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Raimir

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Everything posted by Raimir

  1. Its standart zip file e.g. rename it and extract.
  2. Or question to ED. If you plan improve trigger editor, stop us before we start write new external application. At least you have a lua parser, could you publish it as an opensource library?
  3. It's nice, i had similar idea, but i wanted write completely new trigger editor. My requirements are simple. It should extract units on both sides and group them by type (group, air, sea ...) At the beginning when i create trigger on one client aircraft, i should be able clone it by one button click to all client aircrafts on the one side. It should contain also generating simple trigger pattern for random group generation. (I mean the flags should be used automatically and validated they are not used for anything else) I'm c++ developer, no VB, currently using Qt 4.6 Framework. Unfortunately i'm too busy to start write it. If anyone has same plans lets start it together.
  4. I think you have to check also altitude, because when you taxi on runway and stop before take off another mission will be loaded. So add to the first trigger condition Unit Altitude Greater than Y.
  5. HI, today it happened twice to me on 104th server with same *.crash file output i mean problem with UserInterface.dll. I don't use any mod, my OS is WinXP SP2 32bit. And i realized it crashed when i fly quite long (at least half an hour) and enable radar by button combination on my saitex x52 (that was same on both crashes). But i was able of course enable radar earlier during fly. Until now it never crashed on our squad server or when i tested it offline. I will try to test it more and figure out some more details.
  6. Its weird. When i create a new mission without pressing New button just save a mission it looks all right for me. I can see all countries. But your 'coalitions' section is different from mine. I don't belive they create some random order. It should be same for all every time.
  7. I also experiment with the triggers in MP. I will not write a huge list because many of it was already written. Very interesting from my point of view is the usage of random triggers which activate one of X groups. Where X is 2, 4, 8, 16 etc (it depends how many flag you use). So when mission is repeated the groups appear at different location. Same mechanism i use for CAP flights in a looped route, where i don't use four same groups at different location but one group and i delay activation of it via "X" different time delay combination. Alternate waypoints would be really helpful to make amazing missions and put more logic to the units. Also cloning of the triggers would help some of them i need to apply to each client. Currently i'm experimenting to make empty missions just with preset triggers which will be used as a templates and then copy it directly between mission files. Because i'm missing more user friendly interface. In editor is not Tab key for switching between controls and mouse clicking is not my hobby. :mad: Unfortunately the structure of the file looks simple but with many units and triggers inside is almost unreadable and is very easy to make a mistake and destroy it.
  8. It depends, how the mission is created. If you have some coutry which is not assigned in the coalition than it is possible assign it manually to the coalition by editing the mission file directly. But if you use it already, remove all units of this country from the mission. You avoid some inconsistency. The idea is simple. I would recommend first create a new mission without units, but with the coalition you would like to have. Extract '*.miz' file and open the 'mission' file which was inside. There are sections, one example is like this: coalitions = { blue = { [1] = 11, [2] = 6, }, -- end of blue red = { [1] = 0, }, -- end of red }, -- end of coalitionsSo i have one country on Red and two on Blue side. You have to identify the country id number which you want to add. Find it in the section coalition below list of triggers section. If the file doesn't contain any units it has default empty template sections for the units of any type - this is very important, you will need to add this section too. coalition = { blue = { country = { [1] = { helicopter = { group = { }, -- end of group }, -- end of helicopter name = "Belgium", ship = { group = { }, -- end of group }, -- end of ship id = 11, vehicle = { group = { }, -- end of group }, -- end of vehicle plane = { group = { }, -- end of group }, -- end of plane static = { group = { }, -- end of group }, -- end of static }, -- end of [1] [2] = { helicopter = { group = { }, -- end of group }, -- end of helicopter name = "Germany", ship = { group = { }, -- end of group }, -- end of ship id = 6, vehicle = { group = { }, -- end of group }, -- end of vehicle plane = { group = { }, -- end of group }, -- end of plane static = { group = { }, -- end of group }, -- end of static }, -- end of [2] .... }, -- end of coalition So id 11 is for Belgium. The place in the array is [1], its same like in the coalitions section!!! You know the name of the country so find its id. And copy whole section [X] to the clipboard. For example i want add UK with id = 4 to the Blue. Now back up your mission file, extract files inside and open the 'misison' file. 1) Add the country into the 'coalitions' section at the and of array as a next number in the brackets [] and assign the id of the country. So my Blue section will look like this coalitions = { blue = { [1] = 11, [2] = 6, [3] = 4, }, -- end of blue red = { [1] = 0, }, -- end of red }, -- end of coalitions2) Now paste the template of the country with no units to the 'coalition' section. Be careful to paste it to the right place!!! 