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Posts posted by ENO
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WC, you inadvertently found a bug with the scripting engine, which is part of the problem. It seems that to the scripting engine, any AI which start in the air AND is activated late is constantly moving in whatever direction of their first WP. Thus if you do a position check, it is possible that the object will enter a zone. Once it spawns it "teleports" back to its original position and everything works like it should. See the attached screenshot, the Scripting Engine sees the A-10C flying the path illustrated by the tape measure. I've reported this bug to the relevant devs and I'll add an extra "unit.isActive() == true" check to applicable Mist functions.
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This makes me wonder if it may be causing some of the crashes on the server involving the inability to "teleport" to clients in game. Certainly fits with the symptoms of invisible groups moving until they are spawned in.
Is this still a pertinent issue?
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AKA- a good way I do it is set a flag random value at the mission start- between 1-100.
Then I do a flag value less than 26 then flag 1 is true. Flag more than 25 and less than 51 then flag 2 is true... etc. That way you can ensure that only 1 ever spawns in- and you can set the values for how ever many groups you want.
Just remember when you are setting a "more than" it is not "equal to and more than... so if you want to set 25, you need to do equals 25 or "more than 24" and "less than 26."
I find that works.
Normally I would teleport groups to random zones, or move groups to random zones... but that isn't working reliably in MP... the server side works, but then clients don't see the units unless they came in after the move happened.
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What this bloke said I'm confused as well on this mission????????????
Sounds like the 37T / 38T problem.
Basically when you're inputting your coordinates from the JTAC, make sure that you check and see which setting you have inputted. If the coordinates you're getting result in a waypoint over a hundred miles away (or more) then it's probably the fact that you're in a section of Georgia that sits over a different grid.
You may need to read about it- it's not my strength but I'm quite certain that's your issue.
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love this one... :)
I saw her on POF a couple years ago... unfortunately she wasn't interested in a long distance relationship, nor my premature airstrikes.
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I run a 52 non pro on my backup rig and it's okay... but the biggest problem isn't necessarily the quality- it's the learning curve of the sim on top of having to learn not only what each normal Warthog HOTAS button / switch is called... but also the association with the 52 assignment. Makes learning twice as hard.
I was a bit dubious about the cost of the Warthog... but it transformed the sim experience with A-10C. I mean, LITERALLY transformed it.
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See, you'd think it would be that easy and in most situations I'd be able to do that. I've been free viewing all over DCS trying to capture exactly the right aspect- but the problem I have is that the original photo was taken with the aircraft farther away with what must have been a ridiculous lens.
So basically when I try to do this- the angles and perspective are wrong... and Sweetest is extremely specific about the fact that she wants it to be as close as possible. So we went into the model editor and started working with that... and it's getting us 90% of the way there- but being able to assemble those two things at the right angles in the viewer was better. The resolution in game was a bit washed out when printed or zoomed later-
It's do-able either way... we'll get there- but I was really curious if there was a way to "build" the pieces.
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Kind of- The alternative is to Shoot each piece and screen shot it, then paste the cropped versions in photoshop... then add subsequent layers with added transparency... This would then be printed and the proper aspects put on carbon paper and transferred or redrawn on the wall.
The station is currently occupied with what I'm told is an SUU25 flare dispenser (though this has a rounder front section on it)... and we want to swap that out with a pertinent model 65... (it's my game loadout- I know... I'm WAY off the charts on the dork scale).
Here are a couple photos... yeah, I'm showing it off a little but also serves to describe the objective. Oh- and still nowhere near complete... lots of little details to add but you get the idea.
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Eh guys.
Just working in the model viewer right now trying to help my GF (Callsign Sweetest) with completing the painting she's doing on the wall. I'm trying to "build" an LAU-117 / AGM65D from a certain aspect so that she can paint it...
I've been in the model viewer, and I can get the 65D, the LAU117 and the A-10- but I can't "build" them into a unit.
I was wondering if this is possible- or if you're only able to bring one model in at a time in the default aspect.
I've tried "adding" a model, which I Thought would solve it... but instead it just loads them along the same axis and I can't separate them.
Was wondering if I'm missing a step or if that's just the limitation.
Thanks.
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Probably have to take your rotary off Mark... so that you can cycle through steerpoints instead of markpoints.
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Not sure I understand the issue.
1) Install 1.2.7 understanding that it's separate and an option to install. Like 1.1.1.1 versus 1.2.X
2) Don't install 1.2.7 and wait for the rest of us to help sort out the problems.
Separate.
Means.
Separate.
Why, what where when how and who?
Separate, folks. Good grief- capture it.
Climb on or don't- but for the love of whoever you believe in if you don't jump on then don't you DARE complain about what doesn't get fixed.
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Definitely true... but until such a time that we can enjoy the convenience this may work as well ;)
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True but you can activate them a few minutes later.
