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Everything posted by rassy7
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Habu, this is exactly what I'm after and would effectively solve both parts of the question! Are the DDI buttons listed somewhere in the controls screen of settings? What are they called? Or is a different process required? Thanks!
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Thanks. Can you explain what you mean by this? Would it actually invoke an additional program? Also, I suck at CM and evasion and until I can learn pick up these beasts when they're launched, I need all the help I can get.
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So ... I'm guessing no, it's not possible? Kind of a bummer.
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Not 100% sure, but if you can't find a way to make it work how you want, you could look at Moose scripting to add a "pilot" to the helo to simulate him being reeled in. He could then unload when you land. There are some good tutorial videos about the scripting here: https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg
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This is actually interesting in itself. I saw a video of an F-18 doing as you said, sinking a long way down, and I couldn't remember that happening before. I wonder if this opens up then ocean for-down the-road capabilities, like stormy conditions for carrier landings, submerged submarine routes/ops and water landings for future amphibious aircraft.
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Is there a way to bind the button at the bottom of the DDI that changes the countermeasure program (when that screen is up) to a key or button on my joystick? I'm finding I don't have time to use the mouse to switch programs after a long run-in to a more aggressive program after I shoot and scoot. Same question goes for bomb programs as well, I guess. Be nice not to have to use the mouse during high-G maneuvers between bomb runs when I should be heads-up looking for AAA and SAM's.
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Trying to get a tanker to remain in a mission indefinitely. Can make it respawn on landing and engine shut down. That's easy. Having trouble making it respawn on dead, specifically when destroyed on the ground in its parking spot. Can't make this work in testing. Is there a trick to making an aircraft respawn in its spot if it's destroyed on the ground in its spot?
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Dynamic Spawning Causing Problems Trying to understanding how things are working here. Working with the Zone-100 Normal Zone code. HummerGroup = GROUP:FindByName("Test Inside Polygon") ZoneA = ZONE:New("testZone") ZoneA:SmokeZone(SMOKECOLOR.White, 90) Messager = SCHEDULER:New(nil, function() HummerGroup:MessageToAll((HummerGroup:IsCompletelyInZone(ZoneA)) and "Inside Zone A" or "Outside Zone A", 1) if HummerGroup:IsCompletelyInZone(ZoneA) then HummerGroup:GetUnit(1):SmokeRed() end end, {}, 0, 1) All works just fine, but if I set the "Test Inside Polygon" vehicle to Late Activation and spawn it dynamically (as seen below) at the top of the page, it no longer works. Why not? How could I fix this? Spawn_Vehicle_1 = SPAWN:New("Test Inside Polygon") Spawn_Group_1 = Spawn_Vehicle_1:Spawn()
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Ok, thanks for the reply. Do any mission-builders concern themselves with performance? I mean aside from creating huge formations of aircraft is ground vehicles certain to bog down the mission. If so, how are these considerations addressed? Best practices? Or should I just ignore it, [emoji848]?
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Having a heck of a time getting zones to work properly. Ultimately trying to get any of the Is(Completely, Partly or Not)InZone conditions to work. Tried following the tutorials, copied and pasted every snippet I could find from the test missions or this an other threads and even typed character-for-character from the YouTube tutorials, but nothing is working. Tried with Zones and Polygon Zones. Tried using groups found by name as well as group sets. I know MOOSE and the mission files are loading because I am able to spawn objects and if I add RAT script to the mission file, it works. After a couple days of trial and error, I loaded up the test mission and when that didn't work, I knew something was wrong. Does MOOSE not work with 2.5? I'm testing on version v2.5.0.14304? I hit a wall. What am I missing here? (my test begins at 1:57)
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I ticked on the FPS monitor via Shadowplay and am keeping an eye on it while I test my missions. Trouble is, I'm not sure what a good number to aim for is, because we don't all have the same machines. Here's what I'd like: I'm hoping to create a mission with the correct balance of objects, larger group spawns (momentary lag) and client slots (potential additional objects used by players) to allow the majority of serious players, at least, to play and enjoy the mission on, let's say, the High display preset or maybe slightly less. I bring it up because until I built a new computer recently, I was playing on an Alienware M18X R1 laptop and while it worked, I did create a few simple missions that forced me down to a very limiting display setting to make it playable and I don't want anyone else to run into that. I am testing on the High display preset setting right now, fullscreen. My system specs should be in my signature, but basically I'm using an i7-7700K, EVGA GTX 1080 SC2 and 16BG ram. Thanks!
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Well that's great to hear and it makes sense when you explain it like that. I'll probably always have CTLD loaded into missions then. It's so easy and works so well. It'll probably be a while before I have something in working order while I'm still learning, but I'll definitely shoot over what I have when it's finished-ish. As for now, I've installed and loaded Eclipse's LDT with Moose framework and missions per FlightControl's tutorial. Hopefully that will speed up the learning curve a little. Thanks again.
