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july865

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Everything posted by july865

  1. @Viper1970 where are you getting your switches and rotary components? and also what brand do you consider top-o-line
  2. my apologies to Speed for not including him. I had tried "Late Activation" with the script but it only worked for 1 respawn. Changing the Time function just wouldn't work at all. Cant recall where, but i had play on a server that went on for hours with respawning units at will, using the radio menu. all units where invisible until called upon.
  3. i would like to thank Grimes/Speed for the hard work put in creating MIST. im sure you have been thanked a 1000 times over. but i'll make it 1001 :-) on the GitHub repository "ReSpawn_example" was a life saver. reduced a wall of code to barely nothing. can someone point me in the right direction to make the unit hidden until called upon with an F10 command, but still remain an unlimited number of spawns? Sample miz attached . respawn_example.miz
  4. so the issue is that the ground needs to be completely flat??? uggghhh!!
  5. DCS is up to date. ver. 2.5.2.19682 I place a "Grass Airstrip" to a Persian map. place a Humvee near it, save it. start the mission. nothing there. i can see the humvee though. Tried static activate in the trigger list, no dice. havent tried any other object, just that. reading older posts, there has been an issue from the past with viewing static objects, but from what i have read, that was resolved. any help with this would be greatly appreciated. File attached. . Airport Template Test.miz
  6. we were only able to achieve 2 at a time. we have 4 in our group, and set each to different spawn type. with the last doubling up to whatever. these are your only options: "takeoff from runway", "takeoff from ramp", and "takeoff from parking hot". only one at a time can spawn from "takeoff from runway" and "takeoff from ramp" set any plane to "takeoff from runway" and you can get a second plane to spawn from one of the other spots. only catapult 1 will spawn a plane. if its occupied you wait in a queue. same goes for the other spots. i hope i didnt confuse anyone even more...... lol
  7. so the setting was "start on ramp"?? any static object on your deck??
  8. After the new updates it seems like spawning on the carrier has changed yet again and broke our training map. can someone post how to get as many clients to spawn on a carrier at one time? tried spawning parking hot, on ramp. all fail (just one at a time). its time consuming to get 2-3 friends together to test. everyone is in a diff time zone so it just takes too long. your help would be VERY appreciated.
  9. @did the mission is an air start, when i enter the office, the APU ACCUM adv comes on
  10. thank you. so, if this were to happen in flight, which the F18 is currently set to air start at 20k. then this warning would be noted and cleared, since there is no emergency?
  11. with these instructions and the NATOPS instruction, hold the switch for 10sec. does that sound correct?? (not able to test for several hours)
  12. I created a simple "Air Start" mission with 4 F18's. all of the F18's have an "APU ACCUM" advisory. . . the manual states "APU ACC. Indicates that the APU accumulator pressure necessary for the starting the engine is inadequate." 2 question. what did i do during the mission creation cause this warning, and how do i get rid of it in flight (makes good practice)?? and can someone explain the warning in a bit more detail so i can understand the advisory better?
  13. how to cycle tankers to keep one in the air all the time. ie, when one rtb's another is departing or has departed and continue with this cycle for evermore :-) any help with this would be greatly appreciated.
  14. . if you have MS Word/Open Office you can use the TMWH manual. open the manual with Word or Open Office and use the pics in the manual to make templates im sure you can even do the same with the x52, rhino, or whatever you JS is.
  15. see here for kneeboard https://forums.eagle.ru/showthread.php?t=210159
  16. can we update a current mission with your recent code without braking the mission??
  17. using Notepad ++ and Cut and Paste. this is what it looks like. i had looked inside your file. you have a spawninzone, but not a dropoffzones example. sorry, not much of a coder, but trying after changing to your most recent code, this is what im using cut and paste, ctld.dropOffZones = { { "dropzone1", "red" } and now i get this error i know its me, like i said, im not a coder but learning slowly
  18. i had received the following error but on the previous version. still trying to work out what it is.
  19. getting ready for it in a few min. could we add 2 more A10's with a "copy and Paste" without disturbing the mission? also i read that at 1 time there was a player UH-1 in the mission? what had happened to it?
