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FubarBundy

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  1. I used to think that but then I noticed how big my neighbour's tree is when the tree surgeon visited.. it seems about right to me now.
  2. Thanks Big Newy... I seem to have fixed it by jumping to a different quick start misson. If any further problems I will do as above Btw, is it possible to look into why FARPS do not recognise when helicopters have taken off? We had this problem some time ago but it was fixed eventually... I've noticed it has been back for a while now.
  3. Hi , Todays patch undid my previous axis mappings but new mappings don't seem to be recognised in the helicopter. They are recognised in the GUI but not the cockpit.
  4. I've been looking for this too... no joy so far
  5. Try opening the mission in the mission editor and checking the radio box for the player flights. Save the mission and fly.... should be fixed.
  6. wait a few weeks and get an RTX 3070?
  7. No problems m8. Its one of those things that gets easier the more you do it... I still make all kinds of silly mistakes but always learn from them! ( Not sure if you know how to iterate through tables in LUA yet but I found that this was the key to being able to do all kinds of randomised stuff ).
  8. Hmm.. difficult to diagnose because as far as I can tell, it should spawn. As a test, you could try and spawn from a single group rather than a randomised array... something like.. RED_CAP_1 = SPAWN?:New("RED CAP AJS37") :InitLimit( 10, 10 ) :InitRandomizeZones( REDCAPSpawnZones ) RED_CAP_1_SPAWN = RED_CAP_1:Spawn() -- actually spawns the group If this works then the problem is somewhere in the syntax of the "RedCAPGroups" table and ":InitRandomizeTemplate( REDCAPGroups )" Actually, looking at it, ":InitRandomizeTemplate( REDCAPGroups )" needs changing to ":InitRandomizeTemplate( RedCAPGroups )"... the declared table is written differently to the table to be spawned from but should be the same. Don't forget that the controllable for RED_CAP_1 then becomes RED_CAP_1_SPAWN meaning that AICapZone:SetControllable( CapPlane ) won't work and should be changed to AICapZone:SetControllable( RED_CAP_1_SPAWN ).
  9. Could be wrong as having my first coffee of the day but you may need to add something along the lines of... RED_CAP_1_Spawn = RED_CAP_1:Spawn() The controllable then becomes "RED_CAP_1_Spawn". so "AICapZone:SetControllable( CapPlane )" would become "AICapZone:SetControllable( RED_CAP_1_Spawn )"
  10. Now that we have the Syria map and after learning about the recent conflicts there, it would be great to have some sort of ability to create multiple factions and be able to choose which factions they are allied to or fighting against. the 2 factions we have now are nowhere near enough to replicate the craziness of the Syrian civil war.
  11. How on earth can anybody make a realistic online mission for that??... the amount of factions would cause the mission editor to explode!
  12. Just went for a spin over Aleppo in a Huey... really smooth in VR for me. Actually seems smother than the other maps but could be some sort of placebo effect. The map itself is really, really good btw! (Similar spec's to you).
  13. Problem is way older than the thread and goes all the way back to the beginning. ED have been talking about revamping the AI recently and I really hope there is some substance to this. I'm really looking forward to the dynamic campaign engine but with the AI in its current state, I can only see it falling flat on its face.
  14. Thanks for that Tippis ... I'll take a look at the default tasks. (The tasks given are by a combination of MOOSE and my own crappy code btw. ) I think my point is that all of this should really be unnecessary but hopefully it will be fixed in time. edit: That seems to have worked really well so far, (needs a little more testing)... thanks Tippis! edit: Turns out to be a slight improvement but AI still make a bee-line for the client even when priority is bombers and there are other far more obvious targets available.
  15. I think its well know to ED as has been an issue even going back to the Flanker series. They are working on AI presently so it's just a matter of waiting a bit longer hopefully.
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