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ENO

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Everything posted by ENO

  1. One thing I will mention here- and I do so only on a notification basis not a "complaint" basis... I have tried to register to discuss the map on your site but it's been about 12 hours and I haven't received the email to approve my registration. I do want to promote traffic on your site and don't want to keep asking here- unless here is okay by you guys! Either way- I'm just inspired and amazed again at all the work that went into this. I don't know what a reward is for such generosity but I do want to respect your preferences in terms of asking questions! Thanks in advance!
  2. LOL OKAY! So it's not me! Wow- I thought I'd screwed up something (again). Thanks for the quick follow up!
  3. Wow... well no sense reinventing the wheel. I find it remarkable that this has been offered openly... really amazing. I do have a couple of lingering questions and this is just out to other people who have already used it... Is the AI FAC turned off or is it using the MOOSE detection capability? Is it just reserved for human players? Also I notice the client aircraft are in groups... does that feature work now? (Still placing my clients in separate, individual groups but if I don't have to anymore that's great!)
  4. It was on 1.5- I should mention the game didn't crash- per se... it just kicked an error message.
  5. Thanks for looking into it Grimes- The hold was, as you mentioned, just to keep them from scampering about. I knew about the dispersal under fire but figured if I didn't turn it on then it defaulted to off. To be honest the hold was just a redundancy. I did delete the group and then rebuild one and that seemed to fix things.
  6. Windows PowerShell Copyright © 2016 Microsoft Corporation. All rights reserved. C:\Users\Eno\Documents\GitHub> git submodule update --init fatal: Not a git repository (or any of the parent directories): .git C:\Users\Eno\Documents\GitHub> Is what I'm getting...
  7. Please see attached video that shows the nature of the problem. Running latest version of 2.0... Short version: Vehicles just move on their own with no inputs at all. 0 triggers... 0 waypoints... They just drive off about 500 meters and stop in no particular formation. https://youtu.be/jq4piJFAFQs For some reason the youtube attached version doesn't want to work Mission attached. I've since tried late activating the group. Still ends up leaving on its own. VERY frustrating. Training1.miz
  8. Does it impact 2.0 as well at this point?
  9. This is where I'm at with it too. I got eclipse (neon 2?) loaded- I think that's what we needed? Or no? I downloaded the whole moose master folder from github- not sure if that was right (sorry, not really familiar with it). I'm not sure what file needs to be loaded in eclipse... from there I can see the various missions that help you add what content you want. I know FC is busy today- maybe someone else can weigh in?
  10. With traffic and clouds? I get 0 traffic. Screenshots of said traffic plox.
  11. I've been having the same trouble getting onto the ground floor. I think bringing it down to our level is something he's going to try- I did have some correspondence with him and I think he knows how to bring us in. Depending on how busy he is we might see a video on the subject soon!
  12. Yeah, that's what I was getting at too. In the conventional trigger just "group in zone" and make the zone big enough so that the trigger takes down immortality when the guy is close enough to see. Set the flag on entering. You can also step the immortality between groups... instead of just having one group per side, have 5 groups per side. Leave some immortal and turn some off over time. Trigger is set when player inbound now group 1 loses immortality. trigger plus 5 minutes, now a second group loses immortality. etc. Flight your moose solution is probably cleaner by a long shot but as a noob I have a real hard time trying to figure it out how to apply it.
  13. Curious about your situation- if you're teleporting units it should just move the same unit. I'm having some issues with some "cloned" groups- which are different (I think) since they are actually generated dynamically and are out of reach from the mission scripting engine.
  14. Disregard... I see the thread on the subject is pretty up to date... apologies but here's a bump anyway
  15. Hey speaking of performance I do recall that larger numbers of dead vehicles would collapse performance as well. Did that ever get resolved? It's an issue since we can't clean up the hulks no matter how many accumulate during battle.
  16. Invulnerability not friendly? Pardon the question but how so? Is it bugged or by not friendly do you just mean not as immersive?
