Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

11 Good

About TP_Fritz

  • Rank

Profile Information

  • Gender

Recent Profile Visitors

617 profile views
  1. Ahh, okay, I didn't realize the Proximity MCU would - essentially - stay perpetually active. I kept trying to create a typical setup with Deactivate and Activate MCUs, and of course that wasn't working. Thanks!
  2. Is it possible to have Proximity Trigger MCUs repeat? For example, looking at @JimTM's Mission Editor Manual, on page 87 there is the "Detect the Proximity of Objects to One Another" example. Is it possible to create this in such a way so that the Proximity detection is constant, instead of a single trigger fire for both Inside and Outside? So, for example, if a Fw190 enters the Proximity IN radius and then exits the Proximity OUT, they reset so once the convoy resumes it will once again panic if another 190 enters the Proximity IN radius, ad infinitum? (image courtesy of JimTM's manual)
  3. Could someone inform me of where to find the gun barrels and wing bomb rack rods on the template? I haven't been able to locate these areas:
  4. Hi SYN_Haashashin - I can state the issue now... it was that odd issue where the Surface.dat and SurfaceDat.txt files were being screwy. So I don't think it has anything to do with the campaign - it was on my end. Off to fly it now.
  5. This is great so far. Started with the Kaiserschlacht mini campaign. 1st mission was great - stupid me over revved the engine tho and had to glide it all the way into our new aerodrome. However, the 2nd mission I can't get started. The lead Pfalz starts up his engine, revs it like he's going to take off, and then just sits there. At first I thought it was due to the craters on the runway, so I edited the mission to remove them just to see if that would fix it, but it doesn't. It looks like they get stuck in the ground or something... and the runway is extremely bumpy, requiring me to have to fishtail the Fokker at full power to get it to start moving. When I was editing it I made sure they all were hit with the "Set on Ground" button to make sure they weren't clipped into the surface, but that didn't do anything either. I don't know if this is due to the patch this week or not. Sorry to have to report this - so far it looks like a great campaign, and the detail you've put in is really amazing.
  6. I'm sorry I haven't responded. Thanks everyone for the feedback, and thanks for the info JimTM. In the end I went with a Complex Trigger as that was the quickest way to accomplish what I was trying to do. I'm at work at the moment unfortunately, but I'll check out your mission example when I get home. I'd much rather use a CZ to do this in the future than a Complex Trigger if I can.
  7. Thanks for the suggestions. I couldn't get it to work at all, like all of you stated - only the locomotive is detected. Which, honestly, as @IckyATLAS suggested, is kind of the way it would be looked at IRL. I was just hoping for a bit more granularity in the ability to set up a scoring situation.
  8. Good info there. Have you by chance tried your working group on all of the maps one at a time and starting with a clean map? I wonder if it could be some sort of issue with other MCUs in a mission with lots of objects. I'll try that myself tonight when I get home.
  9. I have no idea if this is even possible, given the nature by which trains are created in the ME, but has anyone by chance experimented with the possibility of trying to fire a trigger using, say, a counter, against a train? What I'd like to do is detect how many cars are destroyed (including the locomotive) and then trip a counter after a certain number are killed - but given that the whole train is a unit unto itself, will this even work?
  10. Yes, HUD is on and CZ is active. Apparently, upon further testing, a CZ doesn't work this way - you can't Object Link multiple groups or planes to a single CZ. The only way I've found to do it is to either use a single CZ Object Linked for each plane individually and then have all the CZ's Target Linked to a Counter, or use a Complex Trigger. The next question would then be: Is a single Complex Trigger less resources then, say, 9 CZ's?
  11. I'm trying to figure out how to set up a system where I can check the number of aircraft of a specific type (in this case, IL2s) that fly through a check zone. The basic intent is: Check Zone -> Counter (6) -> Subtitle I have a setup where the CZ is active and Object linked to all of the aircraft I want to detect (and there are 9 of them, so the counter should fire). No coalitions are selected in the CZ's advanced properties, and the radius of the CZ is set to make sure the planes pass through it. However, it never fires the Subtitle, so I'm assuming it's not counting the planes correctly. Which, of course, has me wondering if I've set this up correctly. Is this correct and I'm doing something wrong, or is there a different method to do this?
  12. I'm having the strangest issue with my DServer that I've ever seen. I typically use my DServer to test multiplayer missions before I submit them (I fly with the Tangmere Pilots). I recently decided to have a friend try to join it just for kicks and mess around. Unfortunately, he cannot successfully get it to work. He can connect to the server, and I see him connect, and the DServer shows him connected. But if he attempts to select an aircraft and Start, he'll hear the "clank," the game will look like it's trying to load, and then the Start button will show green again. I never see his plane show up. If he tries to hit the Start button again, he'll get an "Already Spawned" error. Oddly, if he selects Spectate instead, he'll appear inside a plane - and can even manipulate it (start up engines, etc.) - but I don't see him or hear him at all. He also cannot enter into any of my multi-crew slots, it will tell him they are all taken. With further testing, we disabled Mods and went online to some of the public servers. On those, he has absolutely no trouble at all connecting, spawning a plane, and hopping into a gunner's position. With this new bit of info, I then disabled Mods on my DServer's IL2 instance (in the Startup.cfg file), restarted the DServer, and connected to test. Exactly the same thing happens - he cannot spawn, cannot join as a gunner, and "spectates" as if he's actually spawned inside a plane. So clearly, it's an issue with my DServer settings - but for the life of me I can't figure out what would be causing this. Does anyone perhaps have any ideas?
  13. Does anyone know what font is being shown in these images by chance? I've not been able to locate one that matches: (created by 216th_Peterla)
  14. Okay, thanks everyone. I need the train to be moving, so it seems I won't be able to do this like I thought, or hoped, I could.
  15. Earlier today I was thinking about putting a "on Critical Damage" to a Counter from a train. Once I opened up the mission editor though, I realized that it is probably not that simple. So, is it even possible to do? What I'd like to do is, for example, have a train with 8 carriages trip a counter when at least 6 of the carriages are destroyed... but I don't see a way to do that. Is this possible?
  • Create New...