ENO Posted November 24, 2013 Posted November 24, 2013 Ground vehicle units given a waypoint action for "hold" doesn't work- and actually now that we're on it neither does setting red states. Units given an "attack map object" instruction don't. I'll attach the mission shortly... I just needed to vent. It's like nothing works anymore. MP teleporting, group to random zone... cloning... holding... red state... I don't want to vent but I'm so frustrated with this I'm just ready to throw my computer through a black hole right now. Dozens of hours trying to get a function to work via a variety of different means.. nothing wants to work.Eno's Georgia Peach Hunter Killers 1.2.6.b.miz "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ED Team NineLine Posted November 25, 2013 ED Team Posted November 25, 2013 I'll take a peek at it tonight... Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Grimes Posted November 26, 2013 Posted November 26, 2013 The mist.ground.patrol function doesn't reassign task data, so the hold and alarm state actions are essentially erased for the group. I'd need to experiment to see how practical grabbing the task data would be. You could get around it by creating trigger zones with trigger action tasks to change ROE/hold the group. Switched Condition>Group Inside Zone A or Group Inside Zone B>Push Task(Alarm State Red) Switched Condition>Group Outside Zone A and Group Outside Zone B>Push Task (Alarm State Green) Swithed Condition>Part of Group inside zone A or Part of Group inside zone B> Push Task(Hold) 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
ENO Posted November 26, 2013 Author Posted November 26, 2013 Oooooh okay! That's easy enough. Alternately I could remove the patrol function- which I could do since their path is already long enough for a good mission. That's a relief. Thanks grimes. Looking forward to checking it out! "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ENO Posted November 26, 2013 Author Posted November 26, 2013 Okay on that note, I did get the "stop" to work... but the "Red state" doesn't work. Just to be clear- red state will activate sensors, right? So for example the SA8 that has its search radar stowed in green state, when entering red state the search radar will activate and start spooling? I user flag condition the green state so it'll be green so long as flag 1 is off... but then switch to red when user flag 1 is on. I've tried it as a flag based on two waypoints... one waypoint... Perhaps I'm going about this wrong. If I had it set as a red state to begin with and instead just turned AI on and off... when it arrives at the location I can "stop group" and AI on. When it's time to go, time since flag- group resume / group AI off. Only issue I take there is that if they receive fire they'll just plod along and not defend themselves... sigh. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ED Team NineLine Posted November 26, 2013 ED Team Posted November 26, 2013 Okay on that note, I did get the "stop" to work... but the "Red state" doesn't work. Just to be clear- red state will activate sensors, right? So for example the SA8 that has its search radar stowed in green state, when entering red state the search radar will activate and start spooling? I user flag condition the green state so it'll be green so long as flag 1 is off... but then switch to red when user flag 1 is on. I've tried it as a flag based on two waypoints... one waypoint... Perhaps I'm going about this wrong. If I had it set as a red state to begin with and instead just turned AI on and off... when it arrives at the location I can "stop group" and AI on. When it's time to go, time since flag- group resume / group AI off. Only issue I take there is that if they receive fire they'll just plod along and not defend themselves... sigh. This is how I have seen it explained: green state - unit is in off-duty state, no emission, no target searching. just standing or moving. red state - unit is in alarmed state, all sensors are ON, searching for target to engage. some units can move in this state (tanks, IFVs, some small AAs), big AA can't move in this state. auto - units act like before, they are stowed until they "miraculously" sense a target. Then they go to alarmed state and engage target. if they don't "sense" suitable for engage target for awhile, they go to stowed state. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ENO Posted November 26, 2013 Author Posted November 26, 2013 That's what I thought... Well this is where I'm at now- Again, just testing the concept on small scale. I've tried with an SA8, then switched to Tung thinking that maybe that had something to do with it. On earlier tests when the vehicle starts in red and moving- it works so I know it "can" drive while in red state... I've tried integrating Grime's fix but while that fixed the hold issue- it doesn't fixed the "red state" issue even once the vehicle stops.test1.miz "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ED Team NineLine Posted November 26, 2013 ED Team Posted November 26, 2013 That's what I thought... Well this is where I'm at now- Again, just testing the concept on small scale. I've tried with an SA8, then switched to Tung thinking that maybe that had something to do with it. On earlier tests when the vehicle starts in red and moving- it works so I know it "can" drive while in red state... I've tried integrating Grime's fix but while that fixed the hold issue- it doesn't fixed the "red state" issue even once the vehicle stops. I am gonna mess with it on a mission I am working on tonight, but Grimes might be more help than me, I am just an ME hack, :) ... but I am almost positive I had something similar with a state change... but I need to look when I get home tonight... Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ENO Posted November 28, 2013 Author Posted November 28, 2013 Any luck? "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ED Team NineLine Posted November 28, 2013 ED Team Posted November 28, 2013 No, I was watching Bubble Guppies and/or playing blocks last night, even when I flying in your server last night, 1.5 year old in my lap, and Bubble Guppies where my left MFD might be in a real cockpit :) Gonna try to mess with my mission tonight... again :) Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ED Team NineLine Posted November 29, 2013 ED Team Posted November 29, 2013 Ok, I see what you mean, changing the state when a unit arrives at a wp with advanced wp actions doesnt seem to work, can you us Triggered Actions instead and have it fire when they enter a zone with AI Task Push? I know its a little more work, but atleast its a work around. Not sure why the advanced wp actions doesnt work... Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ENO Posted November 29, 2013 Author Posted November 29, 2013 Hmmm haven't tried that- will do though. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
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