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CY6_Anubis

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Everything posted by CY6_Anubis

  1. True, is not an axis. But prior I had it working all the time until 1.2.1 with radar azimuth Anyone has any hint?
  2. First of all, Thanks to Hajduk for his quick response. And now... if my memory is not playing tricks, prior to the patch I had that setting working. By the way, if I leave the field blank "in game" and set up the x52 profile with the keycommands in the manual... it should work, right?
  3. Hi all, I´ve noticed that the in game settings in FC2 (patched to 1.2.1) does not work when I try to assign the wheel scroll (located in the throttle). This is the wheel that is usually scrolled with the index finger, the one that can be "clicked" too, next to the throttle hat. I want to assing it to move the antenna in horizontal, but it does not recognize the input. Anyone knows which option from the dropdown menu is the one for that control? Thanks in advace
  4. Wow...I remember playing to the first part of Starcraft... I sucked of course but it was very fun. I always liked the Terran ;) If you have a few minutes... switch to "Off topic ON" mode and post your impressions about it here. Then swith OT OFF again hehehehehe.... Good luck !!! (I would need it, no doubts!)
  5. Grimes, are you still working on this? :)
  6. No me irás a decir que eres de Vinaros, verdad? :D
  7. Damn! I was waiting that someone answered question 6, but no luck till now. Regarding that question, I don´t have a multi monitor setup but I do have a laptop with a nice screen ;) Can I manage to display the shkval via network??
  8. Is uninstall and reinstall a valid option for you? (I guess you already tried that, that I cannot think of anything else)
  9. Just 2 words: IN-CREDIBLE! :D I went to a fortune teller and she told me that this tool will become HUGE thing after user´s suggestions :music_whistling: Now here´s is my first one (it´s 5.30 am and I´m going soon to work, so it´s a simple one): I´ve seen in the screen shot that you ask for the number of units. I suppose that it´s for repeating those setting as many times as units we input. You coud add an option radio button with "AND" and "OR" + "unit name" inputbox and add the number after the unit name name: Would be something like this: Number of units: 15 Unit name: StrikeUnit Zone number: 3 AND: OR: X So result should be: zone=3 predicate = "c_unit_out_zone" unit = StrikeUnit1 zone=3 predicate = "c_unit_out_zone" unit = StrikeUnit2 zone=3 predicate = "c_unit_out_zone" unit = StrikeUnit3 etc, etc and after that, replace the AND for OR (because we´ve chosen OR radio button). Great work Grimes, really... OMG, I´m late for work... see you later guys... :pilotfly:
  10. Not that I know, I´m sorry. Unless you mess with the .miz file. I agree that it should be easier to do those kind of repetitive actions instead of entering one by one.
  11. :D Es que en inglés le servirá a más gente! Saludos!
  12. Good question. I´ve tried to replace templates.bs and as you say, I got an error message. I thought it was because in BS there were units not present in FC2. When you resaved template by template, did you lose any unit type or everything was ok? Greetings.
  13. Ok, here is the complete code for flak simulation: Create a trigger zone for flak activity This will be the area that if entered, will make the flak to start. I called it "Flaking Zone" Create multiple small trigger zones for explosions Create as many zones as different explosions you want. If you want explosions in 10 different places, create 10 small trigger zones. (size can be 10). It´s important that these small zones are inside the big "Flaking Zone". If they´re outside, it will work anyway, but won´t be very realistic. You can call these small zones "explozones1", "explozone2", etc, etc. Create the following triggers switched->unit inside zone(unit1,flaking zone)->set flag 1 switched->unit outside zone(unit1,flaking zone)->clear flag 1 switched->time since flag(flag1, 1 second)->explosion(explozone1,altitude,volume),set flag 2 switched->time since flag(flag2, 1 second)->explosion(explozone2,altitude,volume),set flag 3 switched->time since flag(flag3, 1 second)->explosion(explozone3,altitude,volume),set flag 4 ... the last trigger (let´s suppose 10 explosions), should be like this: switched->time since flag(flag3, 1 second)->explosion(explozone3,altitude,volume),set flag 1 IMPORTANT: If you don´t set flag 1 to the last trigger, the loop will not begin again even if the units are inside the Flak Zone. I´ve used only 1 unit to activate the sequence but here´s my tip: Only 1 unit inside Flak Zone should be needed to start the action (OR statement) ALL the units should be outside the zone for flak to stop. Mission Editor always uses AND. Check -THIS THREAD- to learn how to change the AND to OR. That way, if you want flak to stop, you have to order all your wingmem to exit the zone, and until the last one is out, flak will continue. Another detail to add realism can be to add an altitude condition, so units have to be INSIDE zone and between certain altitude... If you have any doubt don´t hesitate to ask. Hope this helped you. @Mirmidon: By the way, I live in Benicarló, Castellón.
