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moespeeds

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Everything posted by moespeeds

  1. It's ok, I did a series of one time events for "unit hit" 1 time, then 5 times, and so on. It's a lot of triggers, but gets the job done.
  2. Grrr, unfortunately, there doesn't seem to be a "unit's life more than" condition...
  3. We have a mission for our squadron that was written and scripted in moose. I don't know moose, but I work on and add things from time to time. The original creator isn't around anymore. I added some F10 "other" radio options to launch enemy aircraft manually using the mission editor. These options show up and work just fine for me when I host the mission, but clients logging in do not see it. When we load it up on the server (it's hosted remotely), nobody sees the radio options. I'm completely clueless on how to troubleshoot this. Can anyone give me a hand with this? Here is a link to d/l the mission: https://drive.google.com/open?id=1cBDY_Kjf99bL7XmMJv_TkhqfjjA5Cdam
  4. Ahhh sorry I missed the "life greater" part, I never knew we had that condition. Thank you!
  5. So in testing, it looks like this doesn't work either. I setup a series of triggers where the unit reports "taking fire" when it gets below 99%, 75%, 40%, and 20%. I put a time since flag of 1 min so they can't report multiple times in rapid succession. It seems that what happens is it saves up the report. So if a unit goes down to 50% with one hit, it will report immediately that it was hit for 99%, then a min later report again for the 75% even though it was not hit again.
  6. In for comments, I'm very interested in learning scripting.
  7. I've done a few missions using AI task "Transmit Message" with mixed results. Yesterday we tested a mission I built where I had AI CH47s transmitting sounds over 243MHZ to their UH1 escorts. There were 4 client UH1s and 2 AV8s in the mission testing, all very experienced pilots. Both harrier pilots heard the messages on 243, but only one UH1 pilot. 2 of the UH1 pilots were on SRS, and neither of them heard it. They were all in close proximity to the CH47s and had verified their radios were setup. So WTF, is this just broken? Any suggestions to further test it? Here is a link to the mission if anyone wants to look at it. 'ELVIS 1' transmits the messages. https://drive.google.com/open?id=1E52DTtBwTgwSFV6VPlpvzYWg-PbYhc56
  8. That's what I ended up doing, thanks you!
  9. I used this mod last year, it's great but needs perfectly flat ground or it floats on one end. Has this been fixed? Sometimes it's tough to get the right spot. I'm going to give it another shot, thanks for putting the work in!
  10. I'm building a helo escort mission, and I'd like the AI CH47s to report to the escort every time they take a hit, within reason. Meaning when they take a hit, I want them to report, then start a 20 sec timer that must expire before they can report another hit. This way they aren't continuously reporting if they come under heavy fire. I setup a switched trigger where 'aircraft hit' would cause them to report, then turn off a flag I then setup a switched condition where every 20 sec, I would turn the flag back on If I use "continuous" or "switched" for these conditions, it just keeps reporting every 20 sec no matter what, for the whole mission. If I change it to once, they report once then stop. I tried conditions 'unit hits' and 'unit damaged' with the same results. What am I doing wrong here? TIA
  11. I've been messing with this for 2 days now, and I'm convinced that like so many other things with the AI, it's just broken. Distribution doesn't work at all, and they just land wherever. It really sucks.
  12. I've got a group of SU24s attacking a CG battlegroup. As soon as they are fired upon, they dump their anti ship missiles. I set "restrict jettison" and they still dump ordinance. If I set "No reaction to threat" they lamely fly into the attacking missile. Is there a solution here?
  13. Understood. The way around this is to send a message/sound to the player when they enter the jet using "Sound to Group". Something like "Shank 1 you are cleared for startup, taxi right and hold short for runway 17, then tune 143 mhz and contact the tower on F10." This gets them started on the chain. Once they start moving the aircraft, into or out of a zone, you can then trigger the radio item add to request takeoff, and play the sound/message over 143 MHZ. From there you can just direct them to each handoff using zones and or actions. To my knowledge, there is no way to trigger an action by tuning a specific freq.
  14. The max is much higher, if there even is a max, but you only get 4 spawn points. So you make a group, start them on the LHA, then make another group and air start them, and place them right over the LHA, then switch them to "takeoff from ramp". They should snap to the LHA. Do that for as many groups as you need. When you are spawning multiple A/C in, you will have to move the previous group off the spawn points before the next can spawn in.
  15. Another option is to use zones and "transmit sound over frequency" triggered unit actions. I have done this in missions where on startup, the tower directs the player to tune a specific freq. Once the player taxis out of the zone, a local unit transmits a message on that freq. It can simulate hand offs and such, or interactions with a JTAC for instance. It is limited to the transmission range of the unit.
  16. I asked this same thing a week ago. Seems the only way is to put a static aircraft on the spot that disappears when a human takes that slot.
  17. The "Restrict Air to Air" or "Restrict Air to Ground" advanced WP actions, how do these work? IE, if I set an AI aircraft to "restrict air to air" will they attack only air targets, or ignore them?
  18. Thank you! I also had them set to "Ground Attack" which doesn't give you the "attack Group" option.
  19. Hey guys, I've built a mission where our AV8s conduct SEAD to clear out AAA threats, then we call in AI A10s to attack Armored Columns in the area. The premise is that we can loiter and conduct reactionary SEAD as the A10s attack the armor. Well, what ends up happening is the A10s come in and just start flying all over the place shooting at whatever, and ultimately all end up getting shot down. I have them set to "CAS" and "attack Group". ROE is limited to "Priority Designated". I give them all about 12 miles to run in on their respective target groups from altitudes varying from 6k to 20k, all with the same results. Am I setting this up correctly? Should I name the units "hpriority" to get this to work right? Thanks!
  20. I didn't know there was a trigger to remove client units, I'll check it out, thanks!
  21. Thank you hardcard, I appreciate the links. I'm not opposed to learning the scripting process, it seems to be the direction I'm heading anyway as I make more complicated missions.
  22. I have a mission that is 14 hours long, with lots of aircraft. So what I'd like to do is spawn 3 tankers from the ramp, have them fly out to 3 different locations on the map, and have them orbit inside a zone. Using the "Time More" trigger, I would like to automatically rotate them every hour and have a new tanker spawn and fly out to come on station. As the new tanker arrives, the old tanker would RTB. Is this even possible? I have no clue about using scripts, but I can learn.
  23. I did some searching but can't seem to find the solution for a multiplayer mission. I'd like to have a bunch of red client enemy AC available on the tarmac at a field, but want them to be visible so that blue can destroy them, and make them unavailable. Is this possible?
  24. How do you buy a set of these pedals?
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