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MobiSev

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Everything posted by MobiSev

  1. Title. The other new units that were added (zsu-57-2, etc.) are controllable, but not the T-72B3. Also, the US M60 tank has not been controllable for a very long time.
  2. im assuming this requires everyone to have it installed if it is in a multiplayer server?
  3. This got fixed since I started this thread. Idk what they did, but the white flags do not show up any more
  4. How much extra resources does civilian traffic use for a decently populated server?
  5. anyone else have this problem? I have it bound on the keyboard but it doesnt actually turn on
  6. Yeah, it's strange. It isn't every time that it crashes when someone joins. It just does it randomly, but it's pretty often and always when someone tries to connect to the server.
  7. I'm trying to put create a mission in which aircraft only are in fog of war and enemy ground unit icons are straight up removed, even when the enemy unit is in proximity to friendly unit or in line of sight. Is this possible in the ME? If not, is there a script of some sort out there that does this?
  8. True, but i have noticed that some units can "see" or detect others (i.e. the enemy unit icon appears on the map while in fog of war mode) before they get into firing range. That's what I meant. For example, the icons of enemy units approaching the abrams on flat terrain and no obstacles at around 6km, which is further than its gun range. Another example is the MQ-9 Reaper UAV. It has an absolute massive detection range and icons of units will appear on the map for a good 20-30 mile radius I just didn't know if there was a list that detailed these values
  9. I know that each unit has a different value that they can "see" ground units. Is there a list i can look at these? or is there somewhere i can go to find them?
  10. I always thought that the WW2 assets should've been included for all WW2 plane purchases ... seems logical
  11. Can I join MP servers with certain WW2 units in them if I don't own the DLC? Is that what this means?
  12. I'm trying to remove objects from the map when that specific unit is destroyed using a script. My trigger looks like this: Trigger: 1 ONCE (remove object 1, ON DESTROY) Condition: UNIT DEAD(Static object #1) Action: DO SCRIPT(StaticObject.ge) Script: StaticObject.getByName('Static object #1'):destroy() I'm using multiple triggers like the one above for different static objects, and I'm wanting to remove only the unit that was destroyed, while keeping the others on the map. The issue I'm running into is that whenever anything gets destroyed, ALL the objects get destroyed. Any help or notice what I'm doing wrong?
  13. I have 32 GB RAM with a pretty good GPU and it still has performance issues
  14. Yeah, I know that. You misunderstand. The seeker is already doing what you are saying on the HUD, but I was getting a firing solution tone way before I am used to (The target is a little more than 10nm from me head on aspect). This gives the impression that the radar is helping guide the missile a little before it actually detects the IR signature (kind of like with TWS, but with IR). That's my question. I'm sure this is not the case but I wanted to confirm here. Is there any such function on the PL-5 or is the PL-5 just picking up an IR signature from really far away?
  15. Any updates on this? It can be pretty bad sometimes.
  16. Impressed with the detail, but not impressed with the performance at the moment. It uses CRAZY amounts of RAM compared to other maps. However, I am sure it will be optimized in the near future.
  17. Is the PL-5 a radar assisted IR missile? I'm asking bc I have gotten tone on targets that I have locked up that should 've been way outside IR parameters (10nm head on for example).
  18. Thanks for the quick responses! 1. After I posted this, I realized that, units are saved over server restarts using your content, correct? If so, then base capture persistence would already work, since a team that captures a base using CTLD spawns will obviously have units on the base. Your content would then spawn the units that were saved over the restart, giving base ownership to the team that captured it. 2. I would need to look into this more, but it was more if you could turn off the scenery destruction in general. However, I saw on your website (after I posted my comment lol) that the in game setting "Destruction Report [ON/OFF]" could do this. 3. If we turn off #2 on our server, then I guess this would not be a problem anymore? 4. Multiplayer Roles: (a specific role is distinguished on the slot selection screen) Regular player - flies planes helicopters like normal JTAC operator - player view is the F10 map, can only control ground units manually Tactical Commander - player view is the F10 map, can both control ground units manually as well as issue waypoints Game Master- player view is the F10 map, can do the same as tactical commander, but can see everything on the map (tac commander and jtac can only see the units on their own team if fog of war is enabled). They can also ignore view restrictions (ex: if F2 view is disabled, the game master can still do it). It's basically the admin role on the server **We generally restrict access to the JTAC operator, tactical commander, and game master roles via a slotblocker script As you could probably see it might be problematic if regular players/tac commanders/jtac had the ability to reset battle damage lol (one team destroys a key bridge and the other team's tac commander resets battle damage, etc.)
  19. Some questions regarding multiplayer PvP: 1. For multiplayer PvP servers Would this work with persistence of captured airbases? 2. Let's say that you don't want the persistence of destroyed bridges, but want the persistence of everything else. Would this be modifiable? 3. How is the environment destruction handled? will there be 1000 bombs going off at server restart to "redestroy" the environment? 4. Can you restrict in-game settings F10 commands to specific slots, like Game Master?
  20. Is there a way to do this? I'm on fog of war mode and for some reason we can still see the neutral icons....which would not be a problem if we didnt use neutral countries for both teams as dynamic bombing targets on our server. Any idea how to hide the icons of neutral static objects in the mission editor?
  21. Works fine for me both during the loft phase and when it goes pitbull
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