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Mangrove Jack

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Everything posted by Mangrove Jack

  1. Hi NineLine Attached is simple mission with 2 trains. 1 is no trigger and other is triggered. As host I can see both but other players do not see the triggered train. Test Train Spawn.miz
  2. Hi Nineline It is still an issue in MP (Stable Ver.) in certain conditions, at least it appears so on the Normandy map. What we have found tonight is that when a train is spawned via a trigger the train is not seen by players, other that server host. When placed at mission start the trains are seen by all.
  3. Ok now I have terminology correct being the - Holdback Bar -, it's not just a graphic as when it appears in the hook up area and if you do not notice it it causes your plane to buck and carry on and then explode. After I worked out what was causing it I always look for it 1st. It does not seem to happen for MP host (I think) but does for others. It always seems to be be after initial spawnings and then after a respawn it seems to disappear. Ok so thread is marked as 'missing track file'. So while I have used DCS for many years a track file is not something I have ever got into. Is it a simple thing and can anyone in MP session do it or does it need to be the host?
  4. Been seeing the bar (while in MP) which I think might be called the Load Transfer Bar, stuck in the chute upon mission load. Has been the case for many months now. If I try and hook up, the aircraft bucks and explodes. It seems to disappear after a time but does preclude the chute from being used. I have only seen it in either 1 or 2. I feel it is a bug but not sure. Is anyone aware of this?
  5. Yes I have had that a couple of times recently (maybe in last 6 weeks, in Stable Version) in MP both times on Cat1 but not sure if there 3 or 4 of us in mission. Soon after mission start the artefact was in place on Cat 1. When I got to it, my aircraft bucked and blew up (only dawned on me after the fact). After selecting new slot no issue. Also no one else in mission came across it.
  6. No not a repair. Just went into modules screen for sim and deactivated Vaicom.
  7. Yes but needed to also remove installation from modules I think.
  8. Well I really just want to some things to help friend so for now I just need to temporarily remove Vaicom from VA. Do you happen to know if I can just drag it out of APPS in VA and then drop it back in after doing some work purely in VA?
  9. Max during today I tried a few experiments - after I read thought this thread (you actually commented in it).. I tested again the action of "\" menu key and in 1st instance of mission it needed 2 presses to get comms menu and then when trying it shortly thereafter it only needed 1 press. The I turned Vaicom off in installed modules restarted and tested Apache and FA18 and no issues only needed 1 press to get comms menu. VA not started at all. So then I rebooted game and turned Vaicom back on and exited sim. I started VA and it initialised Vaicom. Then I restated sim and went to Apache and it was back to needing 2 presses in initial instance to get comms menu up. So in my mind it has something to do with interaction of Vaicom. Note that I have not disabled menu in Vaicom settings. So for anyone that has menu disabled then they would never see this. PS. - I also tried RALT+\ and the 1st time that was used it took 2 presses and then only 1 press to get menu.
  10. Thanks Max. Yep am aware of Vaicom and in fact I use it. However, I am trying to help friend out who does not have Vaicom and does not intend to use at this point. So I imported his profile but I had problem around command that brings up comms the menu key as for whatever reason I need to press the "\" twice in 1st instance. Then I only need to press once when recently used the menu. Obviously this has impact on a VA command. The issue around 2 presses for me is years old and I don't understand it, so I thought I may try and find an answer to it - hence my post.
  11. Was not sure where to post this so if in wrong place it could be moved. When I 1st get into a mission I need to press the Comms Menu key ("\") twice to get the menu up. It also seems to happen at other times (not sure yet if it is time related yet). This has always been the case over many years. Yet if I use it and exit it or it goes away and a short time later I want to use it again it needs only 1 press. Yet others I have talked with only need 1 press to bring menu up. Is anyone able to clarify if this is not normal or what issue may be? This will impact commands in Voice Attack hence why I would like to find the answer.
  12. Thanks I will try that. Yep was just what I needed. Thanks again Rudel_chw
  13. Is there a simple message script to check the value of a flag while testing a mission? I can get the message out when flag goes true but want to get value. Is of particular interest when using random flag value.
  14. Yep, great thanks for that. That is what I had found. Cheers
  15. I can place a train and build up carriages. It moves between waypoints. But getting it to hold at station or deactivating at station to let another train start there to represent a stop does seem to work. Will I only be able to use as a simple travel between waypoints?
  16. I am trying to set flag on embarking a unit but cannot get it to work. I have Infantry M4 in Zone and AI Huey flies in and embarks solider. I have been basing flag attempt, on solider. I have tried unit out of zone; coalition out of zone; part of coalition out of zone; All of group out of zone and Unit dead. None lead to flag set so I assume something is being done behind scenes - maybe they are being set invisible? Anyone know how to set a flag after embarking a unit or do I just have to assume that solider is on board and base flag off the Huey?
  17. toutenglisse thank you very much, that is what I needed and I had not come across it anywhere in my searches.
  18. I have been trying to get a message out of the time when a trigger is activated with a value - say 'x' minutes - added to it. I have managed to get the time in seconds but need to convert to hrs/min and maybe sec - not sure about them, and output conversion. I was looking at local time but just yesterday realised that only zulu time is available in Hornet, so I adjust for that (4hrs on PG map). Message is advising co-op mission participants to be on target at 'X' time. I am currently putting message out as 'x' minutes to TOT. I wanted to change that to hrs minutes to help with inputting the TOT in the UFC. What I have got out currently and working is: local _missionTime = timer.getAbsTime() local _z_adj_TOT = timer.getAbsTime() - 14400+420 --this time into mission in my example from trigger at 08:00:40 and adjusts for Zulu difference of 4 hrs and ads 420 seconds. Returns 14860.801 (which is = 04.128 hrs) WORKS trigger.action.outText( 'Mission Time is: ' .._z_adj_TOT, 40 ) However I have not been able to work out how to covert to 24 hr time format and output in message. Anyone able to give any pointers?
  19. Hardcard was trying to get various different % to generate true flags (some low % some high %) to then use flags as triggers for different scenario's/outcomes in a MP mission.
  20. Yes that was the Doc I looked at and have changed from 'Once' to 'Mission Start' for the flag setting which depend on Random. Thanks
  21. Ok so after reading up a bit am I correct is saying: Using simple Random condition and then checking value after a time span this was giving the Random Condition time to turn "True"? In a test I changed from 'Once' to Mission Start and it seems to be giving changing values.
  22. Yes that is the question. I wanted to only set a flag (true/1) dependant on the random possibility. So flag 109 only has a 9% chance of being set on. I am starting to get the picture that that will not work with Random condition.
  23. That's correct cfag always get"1". Attached simple mission to show start and setting flags. I assume that if true then it equals "1" and false = "0" Test of Random Flag sets.miz
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