game has an annoying pulsing of Frame Rate. Every 5 seconds or so my frame rate goes from 50 to 8 consistently no matter what mission is being played. So I take it as not a mission problem. Anyone else notice this. Its like the game is looping in its algorithm and hits a rough spot that takes up cpu cycles.
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