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shnicklefritz

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Everything posted by shnicklefritz

  1. Falcon 120 is correct. I think maybe I was not entirely clear in my post. The issue that I am having is if I select my radar, say, on the right DDI and SA on the left DDI while in A/A mode, if I then go to A/G mode the left DDI switches back to the "stores" page. So the question was, can you change which "page," be it SA, Stores, HUD, HSI, etc., that defaults on either DDI, so that when select a master mode, i.e., A/G or A/A, those pages will display on the respective DDI's, and again, will be the default page no matter when you jump in the aircraft. I'm not talking about the "SET" key that saves your radar settings for the different Air to Air weapons modes, 7M, 9M, VISUAL, and GUN. Any input is appreciated.
  2. I'm sorry if this is duplicative. Is there, or does anyone know of, a way to default the Hornet DDI pages to the SA page and radar when selecting AA master mode? Same for the A/G master mode. I would like to default certain pages to display when first selecting the respective modes. I'm looking for something including, but not limited to, editing the LUA file without disrupting the integrity check and comporting with ED. If anyone has any suggestions, I greatly appreciate your response. Thanks, Shnicklefritz
  3. Possible If you want to use the F10 radio menu, it isn't difficult until you get into whether or not you want the function / message sent out ONLY displayed to the individual who pushed the F10 button. For that, it requires some scripting. I have something that does this, but it was a script that someone else wrote that I molded into what I needed, so it may be complicated / unusable for you. The other option, is inside the mission editor. You could have a flag that is set true or false when the unit/object in question is destroyed OR if the unit/objects are supposed to be destroyed in sequential order, you could have a flag that increases / decreases when it is destroyed. You would have a message that displays to all or coalition or group every x seconds that shows the status of each flag (unit/object). It is possible, but both methods require scripting. I have examples of both if interested.
  4. Lol, the Montauk Project with a little bit of Tron flare to it. I'm 95% sure that it has to do with turning the Unit/Group AI off then on again. It has done it every time the mission has been played and the ships are fine until Unit/Group AI is turned back on, then, gone.
  5. This script works fine when I test it in the ME "fly mission" and in my own server however, when in multiplayer it works once then never again. Can anyone help? Thank you in advance. onEngineStart = {} function onEngineStart:onEvent(event) if world.event.S_EVENT_ENGINE_STARTUP == event.id and event.initiator:getPlayerName() ~= nil then local playerGroup = event.initiator:getGroup() local playerUnit = playerGroup:getUnit(1) local playerName = playerUnit:getPlayerName() local playerSide = playerGroup:getCoalition() local playerID = playerGroup:getID() local playerAircraft = playerUnit:getTypeName() local playerCallsign = playerUnit:getCallsign() local operationName = "Operation " local playerMessage = "I see you have started your " local playerMessage2 = "Please visit 'Mission Objectives' under the F10 menu for information regarding current objectives and tasks before taking off." local playerMessage3 = "\n\nGood luck, Sir!" trigger.action.outTextForGroup(playerID, operationName .. "\n\n" .. "Welcome " .. playerName .. ", Sir!" .. "\n\n" .. playerMessage .. playerAircraft .. ". " .. playerMessage2 .. playerMessage3 .. "\n\n" .. "Your callsign is " .. playerCallsign, 30) trigger.action.outSoundForGroup(playerID, "l10n/DEFAULT/OnEngineStart.ogg" ) end end
  6. I'm not sure if this is the right area to post and unsure if this has been addressed, if so please forgive me. Yesterday playing online, the Tarawa was only visible from certain angles (front) and I was able to fly through it. Screenshots attached. I wasn't the only one experiencing this. In the ME, the unit AI for the Tarawa is turned on and off several times, I'm not sure if this is relevant but maybe worth mentioning.
  7. Distance from shore I'm not trying to hijack the thread, so I apologize. How close is too close to the shore? Is there any set distance and is there anyway to un-stuck them if they do get to close? Thank you. I'm also eager to know of any progress on this. Thank you.
  8. I use mist to respawn a couple of ways: If unit dies: { Continuous Action: On crash } { UnitDead or GroupDead } {Do Script: mist.respawn... } You can delay them this way as well, instead of Do script, set flag x to true, then another condition, time since flag x, do script mist.respawn, set flag x false... If the aircraft RTB's and shutsdown it's engine: Do script file: function onShutdownAI:onEvent(event) if world.event.S_EVENT_ENGINE_SHUTDOWN == event.id and event.initiator:getPlayerName() == nil then local shutdownGroup = event.initiator:getGroup() local shutdownType = event.initiator:getTypeName() local shutdownCall = event.initiator:getCallsign() local shutdownID = event.initiator:getID() local shutdownName = shutdownGroup:getName() local shutdownSide = shutdownGroup:getCoalition() local shutdownMess1 = " has returned to base. We are getting another one in air ASAP." trigger.action.deactivateGroup(shutdownGroup) trigger.action.outTextForCoalition(shutdownSide, "A friendly " .. shutdownType .. ", callsign " .. shutdownCall .. shutdownMess1, 15) if shutdownType == "F-86F" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "Other Aircraft" then mist.respawnGroup(shutdownName, true) --Change or delete elseif shutdownType == "Other Aircraft" then mist.respawnGroup(shutdownName, true) --Change or delete end end end world.addEventHandler(onShutdownAI) The above works for me. Also, you can create a trigger zone, {switched condition} {part of group/unit out of zone} {do script mist.respawn...}
  9. We currently have Coalition All or Part, Group All or Part, and Unit, in/out of zone respectively. Does anyone else see a need for UnitType in/out of zone w/ a Counter? Example: Trigger Type - - - Condition: Unit Type in Zone: AH-64D, ZoneName, Count: 2 - - - Function runs if true (two Apaches in zone). My thinking is this would allow mission builders to account for dynamically added objects without the need for lua scripts as well as an added check that lies somewhere between coalition and group. What are the possibilities that ED would put something like this in ME, or is there something similar to this out there that I am missing? Also, I realize Cargo is a touchy, worky in processy subject. However, I think CargoType unhooked in zone w/ a count: might be more suitable for the mission editor than "Cargo unhooked in zone". Same logic follows as above, you can dynamically add cargo to your mission however, (please feel free to correct me if I'm wrong) you cannot build triggers on dynamically spawned cargo, without the need for an elaborate script. I also feel that you would be able to design missions with a true logistical supply line around this function, i.e. when largo cargo type is in zone, it is de-spawned and broken down into medium type cargo, that is distributed to other zones, and again de-spawned and broken down into small cargo, that is distributed into other zones, that run a function. I realize I may be asking for the moon, but I personally feel having these added conditions in the ME would only enhance mission designing. Feel free to disagree. :)
  10. MIst units in zone flag function Any help is appreciated, my apologies if this is not the appropriate thread. I'm trying to accomplish: When Troops dropped via CTLD are in zone, flag is set to true. This works fine with ME units active or late activated however, when "Dropped Group #" is in zone, nothing is returned. Can anyone please advise, I would appreciate it greatly. Thank you. blueZoneUnits = mist.makeUnitTable({'[blue][vehicles]'}) trainStation1 = { units = blueZoneUnits, zones = {"9_TrainStation1"}, flag = 901, zone_type = "sphere", req_num = 1, interval = 5, toggle = false, unitTableDef = blueZoneUnits, } mist.flagFunc.units_in_zones(trainStation1)
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