You can set AI skill in TE for Air and Ground unit for a team in the Team menu, when in TE Editor
Latest posts made by Balbrigand
-
RE: Setting AI level ( Campaign and TE )
-
RE: Fault number List
The way I would do it (not tested yet, been busy) is by letting the script start and then use the stop function automatically. For the sync part, making the scripts resume when a specific callback is pressed, like the master arm on button. But if you do this, fence in has to be asked by the lead package only, or at a specific and precise given time. But like I said, not tested, maybe hard do make happen this way
-
RE: Interactive Training
If I may ask, could we know the actual stage of advancement of this documentation? Juste to know if we have to be very patient or less patient ?
-
RE: Fault number List
Ok si hereās my feedback: been running some tests tonight. The script is strictly local, there is no propagation or sync. The first one to enter the cockpit will be the first one to live the events of the script. There are some tricks though, in order to make the script start synced between planes, by using the callbacks functions. See the pdf in āother documentationā in your bms folder.
Edit : found the answer to my 1st question un another topic. The list exists but is confidential for now. See topic named āinteractive trainingā -
Fault number List
Hi there, Iād like to try some things with training scripts, so I ran into the [file].run in de save folder and peeked an eye on it. When you look at the .run file for the failures training (4.33), you can see that all the faults that are used are coded by a number.
For example:
WaitGameTime 300 // Hud goes banana SetFault 112
My question is quite simple. Is there a list I can find so I can use my script with my very own faults? I know the training covers a lot of fault that we will have to deal with by flying F4 but Itās not enough for me.
And sorry if the answer is somewhere on this forum, I must have failed with my keywords.
Thanks for the attention.
-
RE: Ghost MIGs
Thanks for your answers, weāll try that on next week. Yeah, server is ok, I stupidely admitted that since the Manual says 512, then it has to be ok. We have not thought about differences between TEs and Campaign.
Well, thanks for the tips!
-
RE: Ghost MIGs
Hi there, digging up this thread sorry. We(FFW01)'ve been trying to fly MP on 4.33. Last week the host had several mb/s (fiber connection), tonight I was hosting (35mb/s upload), all clients were at 512kb/s minimum.
Both times, we had some issues with ghost bandits. All allies were visible on the fcr, all bandits (23s, 29s) were invisible. Chalis gave some info about the picture but impossible to sort anything at these posits. Later on the ACMI, no bandit appears, no info about some fox1/2/3, just the loss of our planes.
Sams behave strangely too: active on the HAD for one of our guys, inactive from the other wingmenās point of view, nothing on the rwr while the SA are launching some missiles.
We all fly on the same version (4.33 without mods), we never had these kind of trouble on 4.32.7.
Host all unit is on
Did we miss anything?