

jbrking
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Everything posted by jbrking
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What a joke.. :mad:
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I'm trying to create a client escort mission.. The A.I. AWACS plane starts in the air once the mission starts. The idea is that when a client selects the escort mission that the spawn is always setup to start relative to the A-50 or E-3's position.. Lets say about 100 or so meters behind. Can this be done? Is there a way to make the starting point dependent on another units location? Another way I was looking at doing this would be to only spawn the A.I. AWACS once the client starts the escort mission as this will be a large red vs blue mission that features every type of aircraft and task and encourages cooperation throughout the team. But as I am having the AWACS on both sides a secondary target (where when 3 secondary targets are destroyed grants victory to that team) I would prefer it to start prior to the escort as this would also help keep the GC busy using A.I. "uncontrolled" aircraft to take down an additional secondary target. Any help with this would be great.. Thanks..
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GC can move all unit inclut those who aren't set as player control
jbrking replied to Harke's topic in Bugs and Problems
Helps if I have CA installed hey? :doh: Works fine in 1.2.7.. Thanks -
GC can move all unit inclut those who aren't set as player control
jbrking replied to Harke's topic in Bugs and Problems
Right.. There is a GUI but not for the GC Did you notice during your testing that that the GC role is now no longer working while running under 1.2.7? :huh: Unless I'm missing something here there doesnt seem to be any way to choose the GC role and giving tasks to these units no longer works.. *edit* Unfortunately I am limited to 1.2.7.22412.. so there is a patch of some kind of beta patch in the works I hope? -
Riiight.. Thanks :(
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I was taking a brief read through some of the reported bugs for 1.2.7 and had seen some threads had been [CLOSED] with the reason being that the bug was not a new bug. If this is the case why are these things not already fixed in 1.2.7? I ask because I am concerned that this could mean that some some of the bugs present in 1.2.6 will carry over into the release version of 1.2.7 and I am hoping this is not the case. Is there a list available where I can find all reported bugs in one place for 1.2.7 and their current status so that I can avoid a double post? Thanks
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Its easier to just use the shortcut keys to give these particular groups tasks. I found the problem lies in the missing graphic user interface that is normally used to give orders. Holding shift + left clicking works fine for units that are missing their GUI. :thumbup: *edit* It appears we are getting a fix in 1.2.7
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GC can move all unit inclut those who aren't set as player control
jbrking replied to Harke's topic in Bugs and Problems
Attached.. Note one of the tanks has the "PLAYER CAN DRIVE" box checked while the other does not. Both can be given orders but one is missing the GUI related to GC input. Test.miz -
I am also having this problem.. though its not limited to countries etc. Happens with all countries. This afternoon a friend spawn right behind me and off the pad. He was so close I was almost reluctant to start up as I was afraid my rotors would hit his halo. Its definitely not consistent.
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I always avoid fixes that involve 3rd party modding and scripts.. My feeling is that these things should just work as intended. I have done a bit of looking around and it seems that the unmovable infantry bug is actually just a missing GUI for the GC for these particular units. I found that other people have found that using shortcut keys (holding shift and left/right clicking) allows you to set waypoints as normal. I have also found that unchecking the box "Player Can Control" also turns of the GUI for the ground commander for some reason. Looking into your original claims about GC's controlling aircraft I have found you are right. Having just tested this with a friend in 1.2.6 I have found you are quite right. Sorry to have doubted you. *edit* "At least you may use the activate/deactivate logic only over those airplane, but I think it isn't your objective." I attempted to try this but It doesn't work, ECM remains on. More importantly even if the ECM was off I would still be picking them up on radar.. which I would assume is a bug? Have tried using advanced WP commands etc to have the radar turned off as well. This also doesn't work. Also when I shoot at the planes with missiles a pilot ejects from the plane.. I figured the uncontrollable aircraft were supposed to be empty but there you go. *edit* Information regarding the whole shift+left click for giving to commands to units that are missing the GUI for the GC. http://forums.eagle.ru/showthread.php?p=1963329#post1963329
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:thumbup:
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Its quite broken atm so waiting for a sale would be your best bet..
