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No_85_Gramps

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Posts posted by No_85_Gramps


  1. Open the .mission file, it's just a text file, scroll down to the line seasonprefix= and make sure it has either "su" or "wi" after the equal sign as shown here:

     

    GuiMap = "rheinland-summer";

      SeasonPrefix = "su";
      MissionType = 0;
      AqmId = 0;
      CloudLevel = 500;

     

    For some unknown reason the su/wi gets removed while working on a mission, and this has been know to cause the below ground planes.
     

     


  2. While working on a mission with ver 4.004 I have noticed in the FME that train placements are not visible, they are below ground as seen in these photos. Once you click on "place on ground" they are fine, but after saving the mission, and re-opening in the FME, the problem comes back. Funny though that when running the mission the trains all appear correctly. This is on the Rhineland map.

     

    train1.jpg.4974f9aa2601a257d308fd926c892de6.jpg

     

    train1a.jpg.3071b47fac245d7ee327cb6bac578845.jpg

     

    trains.thumb.jpg.050ecf902c740db646ca34b750c4c485.jpg

    trains2.thumb.jpg.75d6fbc4ff4f6e9a462b97149587be80.jpg


  3. Strange for sure. I was just flying the P-51, and I could see this on my plane and my wingman's plane. He did not see this at all from his views.

     

    Update: Just checked using the viewer and everything was fine. Loaded up a QMB, and then an MP mission, and all was fine. However, I did notice If I scroll through paint job options in the hangar screen, the bug will flash in-between skin changes. Just as Mobile_BBQ was seeing.


  4. 28 minutes ago, =[TIA]=Stoopy said:

    This sounds pretty straightforward. I don't get why you are using complex triggers when check zones seem like they'd work just as well. 

     

    If they are running this mission using the in-game dserver, check zones and proximity triggers do not work, thus the use of the complex trigger. I haven't checked after the most recent update, but the check zones cannot detect player planes, and the proximity trigger seems to have a mind of it's own.


  5. 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.

    complextrig.jpg.c534972f970d01369160ff2a0d8a3edb.jpg

     

    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.

     

     

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  6. 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.

     

     

     

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  7. 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.

    simpletrain.thumb.jpg.bcea28670fbe2b9e48906cdeb98ca859.jpg

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  8. 11 hours ago, Beebop said:

    Anyway, so I am left with the same questions.  When I copy this group of MCU's and objects and paste them into another mission. why don't the Stuka drop their bombs? 

    Everything is identical, MCU's, Waypoints and Links, but when the Stuka's reach the target area they don't drop.  (I also tried making these items into a Group with the same result, no attack).

    There is only one difference, the distance between the planes spawning and the target area.  The Waypoint just prior to the Attack Area is the same distance away, only the first Waypoint is set back for timing purposes.  Also the last waypoint and CMD Land is set further away.  Could moving those waypoints have any influence on the behavior of the aircraft or affect the reliability of the Attack Area MCU?

     

     

     

     

    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!

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