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airtom

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Everything posted by airtom

  1. How is it possible, we didn't get the message then? ;)
  2. OK, here it is. http://www.file-upload.net/download-2195347/track.miz.trk.html
  3. I have track file from server (PHANTOMS_Operation_ Freedom_ ver 1.2.miz.trk), is that ok? But it has about 27MB, how to upload it here (I saw 5MB limit...)?
  4. Yeah, you can always manually change the file order or have the script to do so before Black Shark start.... But this would be again another workaround for the functionality BS should have.
  5. Well, the radio station in game is used to simulate real radio stations. That is to transmit music, right? (or anything else that could be useful in game?) The bug which was reported is about the way how the game engine is playing music from certain folder you set in config. For me, it doesn't make sense to play e.g. 500 songs in the same order they are in that music folder. That's why you can set attribute "rand" for randomizing playing order. But it doesn't work. That's what that bug report is about. Understand now? It's really annoying to hear same songs every time you start your mission and turn the radio on. So untill the bug is fixed, placing radio stations into game doesn't make sense to me (unless it's mission goal to destroy it or something like that..)
  6. I'll try to look it up. Will post it if found.
  7. Don't feel offended. I didn't want to put your work here down. You did a great job. And I showed everyone also another way for accomplishing their effort (there are always several ways to do so). But that wasn't my point. What I wanted to point at is the bug which makes placing radio stations in game nonsense. At least for now, untill that bug is fixed. Or what are you using radio stations in game for? Maybe you can tell me another useful purpose I don't know yet.
  8. It's nothing more easier then to open mission editor, point mouse cursor to position where you want to place radio station and write down coordinates (lat, long) and altitude (+26m) from status bar. What guys are you really solving here? :) The most important thing is, that the music from your selected folder won't play in randomize order, even if you set so in config file. This is bug. Reported here http://forums.eagle.ru/showthread.php?t=44221. The way it works now it's unusable, unless you want to hear same songs in same order every time you turn the radio on :/
  9. Yep, we did :/ Really nothing left...
  10. We were 3 - 6 pilots playing and nobody has seen that message ;) Might be bug in mission?
  11. Nevermind, I downloaded your mission, disabled wind (at least at 0m) and started server with this change. Everything was OK, except there is no apparent end. We cleared zones 1,2,3 and 4 and went to zone 5. Killed the bandits, destroyed everything in zone 5 and .... nothing happened. Is that suppose to be? What is the goal of this mission?
  12. Phantom, I liked your mission very much, even I don't know anyone who successfully completed it (once I was very close, tried at least milion times...). But now it's unplayable, with wind 10m/s ... it's really very awful. If you can, leave this mission without any wind and be a little realistic. It never happens, that all 8 players fly at the same moment and it's impossible to finish it within 3 hours (as this is the time limit on STP I server). Thanks.
  13. Can you tell us, Panzertard, how the mission file is executed by game engine? Does it process as standard lua file? If so, it wouldn't be problem to create user functions in it (outside mission array). But I'm not sure, how each property of object is parsed, if the engine expects some variable type (string, integer,...) or could be a function (this would solve my randomizing problem ;)). But I'm also pretty sure there is variable validation, so if engine doesn't allow function there ... we're out of luck.
  14. Hello, I created another thread, but Panzertard suggested me to merge it with this one. Some my suggestions are additions to Grimes' ones and some might be inspiration. So here's my post: ------- Hi, I fly online missions for few months, but I'm quite not satisfied with the way enemy forces are acting, in fact, they're not acting much. I would really like to have dynamic mission with a lot of moving ground units (not just positioned in one location or moving only from wpt1 to wpt2...) according to status of mission, position of players (e.g. detected by radars), number of players and lot more conditions, as in real battle. As I'm not fully aware of mission editor limitations, I have some questions for experienced mission creators or ED team. Is it possible to have such things like: 1) MOVING UNITS ACCORDING TO BATTLE SITUATION, BUT NOT ONCE(!) (e.g. players detected by radars, trigger zones...) - think of this as the possibility to have enemy dynamicly reacting to your position situation: groups of enemy ground units in the city around the target area (e.g. factory), 3 possible ingress ways (e.g. valleys) a) player(s) detected in ingress area -> one group of ground units moving toward threat to eliminate it b) player(s) out of ingress area for certain time (threat eliminated or attack canceled) -> group moving back to target area (target reinforcement) - these 2 steps can repeat as many times as the group is not killed by player(s) - more advanced would be, if many players are detected in one ingress area and for certain time not in other ingress areas, so more than one group would be sent toward them to eliminate threat ASAP and as far as possible from target - this could lead in weak point in defense (as in real situation) of other ingress areas 2) REPEATED REINFORCEMENT (in other words: respawn of units) - this could be applied to many situations, i'll use one example a) FARP is overran by player(s) (or our forces) b) necesary units to use FARP for rearm and refuel are in FARP vicinity c) some of necesary units are destroyed (player mistake, enemy forces killed them,...) -> cannot use FARP for rearm - as long as the condition of using FARP for rearm is not met, repeatedly (e.g. every 15mins) send those missing units from our main base again -> this would lead into possibility to have fully functional FARP repeatedly (and not only once until some units are destroyed) Units respawning could also result in need to hold some strategic positions by constantly fighting enemy forces (as in real), which could be one of mission goals. 3) RANDOM POSITION OF UNITS (some lua scripting) It's generally good idea to have units randomly positioned in battlefield. But I'm not talking about pre-making a lot of units in mission editor and activating them with trigger RANDOM(50%). I'm talking about pre-defining many spawn positions of one unit and randomly activating it in one of these positions. This would require some lua scripting (not a problem for me), but I'm not sure if this can be done within mission file. There is an array of mission objects and not even one function. Is it possible to define user functions there? It looks like regular lua file to me. User functions would really extend mission variability. Imagine that! It really depends on how this file is handled by the game engine...
