

jef32
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Everything posted by jef32
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I've find a solution I keep the previous version of helipad+cargos+external tanks +racegates and I use the new helipads too and that's working and I have the TV antenna, Static Mast, and Communication tower M.
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Hi I've checked ! It's not linked with FARPS. With this version, I havn't anymore TV antenna, Static Mast, and Communication tower M. I can see and use them in the ME, I can place them where I want, but I can't see them in the mission. Any idea ?
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Hi Uputaut Thanks but I had to come back to your previous version because I had some issues: In first, DCS freezed at 58% but I read the forum and found the conflict about oilrigs, Helicopters Z and Goal Makers. I've deleted these directoriies and DCS launched after. But some objects like communication tower M are in the ME but I don't see them anymore in the mission. On the mission I've made, plenty of objects seem to miss in the mission but I can see them in the ME. I think the issue is linked with the FARPS When I came back to the previous version, restoring oilrigs, Helicopters Z and Goal Makers, all was OK.
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Great thanks I'd never try, that runs ! :thumbup:
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And just to add too that Cows B are missing textures .
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Ok, I've seen what you mean. I didn't find because I was using the cows since the static section. But Ok, if I do like you're saying, can I save all the group as just one, to duplicate it at other places or in other missions ?
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Great thanks I'll try immediatly !
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Thanks Hawkeye. The animation need a soft highly expensive (3d max), we understand that you can't make animated characters. As I see you follow this topic, I've already spotted in an other post but I think you haven't noticed that the Ocean life you made crashes DCS in the latest versions if incliuded in a mission. Other request if you can and when you'll have time: some georgians monuments like history of georgia at Tbillissi or the strange towers at Batumi, in the same section than your middle east mod. Thanks for all your work !
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Hi and thanks ! I often use your mod in the mission I make for myself, especially cows I didn't know we had an update since the 1.1 and I love your mod. Just one question: I just don't see why the cobra. Ok all others can be seen from sky but the cobra.... But other people are right. As you have the skills for this good work, could you make some civilian people, airport crew, farming characters and stuffs, that I ask ED to make, as an asset pack but with no success.
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Hi I have some missions downloaded here, in the user's file section and on these missions, with the ME, if I select one object, that's validating several objects. I can delete them in one click if I want. I would like to know how making that because what I want to do, is creating big flock of cows or sheeps ( with the mod "animals" https://forums.eagle.ru/showthread.php?t=217299") without having to place them one by one in the fields of the caucasus. And one big gathered group needs surely less memory than one by one. A ride that I love to make is going to Batumi, departing from Tbillissi with the SA-342, following the rivers towards the west from Mtskheta, and I would find more realistic to see some flocks of farming pets.
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It's my second oculus The first had this problem, not the second. I think it's an hardware problem but you can lower the unpleasantness by deleting the file(s) in user\your name\appdata\local\oculus\spud
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Trains do not appear without waypoints assigned
jef32 replied to Terzi's topic in Aircraft AI Bugs (Non-Combined Arms)
And as I said in an other post, they're not considered as ennemy by opposite coalitions or they don't active triggers by entering in a trigger zone. They can't transport troops or cargo. But you can make that they cross all the entire map without problem -
reported Trains aren't activating the triggers
jef32 replied to jef32's topic in Ground AI Bugs (Non-Combined Arms)
The ME don't allow yet to transport a cargo on a train. It was a good idea but that doesn't work. I've tried with the beta version updated from today but it would be surprising that the issue was fixed so soon. I've just reported yesterday. -
reported Trains aren't activating the triggers
jef32 replied to jef32's topic in Ground AI Bugs (Non-Combined Arms)
Effectively I havn't tried but I'm not sure we can do that. I'll try immediatly. -
+1 And the capacity to remove the catenary along the railroads if we want to make winch missions between trains and helicopters, like in the "Unstoppable" movie.
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I'd thougt myself to measure time since the beginning of mission, to activate the bad guys.The train isn't triggered. It starts with the mission, from Batumi docks, near the cranes and the static boats and I've made a way to Tbillissi. So it arrives at the trigger zone, always at the same time. But acting like that, doesn't make it considered as ennemy by the bad guys. And in the mission I want to built, I must shoot the bad guys before they can destroy one of the tank car of the train, spilling highly toxic gaz around the train. That's why I've reported the following bugs to ED: Trains aren't activating triggers and aren't considered as ennemies by opposite coalition. In anymway, I must thank you for 2 things: Your explanations about triggers ( I must work them). The little trick with the message, to verify the good performance of a trigger. I thought,that I had an issue with the advanced options of the bad guy's vehicle and no, it was just a non-activated trigger issue.
