I managed to change the loadouts of air force fighters in F/A-18 through hex editing. The following AA loadouts for USAF fighters are now:
F-15C
Full Anti-air
4 x AIM-120 AMRAAM
4 x AIM-9X
Late DS Eagle
4 x AIM-120 AMRAAM
4 x AIM-9M
Early DS Eagle
4 x AIM-7M
4 x AIM-9L
and the F-16C
Full Anti-air
4 x AIM-120 AMRAAM
2 x AIM-9M
I discovered that the values for the AMRAAM, AIM-9 and Sparrow were 26, 25 and 23 respectively. The value quantity was 0 and then the number. It seems that you can change either the type of weapon, or the quantity but not both. Therefore, for the F-16C, its not possible to have a full anti-air loadout of 2 AIM-120s and 4 Sidewinders, because then the type of MRAAM was changed as well as the quantity (from Sparrow to AMRAAM and then from 4 to 2 missiles). I tested them out extensively so far and they seem to work out fine.
Anyways, just thought you guys might like to know.
Does anyone know if the campaign builder will track damage to airplanes? For example, lets say I have the template start with four F-15Cs from Banak, and have them for every mission conduct a sweep over Russia. Will they show up for every mission until they are destroyed?
No. The campaign engine will not track aircraft damage. Only fixed ground objects - both the default objects in the world and any objects placed by the user that are common from mission to mission, as when a template is used to create a succession of missions.
(The PLAYER's F/A-18E airframes are, of course, tracked.)
Moving vehicles are not tracked either, except for ships, and then ONLY when using the Template that Matt Wagner provided which includes ship resources.
While we are on the subject of AI aircraft, I know that AI aircraft never run out of fuel, but how bout the player's wingmen? They always seem to call out 'bingo fuel' and at that point I just turn them home. Would they ditch to the ground if I didn't and they run out of fuel?
Scott Elson has said that though AI wingmen dont run out of fuel, their performance will be degraded as they get to a LOW FUEL state..but I dont recall the details of that LOW FUEL state. Degraded performance seems to translate to less aggressiveness, less use of AB etc..
Note that wingman's BINGO is set at whatever yours is..Change your BINGO and the wingmen wont call BINGO till they are at that state.
the rate the damage on a/c's is repaired and the repaired a/c's are handed over to the player can be set in the ressource section of the campaign builder.
Does the full version of JF-15 represent an absolute requirement in order to enable the Iraqi theatre of operations implemented in JF/A-18? Having only the JF-15 demo in my current possession, it seems that I am unable to translate JF-15 data files in order to enable the required (?) utilization of specific JF-15 files within JF/A-18. This has a rather disappointing effect on me.
The datalink pod is only necessary to steer the WALLEYE to the target, or receive constant video from the WALLEYE seeker as it guides toward the target.
You can fire the WALLEYE without the DL pod, but you will not get updated video from the missile in flight nor be able to update steering.
See the readme file that came with the patch for info on steering the Walleye in flight.
My f18 janes plant all the time. At the end of 10 or 20 minutes, the image is blocked and the sound is in loop.
My config is : Pentium III, GeForce 2MX, direct X 8.1, Sound blaster PCI 128.
have a idee ?
May the lock-up be due to an error message appearing, indicating i. e. "Lock Error?"
My experience with lock-up problems in JF/A-18 is mostly related to display drivers. Have you recently replaced your former display drivers etc.?
Yes, I charged the new drivers of nvidia and soundblaster, nothing changed. The play is blocked, but there is no error message.
The screen is fixed, the sound is in loop, and I must extinguish the PC (not possible reset) which makes has each time a scan disk.
I forgot to say that I have Windows millenium.
Another idea???
Bombing bridges...will it stop tanks. Say you have a way point set for a tank to cross a bridge. I suspect it will cross regardless, since ships can go over land. Do you need an event to cause the tank to stop under that condition? What is the best way?
Moving vehicles (organized as singles or in columns) assigned waypoints which entail crossing of bridges will be prevented from crossing a particular bridge presuming that at least one section of the bridge has been destroyed. The lead vehicle in a column assigned to cross a bridge which has been partially or completely destroyed will in most cases continue to drive until it eventually tumbles over the edge and crashes into the surface below. The remainder of the column will then cease to progress.
I want to know if the ground moving objects [tanks, trucks, etc.] have specific speeds that are listed somewhere. This info seems vital in order to plan certain missions.
Yeah, that's right we're recruting (or trying to at least ) If you got skills in mission building and/or campaign building feel free to contact moi by e-mail. Of course a sample mission is required.
