Highwayman-Ed Posted February 9, 2018 Posted February 9, 2018 (edited) Hey guys, minor request I know, but a lot of missions I build for helicopters use road outposts as checkpoints and as it stands vehicles cannot drive through the road outpost, they have to go around it, which can cause some funky behavior when convoys approach them. I'd like to request a simple change to this 3D object to allow vehicles to drive through the road outpost. Edited February 16, 2018 by Highwayman-Ed 1 Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC]
Grimes Posted February 10, 2018 Posted February 10, 2018 Post images on imgur or with the forums because photobucket isn't displaying. Sorta sounds like a bug from your description though. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Highwayman-Ed Posted February 16, 2018 Author Posted February 16, 2018 Updated. Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC]
Northstar98 Posted February 16, 2018 Posted February 16, 2018 Agreed, though personally I think a rework of all static objects is desirable. So for instance I think that buildings and the like should all reside in the static objects menu and not the ground vehicles menu under fortifications and just have an uncontrolled checkbox. Next is updating all static object 3D models and graphics to take advantage of new assets and provide some division between countries. Then have static objects which are functional, what's most appropriate in this case is to have the road barrier animated for opening and closing to permit access to vehicles - controlled perhaps through triggers. Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk. Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas. System: GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV. Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.
Highwayman-Ed Posted February 23, 2018 Author Posted February 23, 2018 (edited) So for instance I think that buildings and the like should all reside in the static objects menu and not the ground vehicles menu. Whilst I see benefit in that, the problem then crops up with using templates. that road block pictured above for example is a template that I have created in the ME, when I wish to create a checkpoint like the one above, I just have to place one object (the template) and rotate it to the desired heading. I do like the suggestions for triggered animations though, nice idea :) Here is a short video to illustrate the original issue. It doesn't matter if there are other units present or not, the AI convoy behaves in a very similar way Edited February 23, 2018 by Highwayman-Ed Intel i9-9900KF @5.2GHz MSI Z390 Gaming Pro Carbon 32GB G.Skill Trident Z DDR3200 RAM MSI RTX 2080 Ti Gaming X Trio 40" Panasonic TH-40DX600U @ 4K Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive Gametrix JetSeat with SimShaker Windows 10 64 Bit Home Edition [sIGPIC][/sIGPIC]
Northstar98 Posted February 24, 2018 Posted February 24, 2018 Whilst I see benefit in that, the problem then crops up with using templates. that road block pictured above for example is a template that I have created in the ME, when I wish to create a checkpoint like the one above, I just have to place one object (the template) and rotate it to the desired heading. I do like the suggestions for triggered animations though, nice idea :) Here is a short video to illustrate the original issue. It doesn't matter if there are other units present or not, the AI convoy behaves in a very similar way Oh yes, what I meant to add was add templates for static objects too, so we have the same system for everything (well, that isn't an aircraft) and I don't have to explode every time I try making an FOB for a different mission :lol: Modules I own: F-14A/B, F-4E, Mi-24P, AJS 37, AV-8B N/A, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk. Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas. System: GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, NVIDIA GeForce RTX 4070S FE, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV. Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.
Recommended Posts