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Fubar512

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Everything posted by Fubar512

  1. Another not-so-subtle hint: Gee, how come my entire flight attacked the patrol boats with Mavericks, and even hit & sunk them....?
  2. POC.JPG

  3. Nope, I'm talking about the AI attacking enemy ships with guided weapons. I just did it for the helluva it. If you've ever scripted an antiship mission, the clues are there.
  4. See, Basher is comparatively new to the series, and yet he's closer to the solution than you are.
  5. Nope. The obvious solution still evades you.
  6. Now, looking at TK's response, I see a possible answer. But, someone else doesn't.....
  7. New Idea(s)....lol..... It pays to sit down with a cup of your beverage of choice, and spend an afternoon or two searching through the SF boards here, at SimHQ, and at Third Wire. You'll learn quite a bit.
  8. I'd suggest that you'd me more specific. Every ground object has to have an .ini file in it's folder, or it will not work. You're obviously referring to the object's data.ini file. For the default objects, that file must be extracted from the objectdata.cat file.
  9. LOL..the first mission of that campaign, and I gotta fly in my newly scripted, crappy weather.
  10. In the WoeCamp2.ini: [CampaignData] CampaignName=790918 Red Lightning DataFile=woeCamp2_data.ini CampaignMap=GermanyCE Service001=USAF Service002=RAF Service003=WGermany Service004=USN <----add this And, at the end of the file (scroll down to the bottom)....add all of this [uSNUnit001] UnitName=VF84-1 'Jolly Rogers' ForceID=1 UnitID=45 StartDate=1979 DescFile=woe2Start.txt StartText=woe2Start1.txt
  11. AFAIK, you need to also add the unit to the corresponding woeCampX.ini file.
  12. A few minutes spent surfing our knowledge base yielded this: http://bunyap2w1.com/camptut2.htm In short, you must open up the campaign file and add the aircraft & its unit.
  13. There are no parameters in the terrain .dll file that determines at which point ( or distance) the shader effects become visible. You can merely switch it on, or off, or set the reflectivity, transparency, and specularity of the shader effect in question. And, TK knows that
  14. EaglebyMoonlite.jpg

  15. You can set the warhead type for "area dispersal" to simulate a fragmenting warhead, but I have not tested this...it may result in unrealistic damage potential.
  16. There is a Shrapnel callout in the missileobject.ini, but it's only for visual effects.
  17. Again, did you give the B-52s a target to attack?
  18. Is this on a scripted, or, on a randomly-generated mission? If it's the former, you need to assign the proper "action" to the AI, or they'll just overfly the objective.
  19. Yes, real, fill up your shorts when it catches you off guard, lightning. The issue with the "fog" is the effect as the aircraft goes through the cloud layer...not the clouds. Jug, Thanks for sharing your experiences. I want to ensure that this effect is as authentic as possible. The only time I witnessed lightning from the air, was on a flight from Houston to Newark. The storm cells were well off in the distance, and our pilot was of course, trying to get around them. Still, it was a neat light show from 30,000 feet and 50 or so miles away! Simulating lightning is not easy in this series. You need to position it so it's random, yet you cannot have 30-40 bolts coming down at once...lol I'm using a lightning bolt tga that appears for less than a twentieth of a second, and the same flash effect that I use with nukes. The issue is again one of being able to see it through the clouds and cloud layer "fog". Sometimes you cannot see it, but the game "hiccups" for a split-second when it occurs, so I know it's happening somewhere in the SF virtual world.
  20. Sorry, but shader effects view distance is hardcoded into the series, just as are the tree and building "pop up" distances. Because the water/sea tgas are being referenced in the ini as having a high level of reflectivity, the line of demarcation where the shader fx becomes visible is unfortunately quite evident. The shaders make the surface somewhat "less" reflective . Just look at the river surface in the image I posted and you'll understand.
  21. LOL..still working on the lightning, and the "fog" transparency issue. The default overcast and inclement cloud decks needed some updating, so I did this: http://forum.combatace.com/index.php?autoc...si&img=5586
  22. Inclement Weather.wmv

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