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Everything posted by Case
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Hi Wolverine, A few days ago I tried to split rearm.lua into multiple files, one per airplane. The reasoning behind it being that some multiplayer servers would be interested in checking the integrity of the rearming menus on a per plane basis, for example checking the fighter payloads but not the bomber ones. I succeeded in splitting rearm.lua by using a dofile() command for each aircraft, as explained in this post: http://forums.eagle.ru/showpost.php?p=894232&postcount=18 You may want to consider trying this out for your mod. I can't guarantee it will work, but if it does it will make your mod even better suited for multiplayer servers. S! Case
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It seems the on_takeoff() and on_landing() functions do not correctly write out the airbase players took off from or landed on....
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Same problem here... we got to give him something else... like some bottles or wine or beer! Well done Panzer!
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Glad to hear a new version will be released soon!
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Hi Panzer, Is it correct ServMan 2.1.4 doesn't work with FC2 1.2.1? It didn't work in game when I tried it just now and there were some errors in error.log. Great stuff! Looking forward to it!
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Patch 1.2.1 for "LockOn: Flaming Cliffs 2"
Case replied to Ulrich's topic in Lock On: Flaming Cliffs 1 & 2
Great news! Thanks for getting this done so quickly! -
Excellent! Thanks for making this Renato!
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Yes No, unless you use triggers. You can make triggers to check if the units passed the bridge. If they did not, you can deactivate the group that was supposed to cross it, and activate a group of the same units that follows a different route.
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Can we stay on topic please?
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Maybe go MiG-29A, Su-27/33, MiG-29S. That way you learn to manage fuel first, employ SARH and heaters next and finally play with the advantages of ARH. It will be interesting where you'll end up with. Yes, the 29S has ARH, but the Flankers go for the duration :D
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I'm guessing here, but I think these SAMs use infrared and/or optical sensors for tracking (getting the position on the sky) combined with radar for ranging (getting the distance).
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Did you use a 23 hour time hold on the units you want to activate after mission start? See this post by Panzertard.
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Check config/export/export.lua to be sure. Check if there are any dofile commands in there (other than tacview). If there are, remove them or comment them out to check.
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Are you running ERI or LEAVU? It has a mode that tries to simulate boresight, which you may have gotten stuck in? If you run ERI or LEAVU, remove the dofile commands from export.lua and try again.
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There may be a way around the integrity check on rearm.lua. It would work by splitting rearm.lua into several files, one for each aircraft, and then integrity check the aircraft specific files instead. This way server admins can restrict, for example, the payloads for fighters but allow strikers to select their own payloads. I did just this and the modified rearm.lua and rearm_xxx.lua are attached below. Unfortunately I have not have much time to test this out, so if you want to help, back up your own Scripts/Aircraft/_Common/Rearm.lua and place the attached files in the same folder. Known issues: I had to uncomment the guns only payload for each plane (see below) because this gave errors (in Temp/Errors). [GUN_ONLY] = {}, I cannot guarantee this will work flawlessly, but with some testing, LUA knowledge and creative thinking we may find a solution for this. rearm.rar
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I found out some interesting things. Skill is important: only with 'average' or 'good' skill will it fire Distance is important: within 10km it will fire Altitude is important: around 1000m altitude it will fire Whenever I placed the skill to 'high' or 'excellent', the Predator would go in its climbing circle. If placed too far from the target too attack, further than about 10km, it would proceed to the next waypoint. If placed too high it would extend and decend to 2737m altitude to turn back it, but it wouldn't fire.
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My bad, I uploaded the wrong file. Here's the right one. rq1a.rar
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As far as I can tell no server checks the integrity of these files (server.lua, snapviews.lua and view.lua). It is possible for mission makers to include these files in the mission, overriding your local settings. The 104th did this in the past. Yes, we definitely should. Some of the big squadrons are represented on the Community Round Table, though some squadrons are notable absent. These issues have been discussed there. At the moment all squadrons are still looking into which files should be checked and if so which versions. The 51st server already has made a ModMan compatible pack that clients can install to switch between the server compatible version that uses stock versions of files and local copies.
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Success! Here's a mission in which a Predator destroys two BTR-80's with Hellfires. I have no clue why it works, but here are some of the mission parameters: 1000m altitude at attack waypoint 10m attack circle around ground vehicle ground vehicle as target category one target circle per unit one attack waypoint per target circle tasked with ground attack average pilot skill rq1a.rar
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No luck so far. I have no clue what might be the cause if all this, but I'll continue my investigations.
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Default for online play and tacview for offline play and track replay. Using batch scripts to switch between them.
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If you give the Predator the "ground attack" task it'll show the load out of 2 AGM-114.
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I can confirm the weird circles the Predator flies in some situations, but I did manage to make it fire a Hellfire on at least one occasion. This needs to be looked at more to figure out why it happens.
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Did you make sure you used a "Time Hold" of 23 hours for both units/groups? Only with this will you be able to activate them after mission start.