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Don Rudi

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Everything posted by Don Rudi

  1. Hi, the newer added missiles like the SA-2 are missing from the table "MISSILE IN ZONE" in the ME condition tab. It'd be helpful, if the table could be updated. Thanks :)
  2. Excellent guide - a really great help. Thanks for your effort :)
  3. The original has always been one of my favourite low flying videos - superbe cover version!!!
  4. No one? Is there a chance to check it with a script?
  5. Thanks! I browsed the complete list twice this morning, but could not find any rockets in there. Same for the bombs list :/
  6. Hi, we have triggers BOMB IN ZONE and MISSILE IN ZONE. How can we check if a rocket is in a zone? For a FAC mission I would like the player to mark an enemy position with WP rockets. Is there any way to check f he hit the correct location? UNIT DAMAGED - I fear wonˋt work Any help is appreciated :) Thanks
  7. Thanks a lot for your work!
  8. +1 ;)
  9. I don't really understand it yet - shall we describe how we do it or how it should be done theoretically or how it would be done derived from a finsihed mission?
  10. Thanks so much guys, with the STOP condition it works fine, I just had to add the same stop condition to the Fire at Point action, otherwise they kept on firing.
  11. Hi, I am struggeling with a potentially pretty simple problem. Here is what I want to achieve: A tank platoon is positioned at the southern river bank and shelling Batumi airport. Upon a trigger it shall proceed over the bridge to the airport. The trigger in the debug mission is activated after 60 seconds (in the mission it will happen when the player rearms at his FARP). My problems: - if I push the ai task to proceed to WP2: up to 5 tanks will drive into the river before they form up behind the lead tank. Lead tank will then drive up to WP2 till he hits the road. He will remain there and not proceed any further. - if I push ai task to proceed to WP3: up to 6 tanks will drive into the river. Lead will eventually drive towards WP3 and continue to WP4 over the bridge. On the bridge he will veer of the bridge to the right and fall into the water. What follows is a spectacle of armoured submarines and magic bridge climbers. - if I push ai task to proceed to WP4: lead tank will drive ON the water underneath the bridge. Only tried with one tank, no idea what the platoon would do. - if I push ai task to proceed to WP2 and at WP2 push the task to proceed to WP3: lead tank will drive a few 100 meters towards WP3, then turn around and halt at WP2 again. I am out of ideas, how to get this tank platoon over to the other side of the river after some shelling and would appreciate any help! Cheers Carsten tank triggered waypoints.miz
  12. While the Skymaster is a nice proof of concept that you guys can pull it off, I still hope that the Cheetah or Kfir aren't dropped.
  13. Saitek X-55 here. The Gazelle felt really good, but since the last physics update she behaves as the OP described it. Put her in a turn, let go of the stick and she stays in that turn.
  14. +1 I don't get it. Everytime the FM seems to be good, it gets "reviewed" and is broken afterwards. The Gazelle is my favourite module by far, but this constant great-horrible-cycle really spoils it.
  15. Hi, I would love to have a Spanish skin for the KC-130 for the beautiful Spanish Hornets and Matadors :) The old C-130 skins that are availabke do not seem to work any longer. Thanks :)
  16. Hello, is it possible to buddy lase a target for an AI wingman to recreate a hunter/killer scenario? I lased the target, but my wingman ignored my "attack my target" command.
  17. And I guess that was exactly what the OP - and not only him - would like to know: when will we actually see any of this additional content in our sims at home?
  18. I too bought the Aviojet a while back and do not regret it. A fine little aircraft with big potential, I can't wait for the CC version to be released to us :)
  19. Hi Philippos, "Gazelle destroyed" is just the wreckage on the ground, that explodes when you come closer. I found this to be the only way, to still have a recognizable Gazelle body on the ground and not just shattered bits and pieces :) I went through the triggers and found it. While adapting the mission from 1.5 to 2.5 I created a new trigger for red side wins. No idea what I was thinking about, but the conditions make no sense at all - I removed them now. The only other "End mission" action now is, when you are back at your FARP. I attached the revised mission and also updated the resource in the file section. Thanks so much for pointing me at this problem :) Cheers - Carsten CG_SA342_Operation_Hitchhiker _2_5_1.miz
  20. Hi, very good hint - thanks! Zora was initially built for 1.5 and the city has changed quite noticeably in 2.5 (same for Kingpin). Especially the new trees pose a problem, so I had to relocate the Grads slightly. I will recheck the positions and update the documents accordingly. There is a Georgian skin in the file section, but iirc it is not listed as Gazelle skin, but as "other" skin. On my Machine I had to open the textures and save them again as DDS format again however.
  21. Hi, thanks for the feedback. Two possibilities - there is enemy artillery firing at the hill. I was "shot" down by it twice already (they fire long, into the woods behind you). Another condition is the wellbeing of the downed crew on the ground. If it takes you very long, there might be enemy APCs on the other side of the river. Could it be they fired at your guys on the ground? Did the stats say that Red side won?
  22. HAWK works fine for me in 2.5
  23. Thanks mate :) New missions are already in the making
  24. Sorry mate, I forgot to subscribe to my own thread and missed your question. Hope everything works now?
  25. Thanks for the help guys :) Before falling back on something like moose, I'd like to figure out a few things on my own though :) Guess I need to load a few sample scripts and go through them to see the correct syntax. But I am confident
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