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reported Trains aren't activating the triggers
jef32 posted a topic in Ground AI Bugs (Non-Combined Arms)
Hi ED ! It seems that the new trains aren't activate triggers in the ME even if you ask them to make it by entering in a trigger zone. I've tried with a road vehicle in the same zone and that runs properly but not with the trains. In the same way, trains aren't considered as ennemy by opposite coalition. -
In anyway now, with your help, I have the answer: Trains are not activating the triggers. It's an ED bug. I've tried with an other vehicle, on the road near the railway and it activates the trigger and I see the message and the bad guy's car moving when it's time to move. So I will report the issue in the AI issue forum. Thanks for your explanations about the flags, I will read it several times to understand better.
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Ok, as you thought, I can't see any message, so the train don't activate the trigger, entering in the zone. I've tried the 2 ways " unit in the zone " and "group partially in the zone" and it's the same. So if no trigger activated, no change in the bad guy's behaviour, it's quite normal. Just I must understand now why the train don't active the trigger. I will try with an other kind of unit, to see if it's an issue linked to the new train.
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The trigger is unit " cheminot" ( that's how we call the drivers of trains in France) is in the zone "activate bandit". So the trigger is "unit in zone". But instead, I will try "group partialy in the zone " if I find it. I will add a message to see as you advise me, to see if the trigger runs properly. I'm not familiar enough with the flags. I havn't yet understood the difference between a flag ( activated or not) and its value. I'll try immediatly, I'll told you after and thanks again.
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It's not a message. If I don't enable delayed activation, the bad guy's car starts immediatly. But if I set the a first advanced option : "maintain position" they don't move and it's quite normal as we haven't reach yet the end of "maintain position" condition. But if I set "maintain position" with the stop condition of this option " marker 1" enabled and that, justly, the train entering in the trigger zone enable this marker, the bad guy's car should begin to move. But it doesn't move. The first thing I tried is to set a delayed activation without advanced options for the bad guy's group and when the train reaches the trigger zone, I set the action "activate group" and selected in the dialbox, the group "terrorist", as I named it. Nothing happens. They're staying where they are. I will try too what has said Reflected if I find the option "attack unit" if I find it ( My DCS is in french, as I'm french). Thanks for your help, for the both of yours .
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Hi Since the last update, ED gave us beautiful trains and I want to make a mission with the Huey escorting the train from Batumi to Tbillissi. I've made the train, and I've made the run between these two towns and that, that's work fine. But if the train wasn't attacked by terrorist, that could be uninteresting. So' I've placed an armed 4X4, plenty off hideous insurgent, somewhere near the railway and for us, I've defined waypoints on roads near the railway and that works too. First try: I've defined a trigger zone and when the train reach this zone, the insurgent, in delayed activation, must begin to move: Nothing, like simply cows, they nonchalantly look the train running and don't move anymore. Second try: Instead of activating the terrorist, the train reaching the trigger zone, actives a marker (1) in true. The advanced option of the terrorist's 4X4 is set to "maintain position" with stop condition of this option when the marker 1 is enabled to true. Same behaviour than in first try, the terrorists are not moving even after the passage of the train. Any ideas ? Other question: I don't how to designate the train as the main target for the bad guys with the advanced option "opened fire". of course the train is blue and terrorists are red.
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Hi To create an ambiant sound around a place, it would be interesting to have the possibility to affect a sound on a unit ( or static), as the same manner an unit can transmitt a message, but with just the sound, no need to set a frequency on a tuner to hear it, just being near it would be necessary, with the level of the sound depending from distance. That could help, in exemple, to hear rural noises or town noises, boat sirens, airport ambiant sounds and plenty of other things. Banks of free sounds are enough on the web to create ambiances in DCS.
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I've tried and my old missions aren't working anymore. I havn't the possibility to assign a task "embarking" for the helicopter. I've tried to uninstall your mod but it's the same . bug of the new versions ? No I re-edit the message: Forget, to have the option I've forgotten to validate "transport" in the tasks. I was on "nothing". But I've understood with your help. Now all works fine. So if you can explain what is the duration option and why you don't have to associate the troops being transported with the player vehicle, thanks ! But if I want that the troops wait patiently where they are until I come, I must do a marker to stop the command " maintain position"