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FubarBundy

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Everything posted by FubarBundy

  1. I've found that I can have quite a lot of moving units so long as A) they are part of the same group and B), they are spawned at slightly different times, eg, time more 2 second, activate goup A, time more 4 seconds activate group B etc... This seems to make a big difference for me.
  2. I tried that but think I must have the designation wrong. Is there a list of designations for all units that anybody is aware of?
  3. Is it possible to make the unit types manpads?... these could be very useful :)
  4. and something else interesting... The script now works fine after I loaded airmobile 107 mission and flew around for a while. Loaded up my mission and the script works perfectly.. go figure! :D
  5. thanks for the speedy reply yes it does seem related to the names of the zones, specifically, the zones being named AFTER the script was loaded in to the mission editor. I managed to get it working for a while by reloading the script in the editor and saving the mission. Then I reloaded the mission and typed the exact same names for the zones. saved again and then restarted. This worked fine until I edited the script and reloaded it. This gave me the exact same problem but this time I haven't been able to fix it :(
  6. script stops working hey Geloxo Firstly this is a great script and I'm having a ball playing around with it However, I seem to be having a problem where the script stops working a few minutes after the mission starts. It works fine for a short time but then the smoke in the pickup zone fades. Troops can still be picked up but can't be dropped even though the radio commands are still there. Any suggestions on where I'm going wrong here Thanks in advance :)
  7. thanks for the responses :). Seem to have fixed the problem now. I deleted the Network.CFG and had It make a new one. also started running in admin mode and voila. Thanks again :thumbup:
  8. Hi, was wondering if anybody could help me with a strange problem. Whenever I host a game, the clients will always get disconnected shortly after they spawn and start up their aircraft. The server is visible on the master list and the clients have no problem connecting initially. We are able to communicate via the text chat and are able to see each others aircraft. However, we are unable to see each others aircraft start engines or, if already airborne, manoeuvre around. Strangely, we can see weapons fire from each others aircraft and details such as doors opening etc... but the aircraft itself will appear to sit motionless on the tarmac or fly in a perfectly straight line even though it is actually turning, taxiing etc... After a couple of minutes, all clients will be disconnected getting a "server timeout" message. I have the correct ports opened in my firewall and router and the behaviour persists even if I close the firewall. I've tried all sorts of tweaks and tests but still at a loss to explain and fix the problem. Hoping somebody around here can help... thanks in advance :D
  9. one of the greatest pleasures in life... shooting down your mates with your very own strella. Makes up for all the other shortcomings of CA :)
  10. I have two wishes for scripts I think would be invaluable for the mission /editor... 1) ability to deactivate client aircraft after RTB and spool down 2) ability to save game state periodically in game :thumbup:
  11. To me its become part of the sim I'm just used to crazy Skhval syndrome and see it as part of the sim... Crazy Russian technology.. sometimes it does crazy stuff!. I think I would miss this little "feature" if it was removed. :huh:
  12. I installed the 3go model for the Su-27. To begin with all was well but at some point, the drop down for Su-27 paintschemes has become greyed out. Also, Ukranian Su-27's now show as Russian ones without decals. Does anybody have any idea of how to fix this?. Reverting the changes from the 3GO model hasn't helped .
  13. save game facility I think it would be useful to be able to save the game status occassionally. This way a branching campaign could be constructed from mission events. It would also help in the event of MP server crash etc as game could be restarted from last position.
  14. I was thinking that I would like to remove the ground controller client slot in an MP mission if, for example, a command or control vehicle is destroyed. Hoping somebody has an idea how to do this.
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