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Excellent. That's great to know. I'm jumping into it right now. To be honest, I can't say I've ever experienced much of a hit with missions loaded with ME triggers, but only a few objects. Was just trying to follow best practices, but if this is only a small script that reoccurs a few times, hopefully it'll be OK. Also, I had no idea one could use MIST and MOOSE in the same mission. I thought it had to be either/or. I love CTLD! Would be great to use that and mix in some RAT to those missions for effect. Thanks Fargo.
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Thanks a lot to both of you. I feel better knowing I wasn't failing simply because I couldn't find the script that I wanted. Looks like I'll be working around the issue, but the options also sound promising. I'll probably use a combination of both your suggestions. One thought that Fargo's post reminded me of: How much of an impact do ME triggers add to a mission, if I were to, say, orchestrate a few separate scripts as suggested here, and call them individually with ME triggers? I remember reading missions with a lot of ME triggers can really bog down the performance. Thanks again.
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Ok, I'm seeing this happen with other group references too, such as Respawn After Landing. As soon as the first aircraft in a group lands, they all Respawn instantly, pulling the rest right out of the air. It's like the group references are using the "Part of Group ..." trigger from the ME when I need the "All of Group ..." trigger. I do a lot with groups. I hope there is a workaround or a correct way to approach this I haven't found yet. Sent from my Pixel XL using Tapatalk
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I've been reading, watching and testing this for several hours today, trying to understand it better and I think I'm close, but still not sure 1) I'm doing this correctly and 2) how to get to the last step. I want to spawn a second group of target vehicles in and around a first group once all the units in that first group have been destroyed. Subsequently, once all the units in that second group are destroyed, I want to respawn the first group and so on indefinitely. I want to see the fires and destroyed vehicles from the first group there while the second group goes active. So far, I've been able to get this to work to a point. The trouble is, I can't seem to figure out how to get the second group to wait for ALL the units from the first group to be destroyed before it spawns. I read somewhere that the EVENTS.Dead only looks for one member of the group to be destroyed. I need all of them to be destroyed or the next group spawns as soon as one vehicle is destroyed. What am I doing wrong? Is this possible? Here's what I have been testing: Targets1 = SPAWN:New( "Targets 1" ):Spawn() Targets2 = SPAWN:New( "Targets 2" ):Spawn() Targets1:HandleEvent( EVENTS.Dead ) Targets2:HandleEvent( EVENTS.Dead ) function Targets1:OnEventDead( EventData ) Targets2 = SPAWN:New( "Targets 2" ):Spawn() end function Targets2:OnEventDead( EventData ) Targets1 = SPAWN:New( "Targets 1" ):Spawn() end Thanks for the help!
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Just wanted to close the loop here. I decided to go the route of MOOSE, because it was an unknown and MIST was known and known to me a difficult. Anyway, I started with something simple that had most of the work already done: RAT. Not only did the Random Air Traffic easily solve this particular problem 100%, it's so easy to use, pretty much all my missions have some form of AI traffic now. Couple links for anyone else who might bump into a similar issue: https://forums.eagle.ru/showthread.php?t=194247&highlight=SetDeparture&page=7 http://flightcontrol-master.github.io/MOOSE/Documentation/Rat.html##(RAT).SetFL MOOSE was a great suggestion. Thanks!
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Aahhh, was expecting to hear about the wheel brakes again. I hope they got those fixed. Haven't flown the HAWK in a while.
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Magical. That seemed to solve it. Such a frustrating issue. Hope other people find this helpful. Thanks again for your help. Still don't know why that engine whine is passed from one jet to another, but the key is never ever to have a no-start, [emoji6]. Also, this may not be the place, but which HAWK quirk is that? I'm just curious.
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Ya I know what you meant. I have to move my other physical axes (wheel brakes, nozzles and STO stop) to sync them to the virtual ones. I'll just have to refrain from touching the actual throttle axis on my physical throttle until it's started. It shouldn't be jittering like that. Have an X52 Pro and it's been acting up. And Ok, I'll try to get it started and recover from a failed start. FWIW, I had worked with that fuel shut off in the throttle. Found the mapped keypress and flicked it up and down, but when I was messing with it last night I wasn't able to get the sequence to reset appropriately with that. The throttle did slide back to the stop, at which point I'd flick it back, but still couldn't get the jet to fire up when starting the sequence over. I'll take this and give it another go this evening and let you know. It would be amazing nit to have to bail on the whole game load to reset this issue each time, [emoji106].
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Ok, thanks. I definitely know what I need to mess with when I get home. It's weird to think of the throttle needing a dead zone. Doesn't the F-86 have a similar start? Maybe the Harrier should require a button press to move the throttle up so this doesn't happen. Beyond that, during your trouble, did you ever encounter the Master Caution not lighting or that engine whine sound carrying over after nonstart? My fear is that even after I sort out the start issues, I'll get into a long-running multiplayer session and mess up the start, then have to QTD in order to reset it. If I'm hosting, that basically just precludes me from flying the Harrier for the rest of the mission. Sent from my Nexus 6P using Tapatalk