Sandman1330 Posted April 16, 2021 Posted April 16, 2021 Hey guys, Banging my head against the wall for awhile on this one. I have 2 missions, mostly identical in setup except one is on PG, and one is on Syria. Both have a CVBG, both use the recovery tanker script. Because I'm lazy, I've even used all the same unit names and the script is a direct copy and paste from one mission to the next. On the Syria mission, all works as planned. On the PG mission, the recovery tanker takes off, moves to it's station aft of the ship, then where it should become available for tanking, it just descends into the pattern and recovers. Once it recovers, another spawns and does the exact same thing. It's almost as though it thinks it's running out of gas, but for some reason it is deciding that it can't be a tanker and just coming home. I thought it might be because the PG mission has an additional tanker and has to share Texaco with another tanker (callsign conflict), but I've deleted all other tankers and it still has the problem. I currently use MOOSE 2.5.0 for compatibility with SWAPR, but the same issue arises using 2.5.3 Here's the script I'm using, though I've also tried just the basic script with no modifiers, and the same result happens: TexacoStennis1=RECOVERYTANKER:New(UNIT:FindByName("USS George Washington" ), "Recovery Tanker 1") TexacoStennis1:SetCallsign(CALLSIGN.Tanker.Texaco, 2) TexacoStennis1:SetRadio(260) TexacoStennis1:SetTACAN(55, "RCV") TexacoStennis1:SetAltitude(7000) TexacoStennis1:Start() Attached are the two .miz files. It's super weird. Any suggestions? Sandman's Server - PG - V1.2 no stennis.miz Sandmans_Server - Syria - V1.2.miz Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
Sandman1330 Posted April 17, 2021 Author Posted April 17, 2021 OK, I've narrowed it down to a conflict with a template that I have set up to spawn random opponents. That script is the following: AItemplate = { "AI_#001", "AI_#002", "AI_#003", "AI_#004", "AI_#005", "AI_#006", "AI_#007", "AI_#008", "AI_#009", "AI_#010","AI_#011", "AI_#012", "AI_#013" } AI = SPAWN:New( "AI_#001" ) :InitRandomizeTemplate( AItemplate ) Which initializes the template, then is triggered via a flag from F10 menu with this command: AIBFM = AI:Spawn() Something in this script is causing a conflict... Ryzen 7 5800X3D / Asus Crosshair VI Hero X370 / Corsair H110i / Sapphire Nitro+ 6800XT / 32Gb G.Skill TridentZ 3200 / Samsung 980 Pro M.2 / Virpil Warbrd base + VFX and TM grips / Virpil CM3 Throttle / Saitek Pro Combat pedals / Reverb G2
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