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ENO

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Everything posted by ENO

  1. Whoops- sorry, disregard... found a trigger I forgot about that had a problem.
  2. I think this should be an easy one for you guys but I've been looking at this for so long I can barely read it anymore... I'm sure it's right out in the open. I'm getting this error: 00045.848 ERROR DCS: Mission script error: : [string "mist.flagFunc.units_in_zones{..."]:2: '=' expected near '[' These are all my units in zones scripts: mist.flagFunc.units_in_zones{ units = {'[blue][vehicle]','[-g]GEO OFFENSE #012','[-g]GEO OFFENSE #013','[-g]GEO OFFENSE #014','[-g]GEO OFFENSE #015'}, zones = {'tsa'}, flag = 110, req_num = 8, } mist.flagFunc.units_in_zones{ units = {'[blue][vehicle]'}, zones = {'zugdidi'}, flag = 110, req_num = 8, } mist.flagFunc.units_in_zones{ units = {'[blue][vehicle]'}, zones = {'chk'}, flag = 110, req_num = 8, } mist.flagFunc.units_in_zones{ units = {'[blue][vehicle]'}, zones = {'dzh'}, flag = 110, req_num = 8, } mist.flagFunc.units_in_zones{ units = {'[blue][plane]','[blue][helicopter]'}, zones = {'inbound'}, flag = 10001, req_num = 1 } Can anyone pick it out? Rrrrrrrrrrr. Mission file is attached... usually I'd go to the affected line in the mission file to see what's up but I'm pretty sure line 2 isn't the issue. Thanks guys.
  3. I think that's a big part of the problem lol.
  4. Anyone know if this was ever addressed?
  5. ENO

    Bridge Traffic Problems

    The back half goes over the bridge... front half goes around it. Turns the convoy inside out. Yahoo. Half the convoy gets stuck on the first bridge in the distance... next half has to go around an obstacle and warps down to the bottom of a cliff... ends up path finding itself under a bridge where it promptly warps onto the bridge and gets stuck Military spacing. By now, the lead vehicle is in the middle and the whole convoy is f'd. Suffice to say this was the result of the issue on photo 1. This is actually not related to any incident at all- the vehicles are in the correct order- this is more prevalent on the narrow roads. How that matters- only the devs know. IthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcanIthinkIcan Just adding emphasis... this is really, really, really killing it.
  6. Uh... it's built so you can drop off red or blue troops so why would we need to modify it?
  7. I'll elaborate in a few moments- need to get to a proper keyboard This will work too. http://forums.eagle.ru/showthread.php?t=120836&highlight=Task+push So with that in mind ^ make a trigger that does AI TASK PUSH on the condition that your flag is true. You can make that task "RTB" in the manner described above.
  8. You can also set / force the task when the flag is set. If you don't know how to configure that let us know.
  9. Just checking- some of you already know about it... but some of you may have downloaded new versions while problem solving. If there are already units in mission up past unit number 100, those other units won't exist since they'll take a unit name of something already generated. Possible that some folks didn't do the 10000 edit? (I think his units start at 100 in the unmodified version)
  10. If all your calls are supposed to happen after 6 seconds then MIST loading at mission start shouldn't affect anything. Not to mention the tutorial doesn't even load MIST...
  11. That stutter can be a pain... wonder if there's a template with 1 of every type of vehicle that you could load into some abandoned part of the map. It's my understanding that it's the unloaded models that cause the stutter when different units spawn in. On topic... I was under the impression CTTS needs to be the initial / initiated script- then mist at mission start and all CTTS functions set on a time more than 6-10 (take your pick, I guess it depends on the number of things loading)... I'm sure either way we're close- but that's what I thought it said we needed to do.
  12. I've been trying to give the CA players more ownership overall by giving them packages of ground troops that need to achieve an objective... but the only way to achieve it is to get air power to whittle down defenses. Only issue is it can take time and the CA players often get bored with waiting... and the level of micromanagement his AI needs trends towards the ridiculous. There is SO much potential- I just can't wait to see it reached.
  13. ENO

    Bridge Traffic Problems

    I hope that while they're fixing this one they stumble into some fixes for a few other path finding issues.
  14. http://wiki.hoggit.us/view/GroundPatrol This wiki is awesome and often present working examples of scripts that can be helpful to many. There are related pages at the bottom- or you can search for the function in MIST that you want to use.
  15. ENO

    Bridge Traffic Problems

    Sigh.
  16. What amazes me is that the features the realism purists chase after are the ones they admire from unrealistic perspectives. Yes, during all maneuvering where any of these effects will be noticed a pilot will be looking directly at his payload lamenting at how it doesn't shake as he shifts his g load. Oh yeah- just looking over my shoulder while engaged with an opponent who is forcing me to angle and dangle with angels and the check six I do is to appreciate the shake of my weapons. Gee. I sure hope ED pours the coal on this feature. Fail.
  17. As in landing at an airport or landing out in the open with only the necessary vehicles available in the immediate area? Airports are full service without modification as long as they're configured to support your coalition... as for being able to just land choppers in the vicinity of the needed static objects... never tried it but I suppose it might work. Why not just try it?
  18. Funny- I had throttle issues until the last update- well, tm hotas anyway. Whenever I had this issue I think I'd just for forgotten fuel pumps as mentioned above. Sometimes a public sticks at 80. Edit: Frickin autocorrect. APU gets stick at 80.
  19. Eh rapier. I'm putting some finishing touches on another mission right now but am looking forward to giving this a go.
  20. Out of literal curiosity- care to elaborate on that last remark about purpose?
  21. Anyone else frustrated with having to move an entire group away from its current location just because the mission editor wants to put the next unit down on water? You spend time fussing over an entire group location and by the time you've moved the new unit the a place it won't end up in the water it's tough to get the group back into its original position again. Just working on something and finding that really inconvenience (oooooooh princess!) I know, I know... just sayin.
  22. Hadn't heard of this before but thought I'd mention that civ traffic settings forced by the server aren't represented on the client. Had the mission setting forced on but the option on the same computer set to off and there was no traffic. Turned the computer setting get back to civ traffic (high) and the mission had traffic. Mission settings should override the clients shouldn't they? (Literally just a question not trying to sound flippant.)
  23. I believe it... EP has reported it but during the fly in several people mentioned it was glitching / warping very noticeably. I didn't see anything because I'm connected via LAN to the server computer...
  24. http://forums.eagle.ru/showthread.php?t=114030
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