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TEMPEST.114

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Everything posted by TEMPEST.114

  1. That is the behaviour I've seen since they did the AI update in 2.8. Not seen any difference since MT came out. Does your mission vary the skill level as the expert / ace tend to be more like this than the novice/trainee?
  2. Would you consider posting a bug report in the Mission Editor bugs section and linking to this thread? I've already posted about sound issues, but your research into this will be additional help.
  3. Think you might have found a bug in the already woefully substandard sound api. could you try playing a separate very short silent sound file mid way in the gap between your sound and the point at which it loops?
  4. Is this SP or MP? Is Jackal 1 set as PLAYER or CLIENT? And AFAIK without serious Lua scripting you can't do mid air client respawns based upon the position of the previous client unit's position. Or I'm not following what you're trying to do? Can't you just simplify the route? Let the pilots choose how to get from WP 1 to 7 rather than follow strictly 1-15 and then you can get all your waypoints in one go?
  5. It comes down to how you're doing stuff. Esp if you are looking at boolean type operations. Remember that triggers get removed from future processing after the 'CONDITION' has been met and the 'ACTION' processed. Sometimes you will need to use two triggers to do the correct evaluation by setting a flag on the first when it passes it's condition and then the 2nd responding to when that flag is true. It's a pain but it's the way it's been designed. There was a problem I was having months ago and Suntsag pointed out that I needed two triggers for the 'one' action I wanted to accomplish. This is especially true if you have multiple OR's in the CONDITION for a single ACTION. You need to make each 'OR' it's own trigger. (sigh)
  6. You're going to have to do this from scripting. Have a very fast timer and meta data for each sound file and when you have counted the duration of the sound file, count a little more (your pref) and then move onto the next one. Trying to do this in the ME will lead to heartache and a broken monitor when you put your fist through it.
  7. Honestly, if you're racking up that large a number, move to Lua. Doings triggers in the ME is PAINFUL. Understanding that you need at least TWO for every single 'ACTION' you want to trigger is a PITA too. You can't copy/paste, you can't use boolean operations in the conditionals and you have easily have multiple options for actions... honestly, go lua. You'll appreciate it in the long run.
  8. I think people are way over-thinking this. Lua has coroutines if you need to do some simple offloading, but it's just a scripting language - it's backed by a C/C++ class that does all the real work, so leave it to ED and those who manage that C/C++ stuff to handle how Lua should be threaded when it does it's work. You really don't need to think of threading in Lua - it's just script.
  9. What do you mean? How would you use it?
  10. You can redefine a function in another table/file? Wow... Thank you for all this and for taking the time to go through it.
  11. Unit dead increment a flag counter. Then have a switched condition to check that flag counter against your limit.
  12. AI pathing is borked. This is as good as it gets in DCS. AI aircraft make crazy turns and climbs/decents. They will even pull up into you when you're on the hose tanking. They're dumbed than a box of dumb rocks. Sorry.
  13. And what do you do if it's dynamic weather? Is that not available at all from the api?
  14. That's wonderful and very clear code, I can follow that. But this means I have to desanitise the server right so I can do the 'dofile'? I was trying to avoid that. Maybe if the clouds.lua doesn't change much I can just hardcode it in?
  15. that's awesome! but where are you getting 'c' from? Is the density in clouds.lua read and stored in env.mission that I can read at runtime?
  16. Can't you wrap it in an if statement to check if the shadows are off? Because on my 1080ti I have to run shadows off since 2.8 because the performance in VR sucks. Even MT hasn't helped.
  17. lol. Thanks @cfrag Probably not worth the effort. Shame the SuperCarrier has no api. BOO!!! Boo I say! Booooooooooooo!
  18. I had this. It's the black cockpit mod and possibly the other F14 mods like the adjusted fire lights. Make sure they're completely removed and it will work.
  19. Can this work on a carrier if slots for cat 1 and 2 are filled, but I don't want the 3rd player and others spawning into aircraft that get auto placed on cat's 3 and 4? Like can I just bounce them back to spectators until the backend code sees that the cat slots for 1 and 2 are free to spawn in?
  20. The only thing missing from my automated METAR script is the description of the type of cloud coverage. I can't see where this is hiding. Has anyone solved this already? If so would you elucidate please? Thanks
  21. Since the latest update in both ST and MT the game is now completely unplayable. Randomly the VR headset goes black for about 5-15 secs before coming back; during this the game is still rendering out the HMD to the monitor. It was working perfectly before the update. It's not the headset because the headset works perfectly in other games and in the previous version. Happens in every airframe and every map. CPU is bound in MT. 8700K oc @ 5Ghz, 64GB Ram DDR3, 1080ti, 1TB m.2
  22. Thank you. I never expected such an expeditious response. It's very much appreciated.
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