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SUNTSAG

ED Beta Testers
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Posts posted by SUNTSAG

  1. 31 minutes ago, Elphaba said:

    Good to know that a broken implementation that still exists in the M.E. to allow for a 'workaround' is possible... until they 'fix' it. 

    Can't do this via scripting though can you? 

    Just like the broken events not firing in MP Dedicated servers, just because there is a (convoluted and non-obvious) workaround, doesn't excuse it. 

    No ones excusing anything I simply supply help from my knowledge base......... an option was provided nothing more nothing less. It works and it's available and now the OP is aware

  2. Hi sirrah.......If I may, let me clear up any misconceptions and or misinformation regarding this trigger action within the mission editor.

    1.       Currently “STATIC ACTIVATE” has zero functionality and therefore has no impact within mission builds.

    2.       Following the recent poll, a request has been made to add functionality from the perspective “LATE ACTIVATING” a static object, for example a FARP.

    3.       At the same time a request to enable “DEACTIVATION” of statics has also been raised.

    4.       There are no time frames for its completion but it is in the development mix.

     An example of its use could be as follows:

    Bluefor has now advanced considerably beyond the original FEBA. A new FOB/FARP is now required to support the revised front line. To accommodate this you could potentially spawn in new FARPS and cargos based upon ME triggers.

    The ability to destroy static objects and have further triggers activated, based upon that destruction, is always available as per my simple example .miz file attached. Because there is no functionality to “STATIC ACTIVATE” it is not required as a trigger. I hope this helps. Cheers.

    StaticDestroyed.miz

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    • Thanks 2
  3. Hi jackrabbitslim7, if I understand correctly what you are trying to achieve, then the attached mission example; does exactly that. It even introduces RTB functionality after 15 minutes of flight time. All use the switch waypoint function without issue and the aircraft, after completing its attack run, then resumes its orbit point when instructed.

    Whilst there are issues linked to ground units and the switch waypoint scenario this does not apply to aircraft (as suggested) particularly for what you are attempting to achieve. My best guess as to what is causing your issue, would be that you have not issued a “STOP CONDITION” to your “ORBIT” instruction. A key point I have included in my example. I hope this helps. Cheers.

    ORBITCASORBITRTB.miz

  4. I am not 100% aware of exactly what you are trying to achieve but I have tried to replicate something similar in the mission attached. It is based upon the speeds and altitudes you have specified and it seems to working fine for me. I have even added a realistic go trail command to spice things up a bit from a semi relaism perspective. I hope this helps.Cheers.

    POPUPATTACK.miz

  5. Okay so I have tested the UH1H and the AH64D in the latest Open Beta, with their starting point as the Handy Wind. I took off and flew straight back to land on the ships landing pad, with none of the issues you have encountered. I have tested this in both SP and MP as the server host. My testing shows that the collision shell is intact for me, as I don’t disappear through the deck.

    The player or client issue suggested early has no relevance at all, as it makes no jot of difference because both can be spawned on a “unit” ship in SP or MP. Also to my knowledge, the static object suggestion is also a misnomer, as no client “unit” or AI “unit” helos can have a starting point on any static ship. Your issue “might” be related to scripts you have loaded or you may need to run a repair to see if that rectifies your problem. It would appear at some stage the ships collision shell linked to the landing pad is being removed somehow which is very unusual.

    • Like 1
  6. This is scenario is perfectly possible but it requires a bit of effort. Primarily this effort is required because to my knowledge the version of the MiG21 Bis we have, is not an anti-shipping platform and therefore does not have this tasking option. (Later export versions were however modified for the anti-shipping role by the Indian military I believe). Plus the nukes provided were designed for land based targeting.

    Setting the MiG-21 Bis tasking to “Ground Attack” and an advanced waypoint setting of “Perform Task” and then “Bombing” will allow you to drop a nuke on a moving ship. You will have to adjust the “Bombing Triangle” by trial and error to achieve a direct hit but it’s doable. (see attached .miz) It’s not always perfect but it is close enough for government work, especially when you consider you are trying to complete a task outside of IRL design limitations.

    MIG21 NAVALNUKE.miz

    • Like 1
  7. To be able to answer your original post we are missing important information that could help narrow down the problem:

    1. Is your problem with an AI helo or a client helo?

    2. Which Helo are you using?

    2. Do you have any mods installed?

    I have tested the Handy Wind with multiple helos (that will fit the parking slot) and I cannot recreate your issue. 

  8. Usually if you are unable to contact any tanker it is due to the radio frequency selection. The tanker is usually set to 251MHz so make sure your F16s have that frequency set. The follow command for the F15 works for me in the attached mission, it follows the tankers racetrack. I have also added a player F16 and during testing I could contact the tanker. I hope this example helps. Cheers.folllowtanker.miz

  9. 11 hours ago, key_stroked said:

    Engine sounds are still missing from some vehicles, like the Leopard MBT.

    I have tested all 4 variants using the latest OB update and the engine sounds are audible. Please make sure your engine is switched on using LCtrl+E and see if that has an impact for you. If not please provide a trk file for review. Many thanks.

    Test Conditions:

    1.   All 4 Variants.
    2.   Channel Map.
    3.   Latest Open Beta Version. (2.7.12.23362)   

  10. @xqzroThe comms menu will open automatically after a short pause in the top right of your screen. You then select the F10 option with your mouse. It will then open a sub menu and you can then select any of the following using your mouse: F1=EASY, F2=MEDIUM or F3=HARD. Once a difficulty level has been selected, a message will appear on screen telling you which option was selected. Hope that helps. Cheers.

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