Jump to content

number3

Members
  • Posts

    269
  • Joined

  • Last visited

Everything posted by number3

  1. How is everyone posting the re-sizable images as part of their post? When I attach an image it's just a small thumbnail until someone clicks on it.
  2. I have found that in some of these missions, the stinger troops only come out when the targets spots you or when they are under attack. I agree with TheSmileyBastard, in that your first pass better be a good one. Otherwise the stinger troops are too much to deal with. Not to mention that giving the distance you sometimes have to travel, you only have a few passes before you have to RTB or risk running out of fuel.
  3. Hey enigma6584, We're still breathing. As Vedexent said we hop into public servers and fly on a casual basis. Feel free the hop by the forums and say hello.
  4. This also happened to me, I was just getting out of a hover and my right engine suddenly cut out. Unfortunately I don't have a track of this. But I wasn't high up, maybe 600m and none of my de-icing switches were turned on. I was able to pull an emergency landing and re-start my right engine, but it was weird how it just cut out like that.
  5. Looks like the log from your first post is complaining about this line RedList at that index may not equal nill. But have you checked to print the table to see what RedList is at that index? It could be something else all together.
  6. "This may be the issue. The trigger fires ONCE on MISSION START. Should I put a delay on it? And how much do you think?" If you want it to print at the start of your mission add a condition to the trigger 'TIME MORE' (or something like that) so that it will execute X number of seconds from the start of the mission. You may also want to increase the length of time to have the message displayed on the screen.
  7. That could end up being a massive FPS hit. Currently firing a salvo of rockets is a decent enough hit on frames. Adding additional explosions for every rocket impact sounds like it might be even more crippling.
  8. Just curious, were you planning on increasing the size of the blast through scripting? Or were you going to add smaller explosions (lesser magnitude than the default for the weapon) around the initial impact point?
  9. What speed are you starting your approach and your altitude? The higher your speed and the lower your altitude, the more likely you will see the reticle without having to adjust the HUD glass.
  10. You might want to check your button mapping. Turning on auto hover mode only turns on the altitude hold channel; and turning off auto hover doesn't disengage any autopilot channels.
  11. Very interesting thanks for the tip. I will give this a shot. I experience AI vehicles stopping short on their destination in a mission I created a while back; and never could figure it out. Sometimes they would reach their destination 90% of the time, but then when I was beta testing with my squad (as usual) the bug would occur and that was no fun.
  12. As ArtMan_NL said, you most likely damaged it (blew a tire), which can happen when you have a rough landing You may want to look at your axis assignments to make sure you have the right key assigned to the yaw movement.
  13. It's quite possible. I've experienced and noticed the same things as well. Takeoff and landing may be slow for the majority of rigs, depending on how cluttered the surroundings are. What are the specs of your rig?
  14. Are you serious? There was an update just last week https://www.kickstarter.com/projects/508681281/dcs-wwii-europe-1944/posts Calm down.
  15. You may also want to carry smoke rockets. Depending on the landscape, even after locating a target when I need to make another pass (and nothing was destroyed) sometimes I loose sight of the target again. Smoke rockets fixes that problem quite easily.
  16. Here is a previous thread that talks about the discusses thing: http://forums.eagle.ru/showthread.php?t=115625
  17. We're still alive and well. The server has had it's ups and downs with it being more than just a dedicated DCS server. Vedexent is working on it. You can still catch us on our forums and hop into teamspeak at any time. If the squad server is down we will simply join another server that has SU-25A of KA-50 slots available.
  18. I've noticed that when i take damage, if the hydraulics get damaged both the primary and secondary are damaged and leaking at the same time. It never seems to be the case where one of the systems gets damaged while being able to still use the other. Anyone know whether these two system are actually separate from each other? Or have you have one system fail and the other still functional?
  19. You will also want to jettison your weapon stores. That should help with the rough landings. When I lose hydraulics, I stabalize and lower my gear (if possible) before I lose all hydraulic pressure.
  20. Based on the Mist 2.3 documentation, it doesn't look like you can filter out a unit like that. You could refactor the mist function and add that command filter and do the work for it. Or you could give AI flights a specific country or a set of countries and give client flights a different set. That way you use this "[c][helicopter]<country name>" - add all of this country's helicopters to the table "[-c][helicopter]<country name>" - subtract all of this country's helicopters from the table "[c][plane]<country name>" - add all of this country's planes to the table "[-c][plane]<country name>" - subtract all of this country's planes from the table "[c][ship]<country name>" - add all of this country's ships to the table "[-c][ship]<country name>" - subtract all of this country's ships from the table "[c][vehicle]<country name>" - add all of this country's vehicles to the table "[-c][vehicle]<country name>" - subtract all of this country's vehicles from the table
  21. This is great! Thanks for sharing the script.
  22. Just curious why do you return time.getTime() + 300? Looks like this function will run every second. However, wouldn't it be best to run this function every time the smoke is about to run out (smoke lasts about 5 minutes)?
  23. @Wine If I understand what you are trying to do, your trigger condition may be incorrect. With what you have the trigger will execute the script action only if the unit takes damage. It sounds like you want to damage the unit so that the radar is gone. You may want to use: function trigger.action.explosion(Vec3 point, number power) Set your trigger once to execute when time is more than say 2 seconds and set the action to a script (or do script) In your script you will want to get the vec3 position of your unit. local unit_obj = Unit.getByName('name of your unit') local vec3pos = unit_obj:getPosition() -- Here you will need to experiment with the height of the explosion vec3pos.z = vec3pos.z + 0.005 -- Try decimals or whole numbers trigger.action.explosion(vec3pos, 1) -- You may want to try decimal numbers such as 0.3 to see if you can get a smaller magnitude
  24. There most likely is a limit, because F11 - 12 are to go back to the parent menu or exit the menu entirely. I haven't tried to go beyond 8 menu items, so I'm unsure what will happen if you try to add more than 10.
  25. Just tried this out in my mission and everything worked out fine. local static_object = StaticObject.getByName('static_object_blah') local health = static_object:getLife() -- Return an integer local position = static_object:getPosition() -- Returns a vector 3 table I you needed to use StaticObject instead of just Static
×
×
  • Create New...