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Paladin1cd

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About Paladin1cd

  • Birthday 04/01/1977

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  1. Ok, so I blanked I guess and didn't realize it would check in a switched trigger. There are other reasons to do this as well and I was struggling with the trigger logic. I'll mess around with it and get my arms wrapped around it. Thanks guys.
  2. Assumption: Trigger zones monitor each second for a group to be in the zone. Assumption 2: Above can reduce multiplayer server performance over time or with many zones being monitored. Question: Can that be managed by having the zone only be monitored after a condition is set (say a flag)? Thus: No resources are necessary until event x happens, and then after event z the zone is deactivated and no longer using resources nor is it monitored?
  3. Have there been updates? I can't tell which version I currently have. And thank you, this is an amazing mod.
  4. Sorry, I don't get into the forums regularly because of work and I just spotted this. I managed to go into the text file and find coordinates to move it far enough to find it. It was painful as the coordinates don't all equate and required some trial and error.
  5. Still can not seem to fix this. My bullseye is definitely off the map.
  6. Would be nice if one could just typed coordinates in to set the thing down. I used a template and it has way to much already built into it to start over. I tried the editing thing in the mission file and it does not seem to have any effect so I'm missing a step or something.
  7. They aren't "armored" per say but they sure are tough. Very thick steel. But yeah it doesn't seem quite right when we bomb them, but a fence will ignite when you bomb semi-close to it.
  8. I have been working on a mission for multiplayer on Syria and realized this morning that the bullseye is off the map. I've tried a workaround I saw for the Sanai map but haven't been able to get that to work. Anyone have a workaround or fix, and has anyone else had this issue?
  9. I just make it a target building and then build triggers if it is damage or destroyed to reduce victory points. Point is, this is a wargame. Let the end user decide how to handle this stuff. It makes it possible to blow up a vehicle sitting in front of the Syrian Library next to the MOD with a 2000 lb bomb and no damage be recorded to the structure we want to protect. Personally I'm just not a fan of enforced morality as it gets in the way of actually building a mission in a fashion that encourages players to act appropriately.
  10. Thank you for the answer. I’m not sure I want to continue buying maps with such a policy. As a mission maker it makes it much more difficult to then score hits against those targets that are in a no attack list, and in the case of Syria very valid targets such as the ministry of defense find itself on that list. Again, I really appreciate the answer. I did not know that was ED policy.
  11. Will all objects be destroyable?
  12. dcs.logtomcatcrashing.log I have a clean install and today was hopping in to fly with some buddies, and for some reason the tomcat crashed not long after three takeoffs. I attached the logs. DCS.log is the second flight. The first time with the tomcatcrashing log I was airborne and in a gentle left hand turn at about 7000. The next two times was right after starting to retract the landing gear. If anyone can check the log and let me know what might be wrong I'd appreciate it.
  13. Well... I've ran it five times without fail. I started deleting types of units around the map and trying to run it. Turns out some or all of the carrier deck statics do not play well and appear to be causing the lock up. Can that be confirmed somehow?
  14. Today I ran a cleanup and a full repair again. I asked to mates to run the mission and then save it if it ran. Both had no issues running it, I attempted to run that after the cleanup, repair, and rebooting router just in case. In ME it still stops at Sim Post Start. Log attached. I believe there are no mods at all. dcs.log If something is still in there let me know.
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