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Everything posted by Case
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This is because they daylight sky with haze and clouds is very complex to model because of their transparency and the scattering that occurs. Accurate modelling would involve solving for complicated physics where you are essentially solving the radiative transfer equations in the presence of water, in the form of clouds or other, and dust in the atmosphere, combined with Rayleigh and Mie scattering. These equations can be solved, but they will take quite some computational power. Add to this the fact that there are no easy ways to simplify the equations, and you are left with the things you are describing, i.e. clouds and haze and sky colour that do not look natural.
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Air to ground weapons power and damage scale in FC2?
Case replied to topol-m's topic in Lock On: Flaming Cliffs 1 & 2
The 500 in the Russian bombs refers to the unit of mass in kg, not pounds. So FAB-500 is 500 kg. -
Excellent! Looking forward to test it out!
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There is another method, which may be easier. You can set mission goals, where by if some trigger is true, it can give a coalition points (see page 74 from the GUI manual). You could try to make a trigger that gives the opposing side a number of points each time a player dies. You can then use the MISSION SCORE HIGHER THAN condition to deactivate a spawn point. I can't test this myself now, but you may want to look into it.
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I don't think it changes the units behaviour, but as you say, it is more realistic to have some sort of communications for artillery batteries.
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That sounds like this was an excellent learning opportunity. Also note that you do not have to specify waypoints to have units facing a particular direction. You can specify the heading of each unit separately. Usually I create the units inside the group first, like 4 artillery units, 2 trucks for logistics, 1 CP (Command Post) for communications, 1x IFV for infantry, and then some infantry around it. You can add air defences as you like. The artillery is then pointing in a specific direction, with the other units pointing in semi random directions. Also that you can make templates of these. This is VERY VERY helpful, as you can specify them for one direction (say heading 0 degrees), save it as a template, and then place a new template where the whole group is rotated towards some other heading. See this post by Panzertard: http://forums.eagle.ru/showpost.php?p=858683&postcount=23
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That is the way we want to see it! What was it that needed to be changed to get this?
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Very interesting concept! If you are talking about this in the context of a multiplayer environment then it should be possible with triggers, but may be a bit hard to code. In pseudo code, it would probably look something like this: Test if a player selected a client slot (named Unit 1) and actually took off: SWITCHED CONDITION(Unit 1 Spawn) // UNIT INSIDE ZONE(Unit 1, Spawn Zone) && UNIT'S SPEED HIGHER THAN(Unit 1, 100) && FLAG IS FALSE(1) // SET FLAG(1) && SET FLAG(21) Use a trigger zone that encompasses the whole airfield the client spawns. Flag 1 is set to false by default, and will be true when a client is flying with the plane. Test if the player left or died: SWITCHED CONDITION(Unit 1 Dead) // UNIT DEAD(Unit 1) // CLEAR FLAG(1) Now you can use triggers to count how many times flag 21 is true, see this thread by 3Sqn_Grimes: http://forums.eagle.ru/showpost.php?p=902089&postcount=1
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He means target area.
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And also don't forget that they have a maximum range beyond which they will not fire. Here is an FC1.12 thread that has all the ranges, it probably applies to FC2.0 as well: http://forums.eagle.ru/showpost.php?p=338969&postcount=9
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Complete list of Lua files exported from server to clients
Case replied to RvEYoda's topic in Multiplayer
Great news Yoda! Better move this to its own thread. As for programming experience; mostly C, but not gui nor networking stuff unfortunately... -
Wrong thread to ask this question in. Find a more appropriate thread and I'll try to help you there.
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I have adapted my one click replay batch script to do this automatically: http://forums.eagle.ru/showthread.php?t=53270 I would suggest people update the script or download the latest version from that thread.
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One click track replay with labels and externals enabled
Case replied to Case's topic in DCS Modding
Check the top post in this thread! I have adapted the replay.bat script to make it remove the config/export/config.lua script in case it was added to the mission. If this file is not removed then Tacview would not work, because if this mission provided file does not allow exports, Tacview will not receive data. For those already using the one click replay batch script, change the replay.bat file so it contains the following lines: @start /d "C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2\replay" zip -d %1 Config/Export/Config.lua @start /d "C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2\replay" zip %1 options @start /d "C:\Program Files\Eagle Dynamics\LockOn Flaming Cliffs 2" bin\x86\stable\simulator.exe --nopause %1 Here the change is the zip -d %1 Config/Export/Config.lua, which removes the file from the track. Note 1: make sure to adapt the path to LockOn as before. Note 2: make sure to have the zip -d line as the first line, otherwise the script will fail (control is handed to simulator.exe before the config.lua file is removed). -
Check this thread: http://forums.eagle.ru/showthread.php?t=54169 Rearm.lua as part of the mission file was pushed for, but not implemented (so far). Would be great if it was.
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BS/FC2 MP Mission - Hunter Killer Team co8
Case replied to MBot's topic in User Created Missions General
I had no problems what so ever flying with the default payload. -
BS/FC2 MP Mission - Hunter Killer Team co8
Case replied to MBot's topic in User Created Missions General
What for?!? Didn't you read the brief? It is a MULTIPLAYER mission, where the choppers mark targets (using the rockets) for the Su-25... -
Thanks for this thoroug explanation mav-jp! This is precisely what I was looking for when I made this post earlier in this thread. Can you refer to a document describing the equations of motion?
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Ok, that seems to confirm it is still using the mission provided config.lua. I'll adapt the replay.bat script later today. Feel free to apply the change on your own installation. It would simply be to add the config.lua script to the mission file.
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And this was with your local config.lua saying true as well? It might indeed be that the mission provided config.lua overrides the local one when replaying a track. I will look into it later today and include it in the one click replay scripts.
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It is not just a question what is possible with the mission editor, but also what is possible within the mission file. We know the mission file is essentially all LUA code, but (for example) if the game doesn't support respawning the same unit multiple times, then there's no use for getting the editor to try to do this.
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That would be sort of impossible, because a track is very specific to LockOn itself. The only way to get an ACMI from a track is to replay it, which is what I tried to make simpler with my replay batch script.
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You have to replay the track to get an ACMI file. On most MP servers you cannot record an ACMI file because they either let you use a stock export.lua that doesn't execute Tacview, or they have exports turned off. To get an ACMI you will have to replay the track (something like temp/client-20100518-105611.miz.trk) with your local export.lua having Tacview enabled. The batch files above are to make your life easier in switching between a Tacview enabled export.lua (for replaying tracks), and a stock export.lua (to play on MP servers). If you want to replay tracks easily, check this thread: http://forums.eagle.ru/showthread.php?t=53270. It uses another batch script to replay tracks with the single click of a button, as well as enabling external views and labels.