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catt42

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Everything posted by catt42

  1. You're right, starting from the bottom I gave up too soon [emoji28]
  2. They would just read the lines, without sounding like they are actually reading them. Just as actors do [emoji12]
  3. Hello everybody, I decided to open this thread after sending PMs to every american-english speaker in the voice actor database thread, only to receive help from just one user. I've been working on a single-player campaign for the last few months. It's an F-86F campaign, set in 1957. The player is a Fighter Weapons School student, and it's mainly A2A combat. So far I made 4 missions. I want to release them as a mini campaign to see what the community thinks about it, and maybe, expand it to 15-18 in the future. It's actually more a concept then a campaign, it made me learn a lot of things about the mission editor, air-to-air combat and aviation in general, and I had a lot of fun. And I think that i put some new interesting features there. I still need two actors, one for the main character and one for a minor character. Let me know if you're interested. Thank you.
  4. hi, I'm playing around with S_EVENT_HIT and I need some weapon name I came up with this script to get the weapons type name, but it's taking a lot of time, especially with weapon shells, because they're often mixed local fvfhandlerhit = {} function fvfhandlerhit:onEvent(event) if event.id == world.event.S_EVENT_HIT then local _weapon = event.weapon local _weaponname = _weapon:getTypeName() trigger.action.outText ( "type =" .._weaponname , 10 ) world.removeEventHandler(fvfhandlerhit) end end world.addEventHandler(fvfhandlerhit) is there in the game directory a script or a table with all the weapon name of every aircraft (AI and modules) that I can use as a reference? Thanks
  5. - location with timezone: Italy CET - native language: Italian - other fluently spoken languages: English - have an accent, which one: mostly northern italy accent, but I can make a decent imitation of southern italy accent, too. Unable to imitate Peter Griffin's italian accent, sadly... - experience as voice actor & recording equipment: None so far - kind of voice: deep to medium
  6. Hello everyone, I'm currently working on a SP mission where the player is the leader of a flight of two F-86's and is directed to intercept an enemy bomber by GCI. If the F-86 had two radios, the player could use them on two different frequencies, one for communicating with GCI and one for his flight, all at the same time. But it has only one radio. So the question is: how this problem was solved in real life, in Korea for exemple? Would GCI give instructions directly on the flight's network, or would it use the guard frequency? Or would the flight leader tune his radio on GCI's frequency and communicate with his wingman with hand-signals only?
  7. Not really. As you said, combining HIT and SHOT events could work, but since I'm working on a 4v4 mission and I'm completely new to LUA and MOOSE, it would be a mess...:confused: I'll probably revert to tracking player's kills only, for scoring purposes. Anyway, thanks for asking.
  8. Hi, I'm working on a MOOSE script. So far the script set flag 1 on when the plane called RED01 is hit by anyone: BLUE01 = UNIT:FindByName( "BLUE01" ) BLUE02 = UNIT:FindByName( "BLUE02" ) RED01 = UNIT:FindByName( "RED01" ) BLUE01:HandleEvent( EVENTS.Hit ) BLUE01:HandleEvent( EVENTS.Hit ) RED01:HandleEvent( EVENTS.Hit ) function RED01:OnEventHit( EventData ) trigger.action.setUserFlag('1', 1) end How can I re-write the script so that it sets flag 1 on if RED01 is hit by BLUE01 and flag 2 on if it's hit by BLUE02? Thank You.
  9. Thank you for your suggestions. I considered using missile trainer, but it wouldn't fit the purpose, for the reasons that you mentioned. I believe that a script that detects if a missile or shell get close to the plane will work, but I dont' know if it can be done.
  10. Hi, I'm working on a mission with simulated aerial combat between the player and AI. The idea is to avoid that the aircrafts get destroyed, so they both can RTB afterwards. So far I set a few triggers that, when an aircraft is lightly damage, make it immortal and set the ROE on hold weapons. But it doesn't work if the pilot gets killed by the cannon or the aircraft is blown to pieces by a missile. Would it be possible to lower the damage caused by guns and missiles to a negligible value? Maybe with a script? In alternative, is there a way to detect if an immortal plane gets hit? Also, is there some known bug with the "load mission" command? It always CTD in my tests. Thanks.
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