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gunterlund21

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Everything posted by gunterlund21

  1. Speed Im going through SLMOD to better understand it and so far I see some fantastic functions in there. Here is a question. A really valuable function would be to evaluate how close one group is from another and return a flag or identifier. Any thoughts on this. This would be used for supply or radio comms check. So let say if group 1 is within 500 meters of group 2 set flag 1 to true. I thought it would be similar to checking if a unit was within a moving zone but far more simple manage if you have alot of units to check. Edit Is this the answer to my question?? slmod.units_in_moving_zones( table units, table zone_units, number radius, number flag, number stopflag, string zone_type, number req_num, number interval ) Description: This function sets flag flag to true when one or more units in units comes within a zone centered on one of the units listed in zone_units. radius and zone_type control the size and shape of the zones that are drawn around each unit in zone_units, while interval controls the frequency of the checks and req_num controls the number of units that must be within a zone for flag flag to be set true. Once called, this function loops forever until either the mission ends, or stopflag is set true.
  2. Im trying to figure out a way to see if a group is in or out of supply without having to make an army of triggers to do so. Im simulating a Heavy Brigade combat team with Brigade HQ, Btn HQ, and Co HQ on down the line. I want to simulate whether groups are in supply relative to their distance to the supply trains in the brigade. So for instance if a group goes past a phase line it turns the AI off if they are not within a certain distance of the supply train. I thought I would do the check of a moving zone but that goes down to the unit level not the group. So to make that work Id have to make a condition for every supply -> unit combination which means massive sets of conditions. Is there another way to do this check. I tried using switched conditions but you have to have 2 triggers one to see if the unit is in the zone one to see if the unit is out of the zone. Part of this maybe my lack of understanding on how the switched condition works. So to clarify, if a group is within a specified distance of another group the AI is turned on. Thanks in advance for the help
  3. Im in the process of creating a complicated trigger that checks to see if a certain vehicle is inside the moving unit zone of another. I have a supply chain of 10 vehicles can can "resupply" the main vehicle. Each Supply vehicle has its own moving zone assigned. So.. if anyone of the 10 supply vehicles move close enough to the main vehicle, the main vehicle will turn its AI back on to allow it to start moving again. Needless to say this creates a long and drawn out trigger with any 1 of ten vehicles able to resupply this one vehicle. I thought I could go straight into the Mission lua file and just change the unit id number directly instead of changing each moving zone parameter in the editor which is tedious. When I go back into the editor I dont see any of my changes however even though the mission file has been edited. Are there other areas in the mission file that need to be changed for the editor to recognize the change?
  4. A Quick note on this pack and you may want to verify this. I loaded this pack no problem and it works great in DCS World. Problem is if I use it and give it to someone that does not have it they cannot even load the mission. The screen sits and says loading for ever. I thought that they could load the mission and just not see the vehicles. But that is not the case. Does anyone else have that issue. This could be a real problem for the future of user made vehicles.
  5. Artillery is not firing in MP missions as the option to target is not highlighted. In particular once you move a vehicle the target option no longer is available. We have taken into account range. There is not option to even target anywhere period once vehicles have moved from initial position.
  6. one thing we have found that makes a big difference is to have your network speed set to LAN.
  7. I thought it was my internet but when 8 players go down at the same time, on a machine that was running fine earlier, then something is suspicious.
  8. this is a fantastic pack. I hope he continues to work on ground vehicles to expand the line.
  9. We are noticing network performance differences during different times of the day. Most of our observations are annecdotal as we dont have data to prove it, just observations. But... with that said we notice more disconnects and warping later in the day in the US as US workers come home from work and our Euro and far east brothers come on line. The later in the day we play the same mission the more connection interrupted, disconnects and warping occurs. Is performance tied to the master server load. If so I dont understand the design philosophy of having a master tied that cloaely to a local game. If this is the case we need master servers in different locations ie a US master, a Euro master etc.
  10. do the trucks resupply both fuel and ammo? We need fuel trucks reloading gas.... supply trucks reloading ammo and supply trucks resupplying at warehouses
  11. yea the master is down and a whole group of us have been crashing out en mass.
  12. The master server keeps disconnecting a number of us that are trying to get in. Its like someone is doing maintenance???? on the master because we lose connection to it enmass.
  13. right now all I can say is wow. This is an awesome game. We had 8 guys in a mission, one as ground commander, 4 A-10s, a JTAC and misc players. The battle was huge and furious. A little bit of frame rate stutter in 1st person view at times, but dont know if its the server or not. Didnt have a good system running the game. Great job on this.
  14. Here i my contribution to Suggestions. We desparately need a more functional label viewer in game now that we command units. I would like the ability to see the actual group names when I turn on unit labels vs the type of vehicle.
  15. What the heck. Its not loading in my game then. I ran the install, unchecked the overwrite box. It looks like it ran but I dont see the units in game. Is it looking for a specific directory name?
  16. also do you have a backdated version for a-10 ver 1.1111
  17. any chance of an upgrade for 1.2?
  18. Did they add in all the static buildings they were missing from previous versions of a10 and ka50
  19. Ah crap does this mean I have to redo all my stick configuration again? Do I have to uninstall the previous version
  20. Do we need to delete the old version of world? Also do we need to reinstall a-10 and black shark?
  21. Actually I was thinking more about the buk system being mobile
  22. The big change in combined arms is you will be able to move these big SAM systems around the map during the mission. If you set them in a group, you could strategically move the S-300 to the spot you want in order to take the opponent out.
  23. That is what I thought it would control but if you remove that file you still get the dust trail behind the tank.
  24. Does this lua file do anything. I cant seem to reference it anywhere. Even tried renaming it and didnt see any difference in the game.
  25. maybe some day we will have all these bad boys in the game...besczl are you listening ;-)
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