  20. i had opened the mission in the ME and noticed that in triggers, Mission Start - and a DO SCRIPT action contains only the change log entry for MIST in text. (see below) should this be a DO SCRIPT FILE linked to the MIST file location? --[[ v021 changelog Mist 3.2 Hofix release - fixed bug with mist.getCurrentGroupData so that it returns a string for both coalition and category - fixed bug with mist.teleportToPoint to properly default to correct surface types - added online documentation. Available at: http://wiki.hoggit.us/view/Mission_Scripting_Tools_Documentation v020 changelog Mist v3.2 release - added mist.utils.makeVec3GL() returns a vec 3 coordinate at ground level of a given vec2/vec3 coordinate - added mist.ground.patrol - added mist.ground.patrolRoute - fixed bug with mist.ground.buildWP not accepting formations. Minor organizational changes - helipad Id is now retrieved on mist.getGroupRoute - added livery_id to DBs so helicopters don't spawn without skins - added task to DBs and dynAdd scripts so that AI aircraft will engage targets if respawned v019 changelog -- Mist v3.1 Release - fixed bug with sending sounds to clients - if an audio message is sent to correct coalition or 'all', CA players will now hear it - added speed entry to units DBs - fixed typo with mist.respawnGroup returning a nil value - modified mist.cloneGroup, mist.teleportGroup, mist.respawnGroup behavior if task variable is given. --If task is anything except for a number, the task become the groups default route. --if task is a number, then the route will be assigned after however many seconds you specify. - mist.dynAdd now accepts a route variable as part of the table passed to it - overloaded mist.dynAdd to accept route data if the points part of the table is missing. groupTable.route[1]... instead of the correct format groupTable.route.points[1]... - fixed mist.getPayload, must now be sent a string v018 changelog -- Mist v3.0 Release - mist.message.add now accepts a "sound" vars to play audio. Due to how it is implemented, Combined Arms players will be UNABLE hear any sounds. - Reorganized documentations a bit - Fixed bug with how functions called mist.toStringLL - Fixed bug with mist.teleportToPoint v017 changelog - fixed stuff broken by v016 additions - Flag funcs now accept a toggle variable. This will set the flag to false when the conditions arent met. Applies to: -mist.flagFunc.units_in_polygon -mist.flagFunc.units_in_zones -mist.flagFunc.units_in_moving_zones -mist.flagFunc.units_LOS - added mist.DBs.MEunits - mist.DBs.units now updates live as needed - added getAvgGroupPos - added mist.msgMGRS - added mist.msgLL - added mist.msgBR - added mist.msgBRA - added mist.msgBullseye - added mist.msgLeadingMGRS - added mist.msgLeadingLL - added mist.msgLeadingBR v016 Changelog - Several DBs are now updated as units are dynamically added to the mission - Country names in DBs are all now lower case. - Fixed bug with DBs where countryId was the mission table index of the country table and not the actual country Id - Added startTime to group tables - Imported and renamed several Spawn/Clone/Teleport functions -- Added mist.dbUpdate() -- added mist.dynAdd() -- added mist.getCurrentGroupData() -- added mist.getGroupData() -- added mist.getPayload() -- added mist.teleportToPoint() -- added mist.respawnInZone() -- added mist.teleportInZone() -- added mist.cloneInZone() -- added mist.respawnGroup() -- added mist.cloneGroup() -- added mist.teleportGroup() v015 chagelog - added mist.DBs.MEunitsByName - added mist.DBs.MEunitsById - added mist.DBs.MEunitsByCat - added mist.DBs.MEunitsByNum - added mist.DBs.MEgroupsByName - added mist.DBs.MEgroupsById - added mist.isTerrainValid - added mist.DBs.const.callsigns - mist.getRandPointInCircle now accepts both vec 2 and 3 - addded alt and alt_type to units databases - bug with mist.removeFunction should be fixed now. - mist.message.remove now accepts a self variable, not an integer - mist.message.removeById added; works like the old mist.message.remove - fixed mist.getUnitsInZones and mist.getUnitsInMovingZones to return only activated units v014 changelog -- Mist 2.0 Release - fixed compatibility for SSE v1.2.4 - added mist.fixedWing.buildWP - added mist.heli.buildWP - added heading and player can drive 䥬䔡죛
  21. we believe we had. IR scans and several GBU's to be sure, but nothing. this is the version we used . 01-OPF_Welcome to Suse_MP_3-1-2015v4
  22. Ranger thank you for your contribution to the community. Played WTS with 4 A10's. after helo pickup of wounded and killed the BRDM, there were no further communications after that point. anything we need to do or add?
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