3) Modify the array position identifier (in the []), in my example will be equal to 3. 4) The file is well styled, so you check only brackets ending. 5) Done. My example looks like this after all changes. In your mission you will have a plenty of units the sections, so file can be quite long, don't get lost :) coalition = { blue = { [1] = { helicopter = { group = { }, -- end of group }, -- end of helicopter name = "Belgium", ship = { group = { }, -- end of group }, -- end of ship id = 11, vehicle = { group = { }, -- end of group }, -- end of vehicle plane = { group = { }, -- end of group }, -- end of plane static = { group = { }, -- end of group }, -- end of static }, -- end of [1] [2] = { helicopter = { group = { }, -- end of group }, -- end of helicopter name = "Germany", ship = { group = { }, -- end of group }, -- end of ship id = 6, vehicle = { group = { }, -- end of group }, -- end of vehicle plane = { group = { }, -- end of group }, -- end of plane static = { group = { }, -- end of group }, -- end of static }, -- end of [2] [3] = { helicopter = { group = { }, -- end of group }, -- end of helicopter name = "Uk", ship = { group = { }, -- end of group }, -- end of ship id = 4, vehicle = { group = { }, -- end of group }, -- end of vehicle plane = { group = { }, -- end of group }, -- end of plane static = { group = { }, -- end of group }, -- end of static }, -- end of [3] ... }, -- end of coalition Happy hacking, :joystick:
  9. That's fine. Btw. does anybody know capacity of each airfield, i mean number of aircrafts that can take off from? Because in FC1.12 if you put more aircrafts to the airfield they will explode on runway. Thanks.
  10. Fantastic, thanks. Without this panel the navigation was a hell. :joystick:
  11. I thanks too. Hopefully this will again increase community, interest and improve the quality. :detective: :thumbup:
  12. I can confirm inconsistencies in a played track. We had one were the Su-25T was shot down in the real-time mission by a missle, but in a track the missile doesn't hit the plane and fly little bit behind him and not cause any damage. But anyway plane falls down, but the hit is not in the log. And i can add one more when we start server and clients connect before i open a mission and run it, than in the mp_log.txt is wrong start time of the client (always 00:00:00 not a mission start time) than the fly time stats is wrong.
  13. Yeah its weird. Its only problem on x52 if you have fire button 1 setup on first position, so keep it pressed in a half way is problem. Anyway, did you hit any ground unit in this mode? I alwas miss, bombs fall down about 5-10m behind the unit.
  14. Offcourse it can, try to understand and practise http://www.simhq.com/_air/air_040a.html With AI on Average option its easy.
  15. I forgot mention that i also do not like missions where you fly into enemy area more than 40min without briefing or knowledge of oppfor possitions and get killed very soon.
  16. I think its about mission design. You can simply create mission with 3 fighters on both sides in a hills and put them in the air within 30km. Let them 2xR-73 only and fun begins. When one side is killed the oppfor has won, everybody eject and next round. :pilotfly:
  17. It cannot work properly and it cause more troubles than it looks. When you fly to enemy area and you are getting killed than you jump back to preset time point. And how you would synchronize time with other clients? Not only one client should be able to jump. All or nobody. And then second problem, if you want to make good timing with others squad (some will take off later or sooner) than after jump they will appear on predefined location. If you flight a mission with squad 20min is not so much, there is still a time to get into formation and finalize strategy and timing.
  18. And what about setup Radio and Datalink? Same frequency, switch on power, and different ID. Read the manual. EDIT: OMG: you were faster then i wrote answer.
  19. From your example for the GREEN it looks like in other programming languages. First three values are RGB and fourth Alpha chanel, usualy transparency. Probably 255 should be used as default value. To see somethink ;) If its defined in array, you can simply add your own value, just copy it to new line and rename GREEN to XYZ and enter new values. Happy tweaking.
  20. It's nice example. And if you take into mind that you can activate one of 4 different groups instead of setting flags 10, 20, 30, 40. Then the scenario became completely different after new mission start thats the point. :smilewink:
  21. The rules (middle part) are connected by AND operator. From your example unit ONE AND TWO must be inside area. Usage of Flags you find by time when you create more complex missions as i suppose. Some clear examples are in GUI manual.
  22. Than this, its better print it from manual. Section 8-18 page 356.
  23. Changing position or size could be fine. Because the menu for the change payload is small. We can't see whole names of the payload to be selected. :thumbup:
  24. I don't know how to reset by keys but try this: Zoom in to HUD - to see it in center of whole screen. Move it then verticaly how it suit to you. Then zoom out and save cockpit angles.
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