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GC can move all unit inclut those who aren't set as player control
jbrking replied to Harke's topic in Bugs and Problems
Um.. While that may be so.. I have performed some tests and unchecking the "Player Can Drive" box results in a loss of the GUI that the ground commander uses to give orders to that particular group. Strange since these are not supposed to be relateable. If "Player Control" does mean jumping into the individual vehicle itself why bother to remove the GUI associated with the GC? Bug? -
Confirmed I also have this problem and its quite annoying. I have found that I could move and task USA infantry groups as normal but not Russian. I thought this might have had something to do with the infantry type so I tried all types of infantry on the Russian and side but I still cannot move these infantry groups. Might be worth trying in 1.2.7 to see what happens and then reporting to make sure it actually gets fixed this time. *edit* Tying the method of holding shift and left/right clicking works fine on groups that are missing GUI for the GC.
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The problem is not just the ECM.. assuming these aircraft are supposed to be off, grounded and not moving I probably should not be able to pick them up on radar at all. The suggested methods of turning ECM off for uncontrollable (A.I.) planes is not working as suggested. *edit* This is also happening with F-16C bl.52d as well and probably most other aircraft.
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Hmm.. You might be right.. I will try and test this out this afternoon in 1.2.6 and get back to you. I Can add it to the list of many other things that are not working such as immovable Russian infantry. :doh:
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Planes that are not flyable (uncontrollable) can still be given orders from a ground commander assuming they have CA installed and a GC slot is available. While not controllable they can still be tasked - RTS style to perform missions. This mission has various objectives and different ways to win. It is setup in such a way that even if there were no other clients other than a GC on each team that you could still win using various A.I. uncontrollable aircraft, vehicles etc. It will feature every flyable and task available including the driving of tanks, use of JTAC and GC's. I have heaps of ideas but I am currently limited with the current editor, my ignorance of LUA and bugs that the sim is riddled with. One of the primary objectives that results in a win is to capture and hold a city (domination style) for 10 mins. I have huey and mi-8 client slots setup for CAS, Ground attack missions but would like to include transport missions where you could drop infantry into the capture zone thus helping the GC with reinforcements or perhaps have a similar transport mission where a mi-8 with a sling load could drop much needed supplies to runways for use by the GC. Unfortunately infantry drops etc are not yet properly implemented and my knowledge of LUA is limited.. this is just one of many problems I have when I have a half decent idea for a mission.
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Cheers for your reply.. I had thought of doing this originally but this is a rather large red vs blue styled mission and features many different countries and planes (flyable or otherwise). This is particularly true for the blue coalition so using different planes is a no go. Having only F-16C's would be terribly boring for the GC and other clients as well.
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Thanks Grimes
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BUMP BUMP
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Anyone? Anyone else have a quick fix or work around until this issue is resolved? :helpsmilie:
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Thanks for your help.. I tried TRIGGERED ACTIONS -> Reaction to threat -> NO REACTION But this did not work.. At least not in 1.2.6
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Report? Is this something that is going to be fixed in 1.2.7? Should I see if the result is the same in 1.2.7 and report? *edit* Just tested in 1.2.7 with the same result.. Guess I will report it. Also.. how to toggle back on after using the triggered action?
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Its the Tornado aircraft.. Process of elimination.. I setup some test waypoints so that my Su-27 was facing the runway and began placing the "UNCONTROLLABLE" groups under "LATE ACTIVATION" one by one. Tornado aircraft - Both the IDS and GR4 are causing this to happen. I don't know enough about aircraft to say whether or not this is a bug. If you need any further information let me know. I can say that its happening in the Su-27 while in BVR mode and they are showing up as ECM targets. The aircraft in question are also in their hangars and I have tried using "TRIGGERED ACTIONS" -> RADAR USING -> NEVER USE and this has no effect.
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Hi Grimes, I can't say exactly what aircraft is causing it but I might be able to narrow it down. This is happening in 1.2.6 whilst flying in a Su-27. I assume it is locking onto one of these aircraft as the vector is pointing directly at the runway they are stationed at when I'm locked. I'm sure the problem is one of the uncontrollable groups below. F-117A F-16C bl.50 Tornado GR4 Tornado IDS :helpsmilie: