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Wizard1393

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Everything posted by Wizard1393

  1. Since this sluggishness/unresponsiveness doesn't happen (at least for me) when accessing the controls from the main menu (sim not running), my best guess is that this bug occurs because the simulation doesn't stop listening to input even though you're in the controls dialog and that messes things up.
  2. Can confirm. Have this issue too. Not every time, strangely. But it seems like it's very often. It never does this if you edit controls straight from the main menu. But if you access controls from in-game, this happens frequently.
  3. It has happened to me multiple times that something goes wrong during save. It seems like it saves, but takes longer than usual. But then when you look at the file, it's significantly smaller. And it won't play if you start the mission. But maybe this is not the same issue. I know theres an issue if you have the .miz file open in the file explorer at the same time as you are saving it in the ME. But this was not the case when it happened to me.
  4. BUG (Broken functionality) REPORT MIST Instead of making a new thread, I'll just make a post about it in this existing thread. Grimes, should we use this thread specifically for bug reports/broken functionality regarding MIST and the Scripting Engine, or make new threads in the "Mission Editor Issues" subforum? Function mist.groupToPoint, does not seem to work properly. I'm trying to use it to move a ground group to a zone. It sends the group off in a static direction (not towards the zone) and it disregards the UseRoads variable. I've tried setting UseRoads to true and 1, false and 0. I've set the Formation to 'On Road'. Nothing makes them use road. And they spawn right next to one, some units, even directly on one. I've attached a freshly created test mission that replicates this every time. Just load the mission. After 5 seconds a group spawns in and sets off to the horizon like there's no tomorrow :) test.miz
  5. This is fine. But for the sake of clarity, the trigger action GROUP DEACTIVATE in my opinion should/could be renamed to GROUP TERMINATE or something similar. Using the word DEACTIVATE might have people thinking they can DEACTIVATE the group and then activate it again with GROUP ACTIVATE, seeing as that it's possible to activate a group set for late activation. I'm guessing this is a smaller issue, or even a non issue for most people creating simple missions in the ME. But when getting into advanced mission creating and scripting, you find yourself trying to understand these kind of inner workings, like what the difference is in the states of a group set for late activation and a group that has been deactivated. All improvements, small or big, are still improvements right?
  6. +1 for proper 3-way / 2-way toggles to be able to configure flaps and such like in the A-10C...
  7. Can confirm. I just created a brand new mission in 1.5. Put 1 RED and 1 BLUE infantry group right next to each other (Like 10m) and noone engaged. Must be a bug.
  8. OK. To me this is confusing. Deactivating a group should put the group in the same kind of state as a group set to late activation would be, wouldn't you agree? Maybe it's just the working used that makes it confusing then. If it's intended that a group that gets "Deactivated" is not in the same state as a group put in "Late Activation" then I would suggest calling "Group Deactivate" trigger action to be renamed to Group Remove to avoid confusion. I guess I agree. So is the general idea that you use Group.isExist() for checking if the any of the units in the group is alive then?
  9. Done some testing. Group.getByName() indeed returns dead(destroyed) groups. But if a group is Deactivated via trigger, it does not return the group. It does however return the group if set for late activation in the ME. Possible workaround for now seems to check the # of units within a supposedly destroyed group. Lua predicate would solve alot too... Anything? Thanks for your info so far Grimes!
  10. Can confirm hovering after repair. If you manage to take-off after, aerodynamics are weird.
  11. Is this compatible with 1.5b? I love these english cockpit mods. Good work indeed!
  12. Is this compatible with 1.5b? I love these english cockpit mods.
  13. I agree it's much more visible now than in 1.2. But yes, contrails felt longer in 1.2. I would also like the SAM launch smoke to be fuller and longer. Look at this FALCON clip. THIS is how it should look in my opinion. Then u stand a chance seeing it. Mind that I think this is a smoke MOD for Falcon and not vanilla Falcon.
  14. Maybe it is announced or not, (searched forums didn't find anything) will DCSW 2.5 have proper FLIR modeling in the new maps/theatres? To be honest FLIR views in the TGP in the A-10C are pretty much useless now. Trees are just as hot as vehicles and troops... This is the dream...proper FLIR.
  15. At least Kobuleti also has this problem. AI aircraft taking off in the wrong dir, according to wind.
  16. Don't know if right section but I'll post it here. I've made a mission with alot of "client" aircraft. All "client" flights are grouped in two's. So there's Springfield 1-1, 1-2; Enfield 1-1, 1-2 etc. I've been getting reports from people that they don't get the waypoints in game. Have not been able to verify this. At first I though this might be due to the new ability to have "clients" in the same group. But I've tried myself selecting both a "1-1" and a "1-2" and both had waypoints. Anyone else had problems with missing waypoints? /C
  17. We were a group of people also experiencing this issue. Can't connect to a passworded server. When we turned off server password, some of us could connect. We had issues in general connecting to servers, got message "password incorrect" even though we had the right password, or blank password. Maybe it's due to ED Master Server overload?
  18. Bump. Nothing new on this subject? Until and if it gets done "properly" wouldnt it be possible to mod it somehow so that all UNITS basically are clear shining white/black in the WHOT/BHOT modes? Those modes are basically useless now, unless it's night, then it's a LITTLE useful. I cant understand why it's made like this really from the beginning as someone said. Trees and terrain are often just as white as any unit, human soldiers or vehicles.... Seems like it would not be too hard to do it BETTER, even if not using accurate heat texture maps. Just have all terrain/dead objects/buildnings darker and only UNITS brighter.
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