  17. Anything abstract / not working about the "group patrol route" function? Does it need to be entered as an overall trigger or as a last waypoint advanced entry? Edit: Okay well now that I'm at the computer- I've tried both and both crash out. This is what I've put both in the advanced waypoint trigger as well as in the basic trigger for the group. do local vars = {} vars.gpData = 'm', vars.offRoadForm = 'diamond' vars.pType = 'doubleBack' mist.ground.patrolRoute(vars) end In the advanced trigger even though I save it there in the last waypoint it just gets deleted... I tried saving it again- deleted. Okay- maybe just not the right spot. This is copy and pasted from the hoggit "groundpatrolroute" entry with my slight adjustment for group name. It's not a dynamic group obviously... so not sure what I'm doing wrong?
  18. Eh guys. One of the disadvantages of me returning is that I'm going to be full of noob questions all over again. Please be patient. Short version is I'm working with MIST again (can't get my head around MOOSE) and playing around with how to get things to clone, and teleport etc. No problem with that- the documents are very easy to follow and I'm cloning and teleporting like a mofo. From 0 to 1000 infantry in 10 seconds all over hell's half acre (Abkhazia)... easy as oil cake. I saw an interesting remark about cloning in zone as opposed to teleporting since it allowed you to only format one group that you could just repeat as necessary. I like that idea. Drawback so far as I can tell is that when we clone it's dynamically generated groups and I'm not sure I can get the JTAC can be tasked with spotting them... is that the case? Thanks.
  19. I've been out of the game for awhile in terms of mission building so I'm having to learn a bunch of stuff all over again. With that said, I recall wide varieties of different vehicles would have more of an impact on performance than the same number of the same type of vehicle. That may not be the case anymore- but it's stuck in my mind as notable. When building missions you may want to keep the actual combat portion of the experience to a dull roar... allowing relatively small numbers of vehicles to duke it out before introducing more to the fray. That way you can constantly have... say... 30 vehicles and some aircraft fighting and as they die off, respawning groups. There are a few scripts that do this very well but I caution you that the aircraft respawning doesn't sound like it's working. Ground spawning sounds like it's okay. There are a variety of tools available- I'm not sure if ARMA uses the same scripting language as DCS but if you have a background in .lua at all then you're already WAY ahead of me.
  20. There are a lot of variables so I'm not sure anyone can give you even a rough estimate for your system (given that you never gave us any system specs. Start small- which you're going to do anyway. Say- 25 units... then 50. Make sure they're not just sitting there. Place 12 red tanks and place 12 blue tanks... make sure some of them have anti tank missile compliments. Place them close enough that they fight. Find the free view of the area (keep the action close to an airport so you can get to it easily and the AP will add to the graphic load. Kutaisi is a good one since there is a city close by. Add aircraft... just place them close enough together that they will fight... start with 4 per side... gradually increase those numbers. As you free view around just monitor your performance. Turn your resource monitor on in windows and watch that for performance. Once you start getting an impact on graphics performance then pare it back by about 20% or so. Make sure none of your computer resources are over about 85% or so. Again, this is a from the hip number. It's what I would do if I were curious. Make sure to include a variety of different vehicles fighting one another... using a variety of weapon systems. As for the scripting and whathaveyou- I wouldn't worry about that. I have never heard anyone say that the scripts have any tangible impact on anything other than system crashes. Efficiency that scripts add is important for the sake of creating the mission or inability of the ME system to do what you want it to... that efficiency isn't to make the game run more smoothly (other than how it's applied to limit the number of AI vehicles / aircraft engaged at any one time.
  21. You could make involved vehicles immortal until the players aircraft is in a particular zone. Just set advanced waypoint option to perform task I believe it is and set immortal on a condition that is turned off when a flag triggered by a client aircraft entering the zone. The other issue you'll run into though is running out of ammo. I can't recall if there is an auto resupply that just takes longer if there are no transport vehicles present? Something to think about. I suppose you can make the vehicles invisible to each other as well until the player gets in a larger zone so the fight starts around the time they come into view. Alternatively you can late activate them to a trigger similarly to the immortal- just late activate the units and they'll start slagging it out when you approach.
  22. Hmmmm. Okay well thanks for the answers. Just have to do it the old fashioned way.
  23. How much do you know about the mission editor? Are the slots you configured for you and your friends "player" or "client." They should all be "client." If memory serves that could have an impact.
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