  15. Hi, I fly online missions for few months, but I'm quite not satisfied with the way enemy forces are acting, in fact, they're not acting much. I would really like to have dynamic mission with a lot of moving ground units (not just positioned in one location or moving only from wpt1 to wpt2...) according to status of mission, position of players (e.g. detected by radars), number of players and lot more conditions, as in real battle. As I'm not fully aware of mission editor limitations, I have some questions for experienced mission creators or ED team. Is it possible to have such things like: 1) MOVING UNITS ACCORDING TO BATTLE SITUATION, BUT NOT ONCE(!) (e.g. players detected by radars, trigger zones...) - think of this as the possibility to have enemy dynamicly reacting to your position situation: groups of enemy ground units in the city around the target area (e.g. factory), 3 possible ingress ways (e.g. valleys) a) player(s) detected in ingress area -> one group of ground units moving toward threat to eliminate it b) player(s) out of ingress area for certain time (threat eliminated or attack canceled) -> group moving back to target area (target reinforcement) - these 2 steps can repeat as many times as the group is not killed by player(s) - more advanced would be, if many players are detected in one ingress area and for certain time not in other ingress areas, so more than one group would be sent toward them to eliminate threat ASAP and as far as possible from target - this could lead in weak point in defense (as in real situation) of other ingress areas 2) REPEATED REINFORCEMENT (in other words: respawn of units) - this could be applied to many situations, i'll use one example a) FARP is overran by player(s) (or our forces) b) necesary units to use FARP for rearm and refuel are in FARP vicinity c) some of necesary units are destroyed (player mistake, enemy forces killed them,...) -> cannot use FARP for rearm - as long as the condition of using FARP for rearm is not met, repeatedly (e.g. every 15mins) send those missing units from our main base again -> this would lead into possibility to have fully functional FARP repeatedly (and not only once until some units are destroyed) Units respawning could also result in need to hold some strategic positions by constantly fighting enemy forces (as in real), which could be one of mission goals. 3) RANDOM POSITION OF UNITS (some lua scripting) It's generally good idea to have units randomly positioned in battlefield. But I'm not talking about pre-making a lot of units in mission editor and activating them with trigger RANDOM(50%). I'm talking about pre-defining many spawn positions of one unit and randomly activating it in one of these positions. This would require some lua scripting (not a problem for me), but I'm not sure if this can be done within mission file. There is an array of mission objects and not even one function. Is it possible to define user functions there? It looks like regular lua file to me. User functions would really extend mission variability. Imagine that! It really depends on how this file is handled by the game engine... Thanks for replies!
  16. Hi. Sure you can land with Autohover on, but there's little trick. Engage Autohover, but(!) disengage ALT HOLD. If you don't do that, about 3-4m above ground there will be big jump down of aircraft (as described in posts before). With ALT HOLD you can go up or down, but it reacts differently than if you control your altitude just with collective. So simply turn on Autohover, turn off ALT HOLD and with collective adjust sinkrate of 1m/s. You will land smoothly ;) Personally, I land without Autohover, but you try both and choose what's better for you. I hope this will help. Oh, and one more important note, when in hover mode, trim your joy just a little forward (not to sides!). This need some practising to know where is the best position, so your aicraft is not sliding to any direction. If you're in windy condition, point your nose against wind and find correct triming option. And even best method is to hover first (alt hold off), trim heli to be steady and then turn autohover off and land smoothly... ;) Quite a lot of options how to land, right ;)
  17. RTFM ;) All important acronyms are at the end of manual. Page 15-1.
  18. Well, I simply think, this is a bug and has to be fixed in patch. I also tried several setups with no success. The manual is clear enough and unfortunatelly changing attribute "rand" has no effect...
  19. I guess, that's simply bug and should be reported to ED.
  20. Does your Radio play music files in random order, when you set: rand = true ? Mine doesn't :/ I have english version and 1.0.1c patcht installed.
  21. First of all, turn the hyperthreading off. It's useless Intel feature, unless an application is coded to use it. I don't really know such an application... Then use DcsMax to spread load over all cores. You'll see performance boost...
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