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The other thing you can try is right at mission start you can set off a bunch of explosions all over the place... by the time aircraft get to the area the fires will have burned out or will be smouldering- adds a very chilling reality to the scenario if that's what you're looking for.
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OKay-
You tried doing the hold the same way I did... I'm going to suggest you do it the way grimes told me to and that is to set a "Group stop / group resume" trigger based a part of group entering the zone. You can set a flag and do "group stop." The advanced waypoint actions hold doesn't work that well... It CAN work... but as Grimes said the group stop in the normal trigger system is more reliable.
Then do "time since flag" and "group resume" I think it is...
Try that out. That will at least hold your groups where you want.
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I have no questions- only anticipation.
We're flying anyway- but I'm really hoping this new version will help streamline the fix process. Now instead of angrily sighing after a crash I'm hoping this new reporting system will have me fist pumping and cheering each time since it's one more bug that will get fixed!
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I just flew through a mission where one of the cities was trashed by artillery- large sections flattened, etc... and yes- though the concept is horrible to imagine, it did add some pretty substantial climate to the scenario.
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Eh guys.
Well I tried another concept to try and make this work- Basically the intent is to have a group of air defense assets built around an SA8 roving throughout the AO from spot to spot (think fishing holes) "SAMbushing" targets. They move in a green state along the roads, darting from location to location- then once hidden in the trees they go to a red state and sit there for about 10 minutes and see if the fishing is good.
The problem was not only in getting the group to hold but also getting them to move to a red state and back to green again. I used various waypoints to do each step and no luck.
Grimes suggested I use a group stop / group resume instead of a hold action in advanced waypoint options- which did help to resolve my hold issue. The group now holds as desired.
So to get around the red / green issue (love that show), when the group came to a stop on location, I "activated" a new SA8 near to the SA8 in the group and had it maintain a red state for the duration of the group's stay. When the time was up, I deactivated the red group and the green group would carry on.
Problem is in order to accommodate the fact that the active SA8 may be killed, I needed to eliminate the SA8 in the green group as well. If either SA8 is killed, the other one explodes as well. Think of it from an A-10's perspective... he sees the SA8 on his RWR and finds an SA8 in the trees... he destroys it- but it turns out it's the SA8 in the convoy... then gets ambushed by the SA8 that's actually radiating him. Flip conditions to an SU25T- he fires at an SA8 that's locked onto him... kills the active SA8 but not the one in the convoy...
ANYWAY- in heading down that road what I realized last night while playing the mission was that at the end of the group stop, the active SA8 is deactivated and treated as dead... which results in the other SA8 exploding.
Ugh.
This way ALMOST worked exactly as I wanted it to... anyone got any ideas as to how I can push it over the edge to success?
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There are also some conditions where I find that point track doesn't work- in particular in narrow view mode at longer distance. I'm quite certain this is just an absence of contrast that may happen IRL too-
But when I go full zoom on wide view mode I can track-
So sometimes you need to fuss with it a little.
All of the points above seem helpful as well-
Hope you get it figured out!
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Eh shahdoh we talked briefly about this during the fly in and now that some time has passed I can confirm this issue on our end too. Usually seems to happen if someone is looking in an external view or the f10 map on occasion I think.
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Oh I missed a part at the very beginning- so this will apply to all ground vehicles except with the minigun... just run once at mission start in a do- script action.
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I take it back then- maybe this is the PERFECT place for similar scripts!
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Okay, that makes sense... it does help to stagger the fire a little so in some respects it works- it just helps to have an understanding.
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Just watched an interesting TACVIEW file of my mission involving the use of mortars / artillery that resulted in this thread being started.
Basically things seem to start okay and when required the Artillery is set up and it takes a few minutes before they start firing. This is obviously to get their targets and set their artillery related things... it takes about 5 minutes I'd say.
Then all the guns but 1 start firing... and they fire for about 15 minutes or so- maybe a tad more... then they stop and the single unit that wasn't firing starts firing. It fires alone for about 15 minutes... and the others don't reload and start firing again for almost an hour.
I mean in theory that's not unreasonable... but from our earlier conversation it sounded like it occurs much faster than that.
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I wouldn't want to take away from the work the Cougar has done but what you've done sounds like it can be applied to any mission at any target?
Might also come in handy- but like you (couldn't resist, I'm from canada) mentioned I don't want to hijack this thread either.
You should post a thread of your own up- sounds like these two features could work well in their own application.
mist.flagFunc.Units_in_zones -- Spherical
in Mission Editor
Posted
Awesome grimes- thanks.
And yes, that was what I was referring to. Specifically the AI not syncing up.
Many of my crashes were happening when units were late activated, and then they would appear back in their original location... and the crashes seemed to be happening the same way when I was teleporting to random zones etc.
Anyway- thanks again. Really looking forward to 1.2.7!