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Joyride

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Everything posted by Joyride

  1. Easier ways to do this. You are ending the hold condition at mission start by making 11 true, so at some point another Hold action needed to be executed. All you need is a triggered action Hold for that group to occur when they pop smoke. At that point they are waiting for pickup and not expected to move anymore, right? If so, then it doesn't even need an end condition flag used.
  2. I've been testing this the past few days and it appears that not only is a moving zone "lost" when the unit it is attached to "respawns" to replace the same-named unit created in the ME, but a moving zone attached to a "fixed" (non-respawning unit) will not detect a unit that was respawned. I also noticed that some conditions attached to a unit in the ME, such as "units pitch", "units speed", "units vertical speed in limits", etc. won't work when the object unit is "respawned". Much of that we can indeed get around via scripting, though.
  3. Nice work, Psyrixx! I was looking forward to seeing this. Your "first script" is much cleaner than my attempt. :thumbup: dwpenney...here's a simple dynamic SAR scenario which spawns a solider ("pilot") at the ejection location: http://forums.eagle.ru/showpost.php?p=1758327&postcount=43
  4. Bolted mine right onto an old office chair, works perfectly. The TM Warthog is the biggest no brainer IMO.
  5. Joyride

    Man down...

    Just wouldn't be able to see the pilot walk to the chopper, if the client is still in, of course.
  6. Joyride

    Man down...

    Yeah, I was talking MP, too. Some people might want to hang out and use Guard to coordinate the rescue. If the downed pilot could be detectable, had a binocs view, and access to the F10 menu to trigger flares and such, it'd be interesting to hang around for a while after punching out for sure. In that case, I don't want the "solider" to spawn, only when the bail out of the client spot. Easy enough to handle with scripts.
  7. Joyride

    Man down...

    Respawning and rescuing yourself could be weird, but a proper CSAR miz could take hours!
  8. Joyride

    Man down...

    Alright, got a very simplified dynamic Search and Rescue (SAR) scenario working. .miz attached. Here's how it goes: 1. Pilot (client) ejected. Be ready to CTL-EEE as you are about to hit a hill at mission start ;-) The ejection location/coordinates are stored with scripting. 2. After 10 seconds, a solider spawns to replicate the pilot. 3. After 20 seconds, the callsign of the unit that ejected is called with coordinates of the ejection ("last known location" sort of thing). 4. A SAR helo on the ramp is replaced with a spawned helo (identical info) that has the ejection location as a waypoint to orbit. 5. When pilot gets LOS, he calls it, and should pop smoke. For now, I took the smoke script out cuz for the life of me can't get trigger.smoke.color and trigger.action.smoke working...any help is appreciated. Busted script for the smoke in spoiler... 6. After the helo has been hovering the near the pilot, the pilot walks to the coordinates of where the helicopter actually hovers, as it never orbits directly above the point it's supposed to. 7. RTB and deactivation of the pilot. I would love to do #6 and #7 above with moving zone based triggers/logic, but as I mentioned above cannot get the moving zones to function either attached to or trying to detect within any dynamically spawned unit. Also, the ME speed trigger conditions (to set a flag true after the helicopter is hovering for some period) didn't work for the dynamically spawned helo. Would also love to be able to detect the chute and set the location based on the actual pilot, but not sure we can get the location of such object in current version. In future versions, I would like to also have coordinates stored if the client leaves the unit (ie: goes to spectator in MP). That's easy to do as it's in the eventHandler. There is a lot I plan to do to emulate CSAR ops, such as proper 2-ship SAR helo ops, beacons/ADF from PRC-112 and/or relay from AWACS for CSEL, proper calls and timing of events, etc. etc. All the fun stuff. Will also eventually add the terrain detection to adjust if over water. Any help on streamlining this .miz/scripts would be greatly appreciated as I am a scripting novice. Dynamic SAR Test.miz
  9. No, he clearly deactivates and spawns at the new point, but the moving zone doesn't respawn with him, as far as I can tell.
  10. I've been trying to crack the issue of making of a dynamic zone near the pilot location. This morning I came up with the bright idea of making a pilot (solider) unit off to a corner of the map, calling him say, "DownedPilot1" and attaching a moving zone to him. Then after ejection, when a new "DownedPilot1" get spawned, it DOES replace unit made in the ME (and all his attributes), however - it doesn't seem to move the "moving zone" with him when he "respawns", unless I am doing it wrong. Would be a great for this dynamic CSAR concept if that worked.
  11. Yeah, we've got a couple threads going :-) All you need to do is remove "local" from the line "local _location = event.initiator:getPoint();" and it's now available in subsequent scripts to spawn a group/unit at that location. Your x coordinates for the spawned group need to be "_location.x" and y is "_location.z" As I mentioned in the other thread, going to share what I've got so far. I am working on trying to spawn the pilot (solider) where the chute lands, rather than at eject point, though having both coordinates will be handy for realistic SAR triggers and radio calls.
  12. Joyride

    Man down...

