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Surrexen

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Everything posted by Surrexen

  1. Operation Jupiter has been updated. It contains 3 missions: A template type mission for pre-invasion. Ground has radars and flak only. No set ground targets. Intended for dogfight mayhem. A template type mission for post-invasion (very similar to the old Operation Jupiter layout). Ground has radars and flak only. No set ground targets. Intended for dogfight mayhem. Adlertag an objective based mission that runs for about 3 hours loosely based on 'Eagle Day' Download is attached You will need Normandy 2.0 and WW2 Assets pack If some warbird pilots could give them a try and provide feedback that would be great. Hopefully you like them. Edit: All other missions have been removed from user files as they are broken Operation Jupiter.zip
  2. No I don't run any servers so unfortunately I can't help you with that, but if you like Operation Jupiter in it's current state (which is quite old), you're really going to love what's in the oven ... I have pre and post invasion mission templates completed and just sorting out some final tweaks before I add the objectives back into them. Both pre and post invasion templates contain sectors throughout the entire map so you can fly anywhere any get yourself into trouble One of the objective based missions in the pre invasion template is based on Eagle Day to give you an idea of what's cooking.
  3. When you unload crates do they ever appear? Edit: Can confirm that unfortunately unloading crates got broken as a result of the various 2.9 and Moose changes. I would suggest waiting until the new versions of the missions are ready as this is working correctly in the new code.
  4. Dismantle the SAMS first. Make full use of radio call-in's. I repeat, make FULL use of radio call in's, doing everything yourself was never the way this was supposed to work. Be patient and time your attacks to coordinate with your radio call-in's. If you fly like a goose, you'll get plucked. Edit: Things should also become a bit more manageable when the new versions are fully ready to go, but they aren't quite there yet.
  5. Performance for me around Port Stanley is really bad down low, I drop from ~90-100fps to 27fps. The rest of the map doesn't seem to do this for me. Can something be done to optimize that area?
  6. Oh well, I guess wonky donkey columns etc will have to do unless anyone else has some magic way of doing it. Thanks very much @cfrag for the responses.
  7. It's the latter. The real reason behind the question is trying to output table data and line up columns and rows more precisely. So yes I guess that's a better way of putting it, how do we do tabs in outText() without getting the squares to display.
  8. If I have a string that contains horizontal tabs in it such as "Cats\t\tDogs" and print it out, it prints out with square symbols so the output looks like: Cats [] [] Dogs Is there a way to print out a string containing horizontal tabs without it outputting the symbols? If I do it in a regular lua compiler the output is fine. Thanks in advance
  9. Operations Snowfox/Scarlet Dawn/Clear Field/Sea Slug all updated again with the fix as per @EndersGame, with a big thanks to him for pointing it out.
  10. I don't know why it does this but it's been like that for ages. It never changes to the dates etc. But the files are updated. Persistence has been fairly unreliable for some time now. Hence it's going away soon. I will take a look at it though.
  11. This is probably needed for compatibility with things like NS430 and a myriad of other things.
  12. Operations Snowfox/Clear Field/Scarlet Dawn/Sea Slug have been updated to provide (hopefully) support for the latest open beta patch, which caused some scripting issues due to a fix that was rolled out to the API. I anticipate this will be the last time theses missions get updated in their current form, but of course you never know. Please let me know if any issues come up. I was aiming to replace Operation Jupiter with what would been the first mission in a series for it, but it isn't quite ready yet and unfortunately will also be awaiting a fix for the new Biggin Hill airfield.
  13. Happening to me as well. I have to wonder if this was an intentional prank on all the excited Englishmen who would have flocked immediately to Biggin Hill.
  14. Love the update guys, absolutely brilliant! Thank you for adding the airfields!!!
  15. Does anyone know what "Lamp" airfield is? Is this another name for Lympne or where/what is it? Thanks in advance. Edit: Oh cool I see the post has been updated and it is indeed Lympne. That's awesome.
  16. Unfortunately slot block doesn't work in single player unless you self-host as a multiplayer server which is a headache. Since the whole purpose of what I'm doing right now is to remove the common headaches/barriers/problems etc from the missions, it is something that will continue to be left on the cutting room floor. If I can figure this all out just right, you won't need slot block anyway.
  17. This is fantastic news, looking forward to the update.
  18. Yeah it's taking some time that's for sure. About 2/3rds of the way through Snowfox as it stands, whilst simultaneously working on Normandy for what will replace my old Operation Jupiter stuff. So after a long hiatus, there are some things being moulded into shape on the forge.
  19. ScarletDawnAirbases.lua ScarletDawnConstructions.lua ScarletDawnStaticInterment.lua ScarletDawnUnitInterment.lua They get written to the DCS World directory by default, not the saved games. That said, I'm in the process of a total re-write of the code to drop persistence and to get rid of Moose.
  20. I have just checked and this is not happening for me, everything is working as expected. Did you modify the mission in any way?
  21. If there are no files are present when the mission starts, then by default it will be 5 minutes after mission start when they are created. It then updates those files every 5 minutes by default. I assume there are still some units that are not creating dead events (like the speedboats), although I have not checked in the latest beta.
  22. No that's not how it works. If you are not going to do it via script, you set up the trigger in the mission editor, and select the sound that the trigger will play and it will embed the sound file into the mission when you save it. I'll post some screenshots of how it will look in the editor shortly. In the example above, a trigger of 'once' type is used to play the sound file 10 seconds after the start of the mission. When you select the sound file and then save the mission, the sound file will be embedded into the .miz. The trigger will not require any further change as it will know that the file is part of the mission. Hopefully that explains it a bit better.
  23. When you select a sound file to open from the mission editor, it will package that sound file into the .miz for you when you save the mission. You don't need to then tell it where to look internally from the .miz Alternatively, if you are packaging the sound files into the .miz manually outside of the editor, then you will want to trigger the sounds via script. trigger.action.outSound('SoundName.ogg')
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