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tn_prvteye

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Everything posted by tn_prvteye

  1. Well, it IS a component you can make missions with, but nothing you download separately. People have taken his existing campaigns and made their own from it. If you look at the code that's included with the campaigns, it explains a great deal about what and how to change.
  2. On the first page under the 4 campaign images, there are links to the posts about that particular campaign. Links to download are there.
  3. Awesome! Thank you! I'll give it a go.
  4. Can I enable CSAR for a Ground unit? I'd like to use Ground units since they give some "atmosphere" to the scene. I've got a column of cars and trucks with some Fire Trucks and Infantry at the end. When the lead car explodes, it creates a nice little "accident" scene in the middle of the road.
  5. I'm working on a mission where you play as a Medivac Pilot in Vegas. I've created a Group of cars and infantry and placed them on the map. I then run the mist.teleportInZone to move them somewhere random (I've created 20 different zones). I also then tell them to Disperse for a bit to get them to a road using the "on road" formation. After two minutes, I blow one of them up. :D Ok, so far, so good everything works. I've also made the group extract-able with CTLD and placed a Zone to take them to to offload (Hospital). The goal is obviously to simulate a car crash with "patients" you need to take to a hospital. I enjoy the missions that are already out there like this, but I wanted to make it more Randomized. Now the issue I'm having is assigning them a frequency that I can home in on. If I set their frequency in the Advanced Waypoint options, it works...UNTIL the mist.teleportInZone kicks in and it stops. I've tried adding a condition of +20 seconds (after they've been teleported), but that doesn't work. I've assigned them a triggerable action to start broadcasting using the "AI Push" after a set time, and that doesn't work. I've tried the "Unit in moving zone" and then adding a transmission to the zone, and THAT doesn't work. I guess I'm wondering if this is even possible. After the mist.teleportInZone kicks in, does it essentially change the Group or Unit properties so I can't add a Radio Transmission to it? I thought about just Spawning the group with MIST instead of Teleport, but I can't get them to blow up after that. Does this make any damn sense? :blink:
  6. Holy crap, we have LANDMINES!?!?! I never knew! :O
  7. I tried that, but couldn't get it to work. I'm using MIST and I tried the Unit Name I assigned it, but no kaboom. I think I found another way to achieve what I'm looking for, though. Thanks for the quick response...I'll keep fiddling with it.
  8. I'm trying to explode (not just remove) a dynamically spawned unit. Is this possible? I've got a script that will spawn a vehicle with MIST in a random zone, then send it to another random zone. I need it to explode at some point along the way. I can't use the ME 'explode' option since the Unit isn't created until after mission start. Any ideas?
  9. It seems I can't get much cloud cover using Dynamic weather in the Caucus anymore. In 1.5 I could get a good variety of cloudiness in different areas using 3 or 4 weather systems set to Cyclone...even rain in some areas. Now it seems I can barely get clouds to generate at all. Has something changed with the Dynamic Weather?
  10. Thanks for the tips, I'll see what I can do. After the 2.5 merge, I REALLY hope they look at Missions and the ME. There are coders out there doing absolute magic with what they've been given to work with. The capability for much more exists, but it shouldn't be this damned confusing.
  11. I've got a mission where random groups of Ground and Air Vehicles spawn in. Since they don't obviously show up in the ME, is there any way to assign points for killing them, or verifying that they are dead? I'd like to get a "Mission Complete" message, or something like that, if they are all destroyed. I suck at LUA scripting (my code is all stolen), so pretend like you're talking to a moron. :D
  12. Yeah, but think of the cost for the Neural Interface Module! Can I use my Bonus Points on that? (I would SO buy a Firefox Module)
  13. Well, I tried putting the object mods (Tents from upuaut https://forums.eagle.ru/showthread.php?t=124251) and they don't show up. Tried the old way of putting them in the main install folder, and I tried putting them in the User Saved Games Folder. Somethin's not working.
  14. My installed mods are not showing up (DAWS save mission mod, a few object mods). They show up in the "Installed Modules" section in the Options menu (was that there before?), but none of my added units are showing up in the ME. Repaired the install and added them again...no luck. No problems otherwise. Just curious...I wanted to make sure I didn't screw something up.
  15. Dude's excited. Let him be excited. I'm as much as a cynical bastard as the next guy, but let him be happy. There's plenty of time for soul-crushing real-life later on.
  16. Anything with more Su-25As would be welcome. Something with some replay-ability...no story really needed. Lots of tools out there with MIST and MOOSE (who names these things anyway? ;))...dynadd, random functions, trigger zones. Many possibilities. I'm working on something now, mainly by stealing other people's code (I can't code myself). But it's REALLY messy. And after having worked on this, I can fully appreciate other's magnificent work. I don't know how you do it, to be honest.
  17. Unfortunately, I cannot. I know enough to copy-pasta OTHER people's code, but that's about it. :D Thanks for looking, though. I think my messy way works fine enough for me.
  18. Yeah, there's only four triggers, and it's just me running it as an SP mission. I can't really release it to the public as it's quite a jumble of several other user's scripts crammed together to do what I want. And it's very, VERY messy. :D
  19. I considered that, but in that case there's a higher chance that the first scripts listed will be chosen first. I think. Math is hard. Anyway, I think this'll work. I'll let the mission play out for awhile and see what happens.
  20. Okay, I think I've got an answer that works. If I use "Continuous Action" instead of "Once" it works the way I want. Are there any issues with having this run the entire mission? Performance problems? It still seems like a messy way to do it.
  21. I need to set up triggers so that a random LUA script is run from a choice of four, and ONLY one is run. I got this from the Hoggit site (and yes this for a group, but I'm assuming I can do the same for script activation): Single Choice from List Once > Random 5% AND Flag 1 is False > Activate Group 1 AND Set Flag 1 True Once > Random 5% AND Flag 1 is False > Activate Group 2 AND Set Flag 1 True Once > Random 5% AND Flag 1 is False > Activate Group n AND Set Flag 1 True Am I understanding correctly that there's a 5% chance the 1st Group will be activated, then 5% for the next and so on...until one is chosen down the list and sets the flag to true (this stopping any further activation)? Now, since it's set up as "Once", there's a 95% chance nothing will happen each time. So since my list is rather short (only four scripts), there's a good chance that nothing will be run? Is there a way to make sure at least ONE is activated randomly and that's it? I hope I'm making sense, I'm still new to triggers and mission building.
  22. I was using the "Translate this page" feature on the Russian forums here. I discovered that "Flaming Cliffs" translates to "Hot Rocks". :D Which is my favorite Rolling Stones album. Just found it amusing.
  23. Bingo...thanks everyone! That's the issue I was having. Why isn't that in the Su-25 manual? Didn't think to look in the Su-25T docs.
  24. I can set the ripple interval, I just don't know what the quantity settings are. I can change them, but the numbers on the switch don't correspond to anything. I know I should be able to drop ALL racks, or just one rack. But I don't know which setting on the Quantity dial achieves this.
  25. I know that you can only drop the whole rack if you load up the 4 X FAB-100s, but what Salvo settings do I need to set to not drop ALL of them at once (one rack at a time). Actually, I couldn't find any info on Salvo settings on the WCS. Manual is a bit...lacking.
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