![]() |
|
|
|
#1
|
|||
|
|||
|
the usual 'workaround' for this problem is to use autopilot
![]() if you are careful you only need it for a second or 2- just enough to hear the message to tower saying 'ready for takeoff (#your player)'. then disengage ap and fly as normal. This doesn't seem to matter if you are last in the squadron but if you are higher up the AI 'won't realise you are there' and fly accordingly hope this helps |
|
#2
|
|||
|
|||
|
Bounder!/Bolox,
Thanks to you both for helping me out. I suspected something had changed, but didn't know what it was. binky9
__________________
Win10 64 bit 1T Hard Drive ASUS P67 motherboard Intel i7 3.4ghz Processor GTX 780 Graphics Card OC 24GB Ram Track IR5 50" LG HDMI LED 1920x1080 60hrz MS FFB2 Stick CH Pedals Saitek Throttle/Prop/Mixture and Trim wheel Thrustmaster MFDs League City, TX |
|
#3
|
||||
|
||||
|
bolox, a couple of q's about the menu which Bounder listed if you don't mind.
Did you write the code for the menu? And if so, would this work on a dedicated server? I'm particularly interested in the radar menu and making it available only for pilots who are squad leads (provided they have at least a #2). It's a bit late for me here but I have the campaign and will take a butchers at the code, if that's ok with you. PS. Bounder is one of our chaps |
|
#4
|
|||
|
|||
|
the menu Bounder showed is the standard ingame 'comms' menu
-so that's nothing to do with my coding, which is basically to 'register' mission success. Comms is one of the 'unfinished' features atm and i can't think of a way to get radar info in/out of scripting, but if i find anything i'll let you know. |
|
#5
|
||||
|
||||
|
Many thanks. I have an idea of how to do it floating about in my head, including some of the methods to use in the code, but the information on what methods do or return is utter gash. I haven't yet set up a dedicated server to have a crack at compiling yet either so I guess I haven't given it a fair run.
Since you can get the 3d point of the aircraft and you can get information on the spawned in pilot then you should be able to use logic that returns a vector to a home base or e/a from the position of that pilot. That's about the most basic I can describe it, but writing it is something else, need to sit down with a spare few years |
![]() |
| Thread Tools | |
| Display Modes | |
|
|