  14. I really have no clue of what the problem could be. Is it a stock version of FC2? Have you modified any configuration files by hand? (I´m just guessing)
  15. What is the building in the background in the 2nd screenshot? Looks like A. Depot. It´s strange that from far you can see it and not with a close up... hummmmm. PS: Sorry for calling you Robert :)
  16. Or... try "Duplex" option. At least, would be 1/2 of the theft hehehehe
  17. Hummmm... dangerous ideas in the wrong/dangerous hands leads to.... EVEN MORE DANGEROUS SITUATIONS. I LIKE IT A LOTTTTTTTTTT :joystick:
  18. Hi Robert, First, consider that the ammunition depot and the bunker, both are quite hard to spot from air (bunker being difficult to see... I guess why they did that :music_whistling: ) Second, when the mission starts, it´s paused, if not, just hit PAUSE and enter the mission by pressing Briefing-->Fly. Once inside, hit F10 and the map should appear. If the objects are NOT hidden, you should see a pin point showing the locatoin of the bunker. Click it, and after that, press F12. Then with your mouse, move around a little trying to look from different angles and altitudes. As I said before, sometimes they are pretty hard to spot at first. Hope it helps. Greetings.
  19. :thumbup: yesssssss... Or give them some trekking shoes before sending them to cross :music_whistling:
  20. I guess nobody is using a bunch of units to practice bombing, etc... :-/
  21. No problem Hoot, I´ll do a little video and I´ll post it. PS: This is related to a post that I´ve written in the "Wish list"... if we could group trigger zones in a template, we could have a "Flak Template" to use without having to add all the small explosion zones over and over again.
  22. That we could add more than just 1 CLIENT per Flight Group. Now, if you add planes to the group, can only be AVERAGE, EXCELLET, etc... but not CLIENT. That´s a shame for creating flight groups consisting in humans.
  23. Great Grimes, I´ve just tested and it works almost perfectly. The only thing left now is that after the 3rd explosion (or the 4th, or whatever) the loop begins again. PS: Would be great to have a While Do looping system! Edit: Ok, I´ve figured it out! I have to add another "set flag 1" to the last explosion and the loop starts again! Thanks again Grimes, I had tried almost everything except the switched condition! + rep for you!
  24. Hello again Mission builders... In this case I´m trying to simulate some flak while flying over an area... I use a mid size trigger zone as "flaking zone" and several small areas within the big one as explosion areas. I was trying several ways but I cannot manage to do it correctly. What I do is the following: Continuous-->Unit1 inside Zone or Unit2 inside Zone or ...-->set flag1 With this, I activate the flak if ANY unit is inside the flaking zone. (The "or" will be done via notepad++) Continuous-->Unit1 outside Zone and Unit2 outside Zone and... -->clear flag1 With this, if ALL of the units are outside flaking zone, fire will stop. ---- the following part is where I need help---- I need to set up the explosions only if flag1 is true (any unit inside zone) and I want the explosions to happen 2 seconds after the previous one. explosion1 happens, 2 seconds later explosion 2, 2 seconds later explosion3, and so on... and when explosion 10 is finished and if the units are still in the zone, I want the whole circuit to start again (expl1, expl2...) Hope I made myself clear because is something a little bit difficult to explain. Thanks a lot in advance.
  25. I had already seen your post Panzer and it´s very useful thanks! I was just wondering if someone here had something similar to take a look at. Thanks for answering!
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