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Everything posted by rassy7
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I see. I was already trying to find other options as well. I'm working on a sort of hostage rescue scenario. I'd like to trigger mission goals for points along with other actions, including and eventually a mission end when the units are moved to a safe zone. Finding a work-around is tricky because the only way I can think to force this to happen after the units are evacuated is to have them trigger the actions themselves. I have noticed if the units start it a zone, when they are loaded, the unit outside zone trigger fires just fine but I can't work a way to get an action triggered in the other end, when the units are unloaded. After all, if a chopper evacuating a unit gets shot down in the way back, the mission really shouldn't be successful.
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No dice. Thanks for the reoly tho Midnight. I created a new mission from scratch for testing this. One helicopter. One unit. One zone. MIST and CTTS. Can extract and drop without error. Group name of unit is preserved but still no action triggered. I'm going to redownload CTTS and MIST and try again. I have to believe something somewhere was accidentally changed in the script that is affecting this.
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Ok, I'm about to give up on this. I downloaded MIST 3.2. Loaded it as MISSION START with no condition and Do Script File. Followed that with a Time More Than (2) condition and Do Script File to load CTTS (with the ConfigGroup script replaced as Grimes dictated but on line 552, because that's where the ConfigGroup script began in the CTTS v1.04 in Notepad++) I attached Message To All actions to ensure both MIST and CTTS loaded - both did. I set up a test trigger as ONCE - Unit Inside Zone (Also tried Part Of Group In Zone and All Of Group In Zone) - Message To All I loaded the unit from outside the zone, transported him to inside the zone and unloaded him. CTTS told me I unloaded troops. The unit was created and started to run toward enemies but no message. Group name was preserved but I can't seem to get that to trigger anything. I'm not sure what could be fouling this up. 1.2.6? Trigger type? I feel like it is something simple I'm missing. Hmmm ...
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Does this point out any obvious errors to you? Like I said, I'm not good enough with script to tell.
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Thanks for digging that up ENO! I found the function in CTTS with Notepad++ and it was actually line 552, at least in the version that I pulled from the top of this thread yesterday. I pasted it over the original function and tested it but couldn't make it work. In fact, it said I dropped the troops but didn't actually generate any. I've done a smaaaaaall amount of work with programming languages before, mainly Javascript, but I'm super duper new to LUA so I don't think I should mess around with it too much myself. Any thoughts? Also, just to clarify, MIST isn't actually a script file that I need to load alongside CTTS in the ME right, because it didn't do that? Thanks again -- rep coming :-)
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WoW. Ok, by no means a quick read but that does seem to be the same issue I'm having. I'll dig in tomorrow and see how far I can get. I haven't used MIST before though so I'll need to explore that a bit. Thanks for link, btw. That thread is money.
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Welp, Eno, I think you touched on this at some point a while back in this thread and I couldn't find an actual answer to it. I am using CTTS in a mission and all is working so far, except one part. I can't make groups that have been transported trigger anything. For instance, I wanted to use the Unit Inside Zone (or Part of Group Inside Zone etc.) to trigger, well anything. I pick up the unit from outside the zone and drop it off inside the zone hoping that when its feet hit the ground, the trigger will fire, but nothing happens. Tried about 100 different ways. Spent the last three house troubleshooting and can't figure it out. Am I missing something?
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So Cibit, I was able to use geloxo's CTTS to fix my problem. I now have the mission where I want it for a v1, but there is a little more I hope to add when I can figure out how. Top of the list is what I guess I will call an "insurgent counter." It's present in Deck's original HueyDrop2 mission and displays a mission status with the current number of insurgents in a given zone, then shows the number of units needed for evac and eventually that the area is cleared. I know you know what I mean, :-). Do you know which snippet of script I would need to call for that or a way to add that to a mission generated primarily with the CTTS?
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Thanks Cibit. I might try that first one and see if I have any better luck. A thought: Do you know if making additional events in the ME will nullify or screw up script loaded as a file? I load the script file first, then continue to add my own simple events, such as message to coalition and pop smoke etc. I wonder if it's an "either-or" situation.