It's not required to create too complex missions, as long as they're entertaining, good structure, nice briefings and that you've basic skills in the mission builder, know your way around the basic functions (mission events, random placing of objects etc).
Most likely a problem with video drivers. What video card do you use? If they use Detonator drivers, many people say that the 31.40 series was the best for F/A-18.
Having installed Windows XP Home Edition, re-installed JF/A-18 and replaced the old display drivers, I currently experience the exact same problem. All water surfaces, including sea, rivers, lakes etc. appear to continuously project the upper left corner of the screen. The shimmering light-activity on the water surfaces appears to be eliminated. Does anyone have a reference on any specific driver set (ATI Radeon 8500 - Powered by ATI, current driver set is 7.81 for Windows XP), which is known to "restore" normal textures?
Despite having replaced the old Sound Blaster Live! drivers with the Live Drive Pack for Windows XP, I have also begun to experience certain in-game sound complications in JF/A-18. The quality of engine-related sounds appears to be reduced, and random radio messages frequently become "mute."
I would appreciate it if anyone could provide a possible solution to my current problems regarding JF/A-18.
By the way, what are you initial thoughts relating to the upcoming "Lock On - Modern Air Combat" simulator (ref. www.lo-mac.com)? I hear Matt Wagner is involved in the development...
Most likely a problem with video drivers. What video card do you use? If they use Detonator drivers, many people say that the 31.40 series was the best for F/A-18.
What is the range the AWAC or the player has to be to bullseye in order to get a response? "Unable to comply" is what I get, however, I'm still able to get other kinds of alpha checks.
Are you sure there is a Bullseye in the mission???
There may not be one which is why he cannot comply.
If there is, you actually don't need an Alpha Check. There is a readout in the upper left of the AA Radar which gives the bearing and distance from Bullseye to the position of the radar cursors. Put the radar cursor at the very bottom center of the screen and you will have YOUR bearing/distance from Bullseye.
A/A radar:
The bearing and distance from bullseye is available on A/A. Funny I use it all the time and totally forgot... getting scope locked into this glitch 'unable to comply'. But I have tested further and have discovered you cannot get alpha check to bullseye once you go tactical.
If it crashes as soon as you try and enter the campaign, then the files are probably installed incorrectly.
Make sure all the missions (.cmf) get installed to your FA-18\Campaign\Mission folder.
If you got the Campaign in your campaign screen, then the .mcf file is probably correct (FA-18\Campaign folder)
The ctexte.cmp goes in FA-18\Campaign\data
My guess is the Mission files are in the wrong place, but if you actually get to the Mission Briefing and stuff, and crash on the MISSION FLY button, then my guess is wrong.
In that case, make sure you have the 1.01f Patch installed.
Does the Stock, built in campaign work correctly?
Can you fly the built in SINGLE/TRAINING missions?
If so, then it probably isnt a graphics problem..
Another thing you might try is copying one of the Valhalla Campaign missions from the Campaign/Mission folder into the FA-18/Mission folder and fly it as a SINGLE mission.
If that works, then I can only go back to my first guess about some files not installed in the right areas.
Recluse, thanks for the answer, and you're right in that it wasn't a graphics problem. The stock missions I played were fine, although one campaign mission keeps crashing 5 minutes after take off.
I don't know what else it could be. I tried almost everything I could think of. Now,I'm guessing (and part hoping) that it is a skin problem (incompatibility between TSH skins and normal ones).
Nope...a skin problem would just make your skins look terrible wouldn't cause a crash.
Have you checked to make sure all the files are in the right places w/re to the Valhalla .cmf, .mcf and ctexte.cmp files?? At this point it might be worth trying to re-install at least the Valhalla files, if not a complete F/A-18 reinstall.
I tried what you said, I selected a user flag 1 for the waypoint action. I then went into mission events and added an area event. I put the blue box 4 mile radius around the waypoint. Then I chose message, typed in the text and selected the wave file. I then went to bottom of screen and chose user flag 1. I selected = as the operator and true for the value.
Again it sometimes works and sometimes not.
Could using 16 bit mono 11 htz instead of 8 bit mono be causing this eratic behavior?
Does the blue box area radius size determine when the event gets triggered?
Do I need to have a different number user flag for each waypoint that I want this event?
operators and values...
does ! false [double negetive] logically mean the same as [= true]?
And is it necessary to always have operators and values?
