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ENO

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Everything posted by ENO

  1. It looks silly now that its been moved in here (started in the dcsw forum)... But yeah. Here we are.
  2. Last one: Finished. And the A-10 finished product (well... the Mav is going to be removed but you know what I mean) just because it is so ridiculously full of awesome. And the latest F4 Phantom II just because I'd like to put a post in here with all her finished (the F4 has a smidge left to do but I can't wait.) Then the F-16 on a smaller panel but still just extraordinary!
  3. MBot has already done a significant amount of work on this- maybe this will help. http://forums.eagle.ru/showpost.php?p=1956490&postcount=22
  4. Eh Mav... sounds like crew had such problems recently. I'm going to see if he can provide any other insights on his problem.
  5. Steve recommended it in an earlier post- I haven't seen it over in the wiki or anything but I'm assuming it's there. If it's a dynamically added unit I found I had more luck (with Group) on the bottom option... try both- maybe they'll both work for your purposes.
  6. Like this ^ but switch out Group with Unit... This will make it cease to exist... not sure if you just want to explode the unit? You can do that with a trigger too.
  7. I'm surprised you guys even have ATC... I get some of the prompts but no audio anymore...
  8. http://forums.eagle.ru/forumdisplay.php?f=88 somewhere in there probably.
  9. Yes indeed... good luck!
  10. I'm running into the same issue Blooze... by and large the extremely limited scope of what you can make the AI do on the ground (like... cross a bridge) really hampers the dynamics beyond changing where AI forces are spawned in. Nothing frustrates me more than spending dozens of hours putting together a mission just to see that they can't even keep a column formation on a road without getting turned inside out (a bug that has, admittedly, been reported but is still undoubteldy causing consternation amongst our regulars). It just destroys any sense of immersion that existed... In addition, up until recently we've been plagued by abismal stability and many players are hesitant to commit their imaginations to the mission for fear that it'll end at any minute. I can't speak for your server, Blooze, but we were having trouble completing a mission. In fact, I think the first time we got a mission complete on any mission in the last 6 months was a few weeks ago. It takes its toll on the client side... no doubt about it. Currently people are SO frustrated with trying to manage ground troops through CA that most barely even bother other than to occupy a JTAC position. Their path finding is so attrocious most just get logjammed in some precarious position and can't be fetched so then you're no further ahead. I saw what Mustang wrote up there and that point is entirely valid. A few human OPFOR add tremendous potential but then as also stated it does create balance issues if not properly administrated. With that being said- I know every time I see someone join on the red side in whatever capacity (I'm traditionally a blue man myself) my heart rate goes up a bit and I get a tiny ping in my stomach. I'm glad you've brought this up because it does give me cause to reflect on my missions and why the firehouse population has dwindled lately as well. Maybe it's time for OPFOR slots and let the players balance it out by whatever means. Perhaps that's the challenge they've been waiting for?
  11. http://forums.eagle.ru/showthread.php?t=120893
  12. Looking to do a countdown timer... I found this post from Grimes helping me out with a different problem- http://forums.eagle.ru/showpost.php?p=1690229&postcount=5 Other than the blue / red plus score continuous triggers- this is what the scripts look like: do redScore = 0 blueScore = 0 function convert(val) local min = 0 if val > 0 then while val >= 60 do val = val - 60 min = min + 1 end end msg = {} msg[#msg+1] = min msg[#msg+1] = ':' if val < 10 then msg[#msg+1] = 0 end msg[#msg+1] = val return table.concat(msg) end end --------------------------------------------------------- display = {} display[#display + 1] = 'Red team time in zone: ' display[#display + 1] = convert(redScore) display[#display + 1] = '\n' display[#display + 1] = 'Blue team time in zone: ' display[#display + 1] = convert(blueScore) trigger.action.outText(table.concat(display), 2) I'm wondering if someone has something that is just a countdown from 5 minutes to 0... and post it up so all can see it. Is there something more condensed that could be used? I've redded out some code I'd look at removing just to get the timer working... am I in the ballpark?
  13. I will make sure to pass on!
  14. Uh- so. Did it turn out to be a feature that WAS implemented rightly?
  15. I had a little bit of trouble configuring it properly but only because I was a bit confused about how it worked. Now that I got it working I'm pretty sure I could help you out if you have any issues.
  16. I'm not sure what you're asking for Raptor- MTrenda's response made me wonder if you meant having a group with different types of vehicles. Is that what you're looking for? Or are you looking for a way to choose different vehicles in different groups so that they can be independently tasked outside of their own group structure?
  17. This version was the original version... or the one Shag updated... I'll try with the latest version. And your explanation for the 50% definitely explains it that other issue. I thought it was 50% of the personnel on the ground but that makes sense. I'll need to focus the script on aircraft only and leave it at 100%. Does the program distinguish between eject events and ground vehicle destruction events in a way that you can choose to have ejected pilots survive 100% of the time but 50% of ground vehicle survivors (as an example). It also might explain why it is that my exploding aircraft (meant to start the mission off) sometimes doesn't have a chute no matter how big or small the explosion. Thanks Rag.
  18. Eh Ragnarda... one thing I have noticed is my dynamically added unit in your script doesn't hold fire... even though the "hold fire" in the script is set to true. Have you heard any such issues?
  19. If anyone is trying to do something similar to what I was- with a dynamically added unit- I thought I'd mention that the latter example worked... the first one didn't but I'm not sure why... Only if Kevin Costner is one of the targets.
  20. Ah! Well in that case I can provide you with the pertinent trigger system but all your zones will have to be over the water. ;)
  21. Do you specifically need a script or will a conventional mission editor trigger do the trick?
  22. Thanks Yurgon... Another update: ] One step closer... again hampered a bit by the rough surface on the panel but still looking mighty fine. Forgive the poor light discipline with the flash but gives an idea!
  23. OOOOOOoooooooh! Man, I was way off. Thanks! So now I know I'm pushing it but hey- this is beginner script assistance. I want to push a task on a unit to go to a point grabbed by a parachute detection script on an earlier page. I'm trying to match this customEventHandler = {}; function customEventHandler:onEvent(event) if (world.event.S_EVENT_EJECTION == event.id) then location = event.initiator:getPoint(); local _time = timer.getTime(); local _latitude, _longtitude, _ = coord.LOtoLL(_location); trigger.action.outText('Pilot ejected at point: latitude: ' .. string.format("%.3f", _latitude) .. ', longitude: ' .. string.format("%.3f", _longtitude), 10); end end; world.addEventHandler(customEventHandler); with this: do local path = {} path[#path + 1] = mist.ground.buildWP(startPoint, 'Diamond', 5) path[#path + 1] = mist.ground.buildWP(endPoint, 'Diamond', 5) end Is that possible or no?
  24. If you keep having problems I'd recommend if you upgraded from 126 to 127 that you consider doing a clean install of 127... As a very general rule from experience I find that clean installs during major releases (126 to 127 as an example) help minimize trouble. However in this case if it was in fact just a bad overclock then so be it- but I still recommend a clean install!
  25. function Object.destroy(Object self) Unit.getByName 'vega1 downed pilot #1' Like that?
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