Jump to content

No_85_Gramps

Founders [premium]
  • Content Count

    1014
  • Joined

  • Last visited

Everything posted by No_85_Gramps

  1. Glad it worked out for you. I wouldn't be were I am without the help of JimTM, Prangster, TIP, Gambit, and some others whose names I don't immediately recall. I still have a lot to learn, and it can be a struggle at times, that's for sure.
  2. If you want to try the complex trigger look at this. I find it easier to just list the countries for detection. Now click on add event, select on object entered, and for the target select the timer that triggers the waypoint. US or GB plane flies within 1000m's, complex trigger fires, sets off the trigger timer that triggers the waypoint that starts the train moving. Just replace the mission begin MCU with the complex trigger. I, and many others, have struggled with the ME. It's complicated for sure, but with the help of others here, I started to slowly figure things out. And you can always ask questions! I asked quite a few myself when I first started.
  3. You don't always need two waypoints. One at the stop point is generally enough, but I needed two here due to the severe curvature of the tracks (with only the last waypoint used the train would de-rail shortly after moving. One of those weird ME things...). Think of enabled/disabled like this: Enabled - train all steamed up and ready to move, enabled un-checked - train on the track but not steamed-up.
  4. Here is a simple train group photo. The train is set to enable, when the mission begins there is a timer that links to the waypoint, the waypoint then links to the train to get it moving. When it reaches the waypoint, it triggers the second waypoint. If your train is not set to enabled (train advanced properties), it would have to be trigger activated before the waypoint gets triggered. If you replace the mission begin mcu with your complex trigger it should work.
  5. It's been a while since I've seen that problem crop up.
  6. A few weeks ago I was working on a bomb group of 87's and they attacked as they should, I added two more groups (110's/Ju88's) with a random trigger. The trigger worked but then none of them dropped bombs. I exported the group, deleted it from the mission, saved the mission, re-opened the mission, added the group back-in and still no bombs dropped. Finally I deleted the group and re-built it from scratch and now it works fine. Just one of the pitfalls in working with the ME. I spent quite some time getting it to work, but could never pinpoint what caused the problem. I still think the ME can be fun, but I have a warped sense of humor!
  7. That might be something that can be modified with the virpil software, dangerous ground for me. Try the virpil forums for info on how to modify the thumbwheel.
  8. Ok, that's what I thought. I can bind the wheel on mine to the gunsight, not sure why you cannot bind your thumbwheel. Hopefully someone with the same model will chime in.
  9. The first one released, or the current model? Is the thumbwheel on the outside of the right throttle? I have the first one, there is a wheel on the front of the right throttle, not really a thumb wheel, so I suspect you have the newer model.
  10. I've had the VKBIII's for over 2 years. Plug and play, haven't had to do anything since I installed them, still work perfectly.
  11. Have you target linked the first waypoint to the second and so on? Sounds like when it(they) reach the first waypoint that the second waypoint doesn't get triggered.
  12. Oops, didn't notice you had sorted it out. Change the Y value in the properties:
  13. I would try reducing the durability to around 5000. 50000 is quite high and bombs may not inflict enough damage for destruction.
  14. Each plane was a book with different views from the cockpit. You select a page and then I try and counter by selecting a page that would lead to a firing solution. Could keep going for quite a while and it's been ages (late seventies) since I played. Sold it off to a collector a couple of years ago.
  15. How about "flip book" air combat?
  16. Attached is a small file that contains a small arrow, and a large arrow group. You'll have to take a look at how they are set-up in order to determine size and direction. Can't recall were I found these, although I sure it was here on the forums. I also seem to remember a post about using arrows but can't for the life of me remember where it is. You can extract these to the template folder for importing into missions. arrowgroups.zip
  17. I was not able to get this to work no matter what logic I tried. I'm pretty sure that it may have something to do with the formation command. Only on the bridge does a damaged/destroyed tank prevent the convoy from continuing. It would be way to much work to make up a convoy of individual vehicles that has to navigate through a city. I just going to leave it as is for now, as long as the allied fighters do their job the convoy will make it across the bridge. Thanks to everyone for their advice and suggestions!
  18. Thanks Habu! One version I tried was a direct link from the vehicle to the delete command, which did not work, hoping that the timer changes things. I've recently found a couple of other items that need the timer for them to function correctly.
  19. I set the damage threshold at 5, so even minimum damage would trigger the event. Thanks.
  20. Thanks IckyATLAS! I just tested and unfortunately it does deactivate the whole convoy. I was thinking along the same line as you at that point, making the convoy up from individual vehicles. More testing to be done later today. Thanks again for the help.
  21. Thanks Zooropa_Fly! Will give that a try. I agree that the columns can be frustrating and they sometimes have a mind of their own!
  22. I've noticed that a convoy on a road will navigate around damaged/destroyed vehicles that are in the convoy, but once on a bridge a damaged/destroyed vehicle will not be passable by any remaining vehicles. In this particular situation I have a convoy of tanks/halftracks and once on the bridge the lead tank sometimes loses a track due to enemy fire, which stalls the rest of the convoy. Try as I may, I have not been able to figure out how to delete the lead tank so the convoy can proceed. I've tried ondamaged/ondestroyed events connected to delete and disable but they do not work. I know a destroyed vehicle should delete after about 8 minutes, but that does not help. I'm wondering if the fact that it's a convoy, with a formation command, has anything to do with it. As a side note you may want to look at the screenshot I posted in that forum that shows the outcome of the convoy.
  23. No_85_Gramps

    uh-oh!

    Looks like a roadrunner and coyote where hanging about!
×
×
  • Create New...