I would use EITHER an AREA EVENT OR a Waypoint Event.. not both. The problem with AREA EVENTS, is, they are only really useful for THE PLAYER. (Moving AREA EVENTS are A LITTLE better..but not much).
In the scenario you mention, FLAG 1 will be true at the WP,which means the PLAYER will have already passed through the AREA box (unless you had it set to PLAYER EXITS) so I'm not surprised that it wouldn't necessarily work, as the Flag would NOT be true upon entry..
Here is what I would try:
WP ACTION: SET USER FLAG 1=TRUE
TIME EVENT (Click and select USER FLAG 1)
In the ACTION box,put the MESSAGE you want and associated .Wav file.
Alternatively, if it is indeed the PLAYER WP, then you can use the AREA EVENT similarly, and have it set USER FLAG 1, and then use the TIME event to Trigger the MESSAGE on USER FLAG 1.
The AREA BOX can enclose the WP, or it can be a long thin box that the PLAYER must fly through. The BEST area events enclose targets or Airbases, so you KNOW that the PLayer will fly through it.
You SHOULDN'T use the same FLAG more than once, since, when it is set, it is now TRUE for the duration of the Mission, so another event that trips that flag will not do anything. If, however you want there to be several possible places for THE SAME EVENT to trip, then you can use it multiple times. For example....
If you want the destruction of an enemy aircraft to trigger a new flight to launch, you can have the flight with TAKEOFF on USER FLAG 1=TRUE, and then set a Goal on multiple aircraft to set USER FLAG 1=TRUE upon destruction. This way the FIRST aircraft to be shot down (no matter which one) will trigger the relief flight.
The double negative does not SEEM to be an effective logic operator != seems to mean UNUSED rather than NOT EQUAL TO... it is better to stick with =TRUE or =FALSE to be sure of things.
I can't imagine the .wav parameters make a difference if SOME people hear it and some don't.
If you want, send me the mission and I will look at it.. and make what I think will make it work and send it back.
"I would use EITHER an AREA EVENT OR a Waypoint Event.. not both."
Recluse quoting what you said in your response, Isn't a user flag1 necessary in the waypoint action so when I choose an area event, after selecting message for the action, I then select for the condition USER FLAG1 =true?
So don't I have to use both?
Recluse: I tried something new.
What I have done is set an area event around my waypoints. The action is to send a text and audio message when entering the area. Therefore, this is triggered not by arriving at the wp but by entering the selected blue area. There is no condition chosen.
This has been tested and seems to work in all scenarios and can be heard by all. As well, this allows for the placing of fences anywhere in the game.
Do you know which sound volume control in the games properties controls the sound files I send?
Recluse:
To follow up on my previous post...as I said all is ok BUT the .wav file is VERY low now, can hardly be heard. But when I set it up the original way using waypoint action to trigger the message it comes in loud and clear.
Getting weird.
Recluse: I tried something new.
What I have done is set an area event around my waypoints. The action is to send a text and audio message when entering the area. Therefore, this is triggered not by arriving at the wp but by entering the selected blue area.
THIS IS EXACTLY WHAT I WAS TELLING YOU TO DO IN THE MESSAGE ABOVE.when I said use EITHER AN AREA EVENT or a WAYPOINT EVENT, BUT NOT BOTH
Do you know which sound volume control in the games properties controls the sound files I send?
There are no controls. It depends on the volume at which the .wav was recorded originally. There should be NO difference in the sound of a .wav file depending on how it was triggered other than possibly changes in ambient background sound or other .wav files that might get triggered at the same time and 'step on' the user defined one.
I still say that the original problem of only Flight Leads hearing the .wav file (while odd in itself) might be better served by using the 2 step method of having the area event set a flag, and a time event using that flag to trigger the message and .wav file.
There will still be a problem with FLIGHT A and FLIGHT B as AREA EVENTS are geared to the PLAYER I don't THINK they work with other Human flights in Multiplayer, only the PLAYER in BRIEFING GROUP A. In this case, the better option might be the WP ACTION FLAG SETTING.
"I would use EITHER an AREA EVENT OR a
Waypoint Event.. not both."
Recluse quoting what you said in your response, Isn't a
user flag1 necessary in the waypoint action so when I
choose an area event, after selecting message for the
action, I then select for the condition USER FLAG1=true?
So don't I have to use both?
NO!!!!
The area event works by testing whether an aircraft (PLAYER) enters or leaves a particular area. That is the trigger for the action. You don't need anything else.
You may, of course add a condition to it, but that is only for additional logic testing (e.g. make sure the Player flies through the area at a certain time, or only after destroying another aircraft etc. etc..
better to understand why rather than being told the how
by fitness88
Recluse: Firstly thanks for your patience and information.
