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jiang18

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About jiang18

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  1. jiang18

    United States Air Force( 2015)

    Put a player and an AC 130 game logic in the editor, and synchronize these two. Then start with player and you will see "call AC 130" in action menu.
  2. jiang18

    United States Air Force( 2015)

    Yes, I tried the game logic. It did enables player to call in AC 130 and let it go home. But thing is when you call an AC 130 and after the countdown finishes, the AC -130 appears suddenly. And after you choose "go home", it disappears suddenly. There is no solid AC - 130 takes off or lands on nearby airport. I assume the logic calls a "virtual" AC 130 rather than a real one. But not such "virtual" - you can see the AC 130 flying in the air and probably able to shot it down. So is that because when called, temporally create an AC 130 on its orbit, and delete the vehicle after the support? If this is the case, can I know the name of the temporally created plane? Say I want to add more ammo to this gunship, or move troops into the cargo of this AC 130, and after it finishes support, drop the parachute troops. I also tried the (non AI) AC 130 logic, which put you into the gunner seat of that gunship. But why the ammo count from that seat is different from that of specific gunner seat (say 25mm vulcan seat), is that intentional? Thank you again!
  3. jiang18

    United States Air Force( 2015)

    Well, thanks a lot. I will try it tonight.:)
  4. jiang18

    United States Air Force( 2015)

    Thank you very much, Fullerpj. It's really a nice mod! I am wondering how I make an AI crew to "autopilot" an AC130U? I can do it when I am the pilot, but is there a script that I can use in the editor that let AI pilot do this? Also, is it possible to manually set the circling radius, altitude, etc through a trigger or sth in mission editor? I am making a simple mission where I am a ground unit, when single click on map, the AI controlled AC130U will circle around that point and provide air support; and when I cancel it with radio, it will fly away. Thank you very much!
  5. Hello everyone, I am trying to make a plane (or UAV) circling around a position anti-clockwise. So "LOITER" waypoint was used. But however I tried, it would eventually fly clockwise. Here we see after v1.44, you can make it loiter anti-clockwise by setWaypointLoiterType "CIRCLE_L": https://resources.bisimulations.com/wiki/setWaypointLoiterType Now I am in v1.46, but planes never loiter anti-clockwise. It would be a disaster if you use a gunship like AC-130 to circle around, which has all its weapons on the left side. Can anybody find a solution? Thank you!!
  6. jiang18

    UAVs: Feedback and wishes

    Did anyone make the UAV loiter anti-clockwise? I can only make it loiter clockwise. I put [uav1, 2] setwaypointtype "loiter"; [uav1, 2] setwaypointloitertype "CIRCLE_L"; in the UAV init. ("uav1" is the group name of the UAV, "2" is the number of waypoint "LOITER"). By "CIRCLE_L", it is supposed to fly anti-clockwise around the waypoint position, but it goes the reversed way.
  7. Wondering why I couldn't start a new thread, well I see that's why. 4 to go.:)
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