Jump to content

jef32

Members
  • Posts

    866
  • Joined

  • Last visited

Everything posted by jef32

  1. 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
  2. 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
  3. 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.
  4. Effectively I havn't tried but I'm not sure we can do that. I'll try immediatly.
  5. +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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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 .
  12. 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.
  13. Hi again For oilrigs and gaz platform, with your mod, Ok but on boats ? For now, I i try to put a troop on a boat, he passes through the deck and takes a good bath.The boat goes far away and I find the soldier in the see. I there a way to put some troops on a boat and rescuing them by helicopters ?
  14. 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.
  15. 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"
  16. I don't explain why but why do we have to make the option embark for the helicopter ? It's just for embarking a troop on an oilrig ? No need to enable "embarking" option for the helicopter if we embark troops on land ( I have some missions to do that and no need to go in the advanced options of the helicopter). Except if recently the recent update force to do that, I will try. But I've tried to do as you show on the pics and that runs fine now. Thanks !
  17. I've made a 200 radius embarking zone and I was landed just near him. He had just the door to open. I don't know why but on the oilrig, in the ME, I can't move the embarking triangle icon. I can move it if I place the troop on land but not on the oilrig. Perhaps that's why the soldier don't want to embark.
  18. I've installed your mod The item radio "embark" happens this time but the soldier don't move. I don't understand. Do I have to set him a frequency before ?
  19. Hi I've done several missions with rescue of infantry units lost in Caucasus forests and that works and the radio item "embark" appears if my Huey is landed in the embarking zone. But if I put the infantry on a oilrig or a gaz platform, the item radio"embark" don't appear, even if my Huey is landed just beside him and the soldier stays where he is.
  20. Ok I'm agree with you for some things. In exemple, the open runway matching with the direction of the wind has never be done in DCS and I can understand they have priorities before working about that. But...but....the AI behaviour refusing to land if just one plane moves on the taxiway, it wasn't the case before, at 2.2 times. So I can think that it's not a heavy work for them to adapt this AI behaviour in 2.5 and I don't understand at all why it's not done yet.
  21. Hi ED Again I speak about civilian peoples. With your new nice oilrigs and gaz platforms, and the fabulous fire effects, it would be interesting to rescue by helicopters, the civilian technical peoples working on these, if a big fire happens on these. For now, we just have soldiers in the infantry section. They surely have plenty other things to do than working armed on an oil rig or gaz platform. As I've already told, I would be ready to buy a civilian assets pack if you make one, one day, with several kinds of men, ladies, technical people, airport vehicles ( tractors for planes or luggage transport) , boats for lake and rivers, several civilians cars and so on....
  22. There are months I cry for recovering the old behaviour of AI when then didn't refuse to land if others Ai planes are moving on airports but ED has deaf ears since months too. However as it was the case before, I don't think they need heavy work to return of the good behaviour of AI planes. I've already asked the runway according to the direction of the wind but it's deaf ears too. To be honest, I really doubt that this section of the forum is read by ED devellopers. I think that this section is just to give us the false feeling that our proposals are important for us.
  23. Hi ED The nightmare of the petroleum sellers is back again: After an interrupted refueling of the SU-33, (I just wanted 6 tonnes), when I returned back to the carrier I had around 10 tonnes as if I was still connected to the tanker.
  24. The problem is that I will not disable this mod, just for one mission. Mainly because I use this mod in lot of mission I've made for myself or others I've downloaded and which use it. So I will edit your mission to find which item in your mission makes a conflict with this mod.
  25. Thanks for the file ElementLT but it's the same that freeze at: "terrain graphics init 97, caucasus ng5" Perhaps a mod like Mustang terrain mod causes the issue? OK, I've found the cause of the issue. It's the Upuaut's mod : Helipads-Cargos-Racegates-Hospitals. When I disable this mod with JSGME your mission works fine !
×
×
  • Create New...