    Making a ton of progress on the dynamic CSAR, Eno. Will share some stuff later when I get a chance to add a few more things in the scripts/ME. But, got over the hurdle that bugged me all weekend. :-)
  13. Thanks, St3v3f. So where in the script is this new zone given a 'name' so that I can refer to it in subsequent scripts?
  14. Is there a way to dynamically create a trigger zone via MIST (or scripting), with an x/z position that is generated during the mission, and a desired radius?
  15. Joyride

    Man down...

    Midnight - that works if you just set up a Mission Start > DO SCRIPT with the text cut/paste in the script window. ENO, you and I are definitely heading the same direction, but I still have a big gap to cross. Not sure about setting up the zones...I am going to try to only set up a single poly zone, "enemy territory", out of which a CSAR scenario would not be generated. What I am trying to do now is instead of generating the text message with the coordinates of the pilot (instantly), I want to spawn a solider within some logical proximity of the eject coordinates. That way I know have a "marker"on the map for which to now organize everything else that will happen in the mission (where to pop smoke, broadcast of the pilots beacon, delayed radio messages, where to send SAR helos, where the enemy will start to move towards, etc etc). Doing it that way as I don't understand how I can "store" or "transfer" the eject coordinates to subsequent scripts or triggers within the mission.
  16. There are a few threads with good advice on this subject. Here's a good place to start for using some basic Audacity filters to make a decent radio call... http://forums.eagle.ru/showpost.php?p=1664338&postcount=4 There are also built in "AM radio" and "walkie talkie" equalization filters in Audacity that can work well in combo with "high pass" and "hard limiter" filters. Best bet is to play around with various filters to get it where you like it. Also, you can use "pitch" and other adjustments to make your own voice sound a little different when doing multiple calls. As for effects, I've had good luck simply goggling a desired effect, say "sound inside of a helicopter", or "50 cal gun noise", and simply putting my mic right up into the headphones and recording via Audacity. Given that you aren't looking for hi-fi stereo quality (its background noise in a radio call), it works! Good luck...
  17. Joyride

    Man down...

    I had to run to BAntDit for more help. Learning this as I go as well. There just needed to be an additional line added at the end of the script to load the eventHandler in the event table. world.addEventHandler(customEventHandler); Many thanks to BAntDit. Here's what he put together:
  18. Joyride

    Man down...

    I don't see why that wouldn't work.
  19. Joyride

    Man down...

    Disclaimer: I am just starting to scratch the surface and dive into scripting, so Grimes, BAnDit, Speed etc would be able to provide better advice.
  20. Joyride

    Man down...

    That script is for any ejection event. You could set a basic flag to allow the coordinates text to be displayed only if the event happens AND a certain group is killed within the same time frame, but would need to set up that script for each possible group you want CSAR for. That where I want to go with it...to be able to generate a CSAR scenario for multiplayer missions when clients eject, but also to be able to provide custom calls with their callsign (so it needs to know which group it was that punched).
  21. Joyride

    Man down...

    Did you guys even see my post? :-) Check the "spoiler" portion
  22. Joyride

    Man down...

    There was some discussion of doing this a while back, and now it seems the tools are available in the SSE. Credit goes to BAnDit for providing this script when I asked the question a few days ago... I haven't had a chance to start working with it, but it's a start. I'd like to be able to figure out how to "save" the coordinates so as to delay the CSAR calls, simulating that those calls would not happen instantly.
  23. Thanks, Aries. Edited briefing above. Will fix that in the .miz briefing with future update.
  24. I think it's important that the community get both/all kinds of missions. I tend to make missions with vGroup in mind, where 4 hour missions are more the norm and there are few respawns, refueling is typically required. Nothing wrong with people putting out flights where you can be in the action instantly and respawn and be right back in. Ideally the community is putting out quality .miz's for both quick and long-duration missions. I considered shortening Talons Reach for the public version to skip the long fly in (and may still do so), but know there are others out there that enjoy the length. I think when you invest time to ingress, refuel, etc., you are more likely to be invested in keeping that jet intact and find more intensity in the mission, as a respawn isn't really feasible given the flight time. I also feel your pain, though. 4-hour blocks to fly are few and far between these days ;-)
  25. I'll add that loadout chosen affects difficultly. This mission is much more intimate with a couple mavs, rocket pods, and Mk-82 airs vs. taking PGMs and/or lots of mavs. Way back I had originally put in foul dynamic weather with a low, overcast cloud deck to force the action down low, but alas the performance hit is just too high with that weather on may PCs.
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