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Everything posted by TEMPEST.114
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I believe they have default values per person; if you can do scripting you can set their individual mass as they enter. Regards Wing - yes of course, you can even 'share' a troop embarkation between multiple helos. Take a look at the UI in the embark dialog.
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You completely misunderstood. None of the detection parameters are about them target HEARING the other unit. Only visual or RWR / Radar etc.
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- mission editor
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Are you using the F10 Radio menu to tell them to embark? As you're a player you have to tell them to get in.
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Civilian Objects And Vehicles
TEMPEST.114 replied to Eight Ball's topic in Static/AI Mods for DCS World
Is there any way to see what linked objects there are on your model at run time and apply the animation transformation matrix to them too? Probably not eh? This is DCS and you're already a Jedi... -
I use VR, I'm talking about when I tilt (roll) my head the model in the mirrors doesn't copy me. It will in pitch (nodding) and in yaw (shaking my head) but never in roll (tilting). And if these were synched in MP then we could do intercepts and rudimentary comm-less communication. And I don't understand that, great you enjoy it, but as they're not *my* legs and I can't move them out of the way to see instruments / switches etc, then having a 'pilot body' in this game is a greater hindrance than anything. I still want full control of my avatar's head though.
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Civilian Objects And Vehicles
TEMPEST.114 replied to Eight Ball's topic in Static/AI Mods for DCS World
@Eight Ball Hi again. Thanks for the awesome help with the liferaft and answering the other question. I have another hard one for you! I have static infantry on some of your sinking ships for my players to rescue. I have LINKED them to the ship, however, as the ship submerges, the infantry start to float in space and don't move with the model. Is this a problem with a) your animation implementation , b) the way ED have set up the LINKING system c) the problem of using STATIC infantry rather than ground infantry (which we can't use as they don't see being on a ship as a place to be able to be placed in the mission editor? One more thing. Is there a way to get the flashing lights on the cars e.g. police and Follow Me trucks to a) flash regardless of if the vehicle is moving and b) at the same rate and not dependent on the speed of the vehicle? Thanks! -
It still seems strange as I fly my F14 or F18 that I can't see my head tilt (roll) - ie try and put one ear on the same side's shoulder. It also seems odd that my head movements in pitch (and in roll - see above) aren't translated in MP. Will these new Pilot Models @Wags just mentioned have these missing features finally?
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I'm using my script to calculate where the door or final waypoint position is based upon the unit and it's orientation and position in the world. But if I don't use a script, you just draw the waypoints to the place you want them to stop, run the mission and notice that they never stop at the final waypoint - often no where near it. So there **is no workaround** Your AI Pathing does not work.
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I have an advanced waypoint action, where I want it to choose between carrying on or switching to an alternate waypoint. I first tried to do with with the 'PROBABILITY' but no matter the value, it always made 'true' and diverted to the alternate waypoint!?!? BUG #1 So I wrote a LUA PREDICATE: local rng = math.random(1,100) local text = string.format("%d", rng) trigger.action.outTextForCoalition(2, text, 10, false) if rng < 40 then return true else return false end And I repeated the mission to see what happened when it hit that waypoint. What I did not expect was that it was repeated CONSTANTLY UNTIL the condition was true. It should only fire ONCE, but it fires repeatedly until it is forced to become true. This is identical to what was happening when I used the PROBABILITY function on the advanced waypoint action. BUG #2! So instead I reverted back to yet more Trigger Zones and set this up: And guess what - IT STILL ALWAYS RESOVLES TO TRUE. BUG #3! No matter what 'way' I try and do this, it will keep firing this condition until it returns true. So it's utterly pointless and useless.
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Because it won't auto save regardless of timings IF YOU HAVE ANY RIGHT INSPECTOR WINDOW OPEN!!!!! It's pathetic. It literally means that as you're working with units, groups, waypoints, triggers etc... NOTHING GETS SAVED. You have to close all that down and just see the map and THEN it will save at the next timing interval. I've been creating missions and scripting for about 3 months now and the problems / issues are mounting up to the point it's just not fun anymore. Set the auto save to 1 min, watch it count down in the top left corner of the mission editor, now open an inspector panel on the right, Watch as it gets to the 0 time and then flickers, restarts but doesn't save. Close the inspector panels and then notice it will resume and save. - You can verify this with the date/time stamp on the .miz in explorer. So all the time you're working - it's doing NOTHING. Grrrrrrr
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At the moment it's only testing for a UNIT in a moving zone that is attached to another UNIT. But it needs to be more macro. If I have 40 units, that's 79 lines I have to put into the CONDITIONS box. That's insane. Instead allow 'PART OF COALITION in Moving Zone' or even 'PART OF GROUP in Moving Zone'.
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I have an advanced waypoint action, where I want it to choose between carrying on or switching to an alternate waypoint. I first tried to do with with the 'PROBABILITY' but no matter the value, it always made 'true' and diverted to the alternate waypoint. So I wrote a LUA PREDICATE: local rng = math.random(1,100) local text = string.format("%d", rng) trigger.action.outTextForCoalition(2, text, 10, false) if rng < 40 then return true else return false end And I repeated the mission to see what happened when it hit that waypoint. What I did not expect was that it was repeated CONSTANTLY UNTIL the condition was true. It should only fire ONCE, but it fires repeatedly until it is forced to become true. This is identical to what was happening when I used the PROBABILITY function on the advanced waypoint action. This is now utterly useless.
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1. Uncontrolled AI Huey that has a Start Advanced Waypoint Trigger, once activated slides on the ground like it has no mass. 2. AI Infantry doesn't follow the waypoints consistently - can often run in completely the opposite directions and won't stop within over 100m of the end point. 3. Helo set to fly to and land at an airport and land on a specific parking slot. It flies past the the airport and goes to a completely different one and then won't even land there but just floats about doesn't do anything further. If you can't build a mission and rely on waypoints or a helo to not slide into a house, or that a unit will actually enter a trigger zone, then how can we build a mission?! AndTheHorseYouRodeInOn.miz
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I have a carrier group heading in a direction - let's say north. I add in a helo with a follow command as the Carrier Rescue helo and give it a follow the carrier task. This works fine UNTIL I create via script a new direction for the carrier group to move to, and then the follow command is completely broken. ^ this is how I've set it up. When the mission runs the helo moves to it's 'follow' position and sits there without moving. But when I create a new task and push it to the carrier group i.e. head WEST. The following helo moves onto the wrong side, fluctuates in position and moves around all over the place - never moving back to it's 'locked' position on the starboard of the carrier and gets in the way of boltering aircraft.