

gunterlund21
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Everything posted by gunterlund21
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A couple followups. 1. The ground dust from vehicles is a huge improvement. Really nicely implemented, better color, elongates with speed. Really nice affect. 2. If you turn of vehicle shake the gun will stabilize better, but you do lose the affect of the vehicle moving over uneven terrain. 3. For some reason I can no longer set waypoints in the game for ground units. Is there a switch to turn on now. This is a problem. 4. Default for placing ground units in game is not drivable. All of your old missions have to be checked to see if you can drive units. If not you have to flip the flage for each unit. Once you flip the flag to on and want to turn it off, it wont go off. It writes a new variable to each unit but I dont think it erases it once turned on. I could be wrong on this. Needs further testing. Number three is a huge problem right now unless I missed something but Im not getting the menu to set waypoints while in the mission let alone formations, targets etc.
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A couple followups. 1. The ground dust from vehicles is a huge improvement. Really nicely implemented, better color, elongates with speed. Really nice affect. 2. If you turn off vehicle shake the gun will stabilize better, but you do lose the affect of the vehicle moving over uneven terrain. 3. For some reason I can no longer set waypoints in the game for ground units. Is there a switch to turn on now. This is a problem. 4. Default for placing ground units in game is not drivable. All of your old missions have to be checked to see if you can drive units. If not you have to flip the flage for each unit. Once you flip the flag to on and want to turn it off, it wont go off. It writes a new variable to each unit but I dont think it erases it once turned on. I could be wrong on this. Needs further testing. Number three is a huge problem right now unless I missed something but Im not getting the menu to set waypoints while in the mission let alone formations, targets etc.
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right now you just go through each unit and turn them on. Fixed.
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do we need to reinstall with 1.2.2
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works like a boss so far....
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Tried that but is doesnt work because until you hit that switch, there is no field to replace. It writes the field when the checkmark is flipped.
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Looks like there is another new flag that is unit not group specific called late activation. A good test for this is if you can activate units within a group after they have moved off from their initial spot. Where will the new unit end up on activation.
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holy crap. This is for each individual unit. If you have 200 units in your mission you have to go through each one to make it playable in your old mission.
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Check out this flying action http://www.liveleak.com/view?i=a5c_1351839859 Nice GoPro of Su-27SM and SU-34. Check out the cockpits.
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Path finding is a big problem still. You can see it clearly when you create a path that goes over a bridge and the path actually draws a loop in front of the bridge before it goes over the bridge. Crazy and a pain in the A#! Please fix soon.
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Speed wanted to drop a line to let you know your switch command was exactly what I needed. In combination with making Lua script files to load all the move in zone scripts I was able to eliminate and simplify my mission trigger load. Now it works beautifully. Ive got an entire Heavy Brigade Combat Team all going through supply checks with their HQ units to keep unit integrity in the mission. Thanks much for your help.
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Got this. My dilemma is when the unit leaves the zone. I was hoping that flag 101 would be set to false if they leave the zone. I use this function to check whether a group is in or out of supply. I do this check for each group. So at this time I have to do the following for each group (creating a new set of flags for each group); Continuous Trigger condition - Time Since flag (102,60) Action - Set flag off (101), Set Flag off (102) Switch Trigger Condition - Flag is True (101) Action- Group AI On ( group enemy Tanks 1) Flag on (102) Switch Trigger Conditions - Flag is false (101) Action - Group AI Off ( group enem Tanks 1) If the Function can reset the flag to False when the unit leaves the zone wont this eliminate the need for continuous Trigger and possibly the first switch trigger? Now Ive gone from 3 triggers to 1 trigger per group.
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Diveplanes (AWACS) Mod
gunterlund21 replied to diveplane's topic in Utility/Program Mods for DCS World
Diveplane. Great job on this mod. A couple of quick observations. Make sure you set your controls first otherwise the aircraft doesnt respond. Also the leading edge slats wont retract. Is there a button for this or is this an animation issue. Forgot how bad the basic flight model is.. Too bad we cant get the advanced one working in this. Hopefully DCS will think seriously about making this aircraft fully functional. -
Question on one of the functions; I use unit in moving zone and right now in order to make it work properly you need to have three triggers to make this check whether a unit is in or out. One continuous trigger to set flags and two switch triggers to do actions based on whether the unit is in or out. Is there a way to modify the function so if the unit leaves the zone it resets the flag back to false. Wont this allow me to eliminate at least the continuous trigger? Right not if I have 10 groups check to see if they are near group B, I have to make 30 triggers. Also is there a way to use triggers in LUA script instead of through the mission editor? Arent these switch triggers If then statements? Thanks for the advice.
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Diveplanes (AWACS) Mod
gunterlund21 replied to diveplane's topic in Utility/Program Mods for DCS World
Diveplane when you say radar is AI controlled does the mean they just get the dome spinning? I would suspect we would be using the F10 key to locate enemy aircraft. Also I would hope that when FC3 comes in that having the awacs up will still extend the fighters radar picture. -
Diveplanes (AWACS) Mod
gunterlund21 replied to diveplane's topic in Utility/Program Mods for DCS World
still looking for testers on this Diveplane? -
In 6288 has anyone seen an improvement in the tank defensive smoke system or is it still using the ground rotor dust component to simulate the close in smoke defensive system.
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want to bring this one back up. Is there anyway to change the color of the vehicle dust from the grey to more of a tan to match the ground.
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Just want to throw my two cents in on this and say way to go ED. This autoupdate feature brings this game into the 21st century finally. No more waiting for patches and feature updates. All on the fly just like Arma... Keep up the good work.
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Is there a way to turn the black smoke and smoke markers back up. In this new build they are almost translucent and non-existent. I cant pickup green smoke markers now until your almost right no top of them. Vehicles used to have a nice plum of black smoke once hit. Now its very small and almost clear.
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thanks for the update. MP is dead in the water for me. Hopefully this will get prioritized. this will kill the sim faster than anything.