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Preacher316

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  1. - The zone is set in mission editor as "Missile in Zone" set to "AGM65-F" The zone will recognize the AGM65-G when the trigger is programmed to recognize an "F" series Maverick - The trigger will not recognize the AGM65-F I am flying the F18 Hornet
  2. Sounds added in the mission editor in the action panels' "SOUND TO ALL" (for example) have half the volume of the actual sound file's original. Play the file xyzsound.ogg on the PC and sound is a good quality and volume, but insert it into the editor and click the playback button under the ACTIONS window to test the sound, and it plays at half the originals' actual volume. I use alot of sounds in my missions and struggle to make them loud enough because the Mission Editor lowers much of the files original clarity and volume, especially when it comes to a voice. The only work around is to cut back all other OPTIONS AUDIO volumes and boost the "In Helmet" slider volume, but then there is no uniformity and always a guessing game for each player with different mission.miz files. If someone from ED could acknowledge that ED is aware of this and this is something that might be addressed at some point in the future, it would gratefully console me. Thank you.
  3. Also, when playing in multiplayer. The Client who is running the server can see the train, but the guest client can not see the train. Same train, one can see it and the other guy can not.
  4. I went to fly an previously created mission which worked perfect before recent updates. The AI Harriers do not even spawn in on the Tarawa. (Caucasus map) They just are not there to take off. I can not get a Harrier on the Tarawa?
  5. Update: I now know what is happening to cause the disappearing sound box. To reproduce this bug, you must delete a sound.ogg file from the ACTIONS panel, which is also used in other trigger's ACTIONS panels. If that same sound.ogg file was used in another trigger's ACTIONS panel, the sound.ogg might be inadvertently removed from the other trigger in which you used that same sound.ogg file. It happens only once is while. Hard to duplicate unless you use a lot of sounds, then you are bound to have it happen. This is a difficult bug to catch, but it is there. FYI I know the sound should have played, and when I go back to see why it did not, I see the "File" box, to select the file, is gone (as shown in the image thumbnail enclosed) - It has happened dozens of times to me and I could not figure out the cause, But now I know the cause. Deleting the sound from one trigger, effects the other triggers in which that file is used. When I again start making more missions with many sound files being added and deleted, I will let you know if it is still happening as of after December 5 2019 Thanks for checking.
  6. Attached is a track. Also, the mission is on your site. If you would like to download it and look at it in the mission editor. I have changed nothing, but this and other missions all have the Harriers failing into the sea after recent updates. https://www.digitalcombatsimulator.com/en/files/3305038/ Harrier Crash.trk
  7. Several missions I fly as a single player, and have posted in the USERS FILES, include Harriers launching off of the Tarawa "Takeoff from runway". Prior to recent updates, they would launch slow and steady with no issues. Now, after recent updates on the beta, and with no changes to those scripts, AI Harriers plunge into the ocean just after takeoff from the Tarawa. I will have to go back to find a fix. But something's very wrong. They try to climb excessively, then drop and splash into the ocean. Sometimes one will make it, but most go too low and crash.
  8. Yes me too. Went back to a mission that worked fine before last update. Harriers jump off the Tarawa and descend into the ocean and crash. Definitely a bug with "TAKEoff from runway". The mission worked fine many times of use before. Made no changes and now they crash just after takeoff.
  9. Feel for you. I built from scratch for 3 screens and it was frustrating as a learning curve. Finally settled on the following. Nothing less then a GTX 1080 ti (even if buying it used) Note: actually performed worse with a 2080 ti - maybe it was a windows 10 combatability issue? But 1080ti works great. i7 7700K 4.2GHz ASRock Z270 Graphics 1080 ti SSD 970 EVO G.SKILL TridentZ Series 16 GB 288-Pin DDR4 SDRAM DDR4 3000 for three screens, anything less may not due for the FPS.
  10. (1) Good if: Train engines and cars can be assigned to trigger a condition (unit dead) to perform an action (Flag on) = One car damaged or all train dead etc. More control over trains would be good, like way-point triggers. Like you can with a ground unit. Trains can play a fun part in a mission's scripting when being targeted. (2) Using the same sound file (XYZ.ogg) in multiple action trigger panels, will some times interfere with each other. Example - I use XYZ.ogg in two different trigger action panels. Delete the sound XYZ.ogg from trigger one ACTIONS panel, and it deletes the sound from both triggers 1 and 2. Sometimes it deletes the sound in the other trigger's action panel and sometimes it does not. Very hard to duplicate. But when I fly a mission and know that the trigger should have produced a sound, I go back to look why it did not play the sound file and the drop down file selection box is gone. Image enclosed. (3) It would be great to have a "Check Box" on the SOUND ACTIONS panel for a trigger, to select the "PRIORITY" of the sound. EXAMPLE: If the box is selected, the sound will immediately play and WILL NOT stop playing until it is finished, even though another sound is triggered on top of it. Also, it will immediately play only if the previous sound is not also checked "PRIORITY", otherwise it will play immediate after the previous "PRIORITY" sound is finished playing. As it is now, a newly triggered sound stops the current playing sound, which causes the listener to miss very important sound messages. (i.e. verbal instructions)
  11. I am using the beta version 2.5 and all subsequent updates. (windows 10) I will enclose a screen shot as an attachment. One in fifty times I save a .miz file after editing "anything". I will notice a sound file did not play when triggered to play. So I go back and look at the triggers to see why it did not play, and the file is gone along with the whole drop down box, which does not show in the mission editor "Trigger" "Actions" window. It just disappears. When you have fifty sounds in a mission, it's hard to know which ones did not trigger, from the one that just erased from the mission editor due to this bug. I know of no way to duplicate it, but I can not be the only one that this is happening to. It is totally random about 1 in 30 or 50 save .miz file edits. I never know why or when it will do it. - see photo attached.
  12. 7. Would be nice to prevent voiceovers from cutting each other off. If one is currently playing, prevent the next one from playing until the first one finishes. Should have a check box to select; 1. "Play now" (cut off existing sound and play immediately) or 2. "Play next" (plays after the current sound is playing)
  13. Disappearing Sounds - The Whole Drop Down Box goes away for no reason. I am using the beta version 2.5 and all subsequent updates. (windows 10) I will enclose a screen shot as an attachment. One in fifty times I save a file after editing anything. I will notice a sound file did not play when triggered to play. So I go look at the triggers to see why, and the file is gone along with the whole drop down box, which does not show in the mission editor "Trigger" "Actions" window. It just disappears. - see photo attached. When you have fifty sounds in a mission, it's hard to know which ones did not trigger, from the one that just erased from the mission editor due to this bug.
  14. When I select to use my cannon. Then deselect it and select to fire rockets. Then go back to cannon, then go back to rockets. Even though I have deselected the cannon, the cannon still fires with rockets. Look on the left DDI and you will see I deselected cannon and yet it is still firing. It does this when dropping bombs also. Even though I deselected the cannon and I am not expecting it to fire, it will still fire when trigger pulled. (my trigger has two mode, half pull = gun trigger, full pull = weapon release) I am assuming when you select or deselect "GUN" on the DDI, it would engage or disengage the cannon fire ability? See short track attached showing the issue. Because it's random, you might have to switch back and forth on the DDI several times before it gets duplicated, but it happens to me all the time. You can see on the DDI the "GUN" is disengaged, yet still fires with the rockets. GUN STUCK ON.trk
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