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Falcon, I have AJAX's script which I found on the 159th forums ( http://www.159thgar.com/forums/viewtopic.php?f=47&t=7836 ). I have been working on a simple mission using the TroopDropScript he made. I have read the tutorial on how to use it about 100 times, but can't make it work. When I load the mission, I have no option to load troops despite spawning inside a Pickup Zone. I am having trouble figuring out where to put the actual objects for the Ferry groups. Do I just place them way to the other side of the map with the Trigger Zone Templates? The tutorial reads, "Ferry groups can only be embarked at a pickup zone. They have predefined unit compositions and are spawned into the mission by Hueys as needed." I don't know where to physically put the groups though, or if I don't generate the mphysically, where/how do I "create" them?
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So I was just reading this thread and some of the old BVR Tips & Strategy classics ( http://forums.eagle.ru/showthread.php?t=55003 ) and I feel like the comments go back and forth as to whether or not a jammer turned on after an enemy fires a non-HOJ shot really CAN break lock. 1. Turn it on to deny first shot 2. Turn it off at estimated enemy burn through --------- 3. Turn it on after enemy fires radar-guided non-HOJ shot??? Or not???
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See? And how fun would watching a destroyer attempt to plow through the Hoover Dam be?
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They do have a "lake" (Groom) ;-)
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Hey Spade, did you see this: http://forums.eagle.ru/showthread.php?t=116505 You are not alone, ha ha. Pretty cool too.
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This made me laugh, partly because I had exactly the same thought, ha ha.
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Ya, I've actually had a pilot killed by small arms fire. They do all right initially when you set them down in front of one another. After I load a squad, I usually immediately recall the comm menu and go through the steps until I reach the unload command then leave that open so when I hit the ground, I can just slam F1 and GTHO. Precious seconds when MANPADS are in the area.
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All good points. Can't argue with infantry not apparently being an ED priority, nor could most of the people anticipating updates in CA threads so hopefully these guys crack that code. I, too, would love to hear those guns rattlin' away. I just don't want to see door gunners used as tokenism to placate the masses while the much-hyped multiplayer COOP mode gets pushed farther and farther down the road until it's ultimately burried forever behind a pile of new marketable mods (MI-8). Just a stab at accountability. I fear the worst, lol, DCS cynic I guess.
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Yeeeeeeeeesss! I'm all 100% for a ship simulator in any form, even just being able to operate them to start, but this this this this. Let's get this landing on ships thing figured out.
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I could take or leave the AI door gunners. We can't say these gunners will work any better than the AI soldiers on the ground anyway but if the COOP mode worked, we could have human door gunners. In either case, sling loads would also be a very welcome installment.
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I would love that too. Feels like I've been waiting forever. Sucks the online coop mode is so far out. The promise of that was a key reason why I bought the UH-1H in the first place, but I'll take what I can get at this point.
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Oooooooo ... that sounds awesome! Where do I sign up? Has there been a CA element in previous competitions? At least local air defenses might be fun. I've always thought the comm between ground and air was missing - like in the good old days when spotters could launch fighter intercepts and real FAC's could direct a bomb to a target. But I'm just brainstorming here.
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Ok, in a one-off setting, no problem. Sounds awesome honestly. SA and comm are key and I agree, they are terminally lacking in the 24/7 environment.
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F-15C radar: too many user errors!!
rassy7 replied to flavnet's topic in Lock On: Flaming Cliffs 1 & 2
Ok. So you're suggesting surrendering speed even prior to firing actually CAN give an advantage, just not directly related to preventing an enemy from notching. I suppose even with their off-boresight weapons and hemlet lock, SU's will have to turn back into you somewhat to get off a shot and make themselves visible to radar again. -
F-15C radar: too many user errors!!
rassy7 replied to flavnet's topic in Lock On: Flaming Cliffs 1 & 2
I thought with doppler radar, entering the notch depended on the target's speed approaching you relative to the speed the ground is approaching you (radar would begin to see the target as part of the ground). So putting the sky behind the target makes sense but how would giving up speed prevent or delay the target's ability to notch? Wouldn't a slight heading adjustment make more sense? -
I see. Well there are a lot of ways to describe how a jet performs in a turn. I remember thinking this was an interesting video on cornering speed: http://flankertraining.com/ironhand/a2a.htm