Understanding the 'why' I do something will better serve me in the future. This is going to take some reading. Is there a site that has detailed info on 'events' that can shed clarity on the many combinations of options available when setting up events?
Copying what you say will help me now to know how to do something in particular, but still leaves me asking question as to the why I'm doing it. There are several ways to cause the same action to happen, which is confusing, so reading some details will be helpful.
You are 100% correct, of course. The best way to learn is to make the mistakes and see where you went wrong and fix it... I made enough of them along the way...and keep finding new ways to make them..
Sometimes it can also be useful and spare some time and frustration to get a solution, dissect it and figure out WHY it works and then use the knowledge to recreate it in a different situation. That's all I meant.
Recluse:
Events are very impactfull on the mission, I see that.
I have been experimenting with user flags and tying them to events ie:when I bomb a tgt, a mig takes off. Pretty basic, but its a start.
Thanks again
Recluse:
When do you use conditions in the event builder? I don't use them and all seems to be working out. Of course I am using the logic that when a trigger, such as destroying a building happens then a user flag gets set with the resulting action ,ie mig taking off.
I tried reading up on conditions but not much there to read.
They are not strictly necessary most of the time... but here are 4 examples of places that I often use them 2 simple, 2 a bit more complex. It ALL sounds horribly complex when trying to put it into words...but it really isn't.
1) You give the Player a time limit to destroy a target, (which is a GOAL) and want to send a message that the time is up..
Use a TIME EVENT, with the Mission Completion Time, say 20 minutes. The event plays a Message that says, "SORRY, YOU ARE OUT OF TIME!" and there is a CONDITION that MUST DESTROY[THE TARGET]=FALSE.
This way, if the target is destroyed within the time limit, the Player will not get the OUT OF TIME message. Because the MUST DESTROY[THE TARGET]=TRUE
2)Launching a backup flight.
Let's say you want to launch a backup flight to hit a target in case the originally tasked flight gets destroyed. So, you set a MUST DESTROY GOAL on the first flight, and on its TARGET.
Use a GOAL STATE EVENT to set a FLAG (say USER FLAG 1) with the CONDITION that the MUST DESTROY GOAL on the TARGET is FALSE.
Now set the TAKEOFF action for the Backup flight to USER FLAG 1=TRUE.
This way, if the original flight is destroyed BEFORE hitting its target, the backup flight will launch. If the Target is destroyed, the backup flight will NOT launch, even if the first flight has been destroyed because the condition that the Target Is Destroyed is not met.
3)Determining the state of multiple goals
Let's say there are 4 targets in a mission. I would like to give the Player a MESSAGE to say that his mission is complete.
You can't use a GOAL STATE EVENT alone, because that only tracks a single GOAL. You COULD use FOUR separate GOAL STATE EVENTS, but you could only tell the PLAYER that he had destroyed each SINGLE target with 3 separate messages.
The process (as I decribed below to RAILS) is this:
FOUR GOAL STATE EVENTS, each with CONDITIONS that the OTHER THREE GOALS have also been met:
This way, no matter what order the targets are destroyed in, the logic will be able to tell when ALL FOUR are destroyed. You could place a message in EACH statement, or use EACH statement to set a FLAG,which then triggers a message in a separate TIME statement. I usually do this, since that FLAG can also be used in the DEBRIEF to tell if all targets were hit.
4)Cueing up some aircraft to launch from the carrier as the Player is making his trap.
Simplest thing is to set up a MOVING AREA EVENT, so that when the Player is, say 2 nm from the CARRIER, a FLAG is set (let's say FLAG 1). Now you give the launching aircraft an INITIAL ACTION of TAKEOFF at FLAG 1 and you're done, right??? OOOPS!!! What about when the PLAYER takes off??? He will then satisfy the condition of being 2 nm from the Carrier, and trip the FLAG prematurely! What to do? Set up ANOTHER Moving Area Event that sets FLAG 2 when the PLAYER is 10 (or 50 or 100) nm from the Carrier. Now make FLAG 2 a CONDITION of the original MOVING AREA EVENT, so that FLAG 1 gets set when the PLAYER is 2 nm from the carrier ONLY if FLAG 2 is also set. This way, you know he is back on approach, since at some point he has been farther away.
I wish this forum allowed editing!!! Additions/correction in Italics
From #2 above:
Use a GOAL STATE EVENT on the first flight, e.g. MUST DESTROY[FIRST FLIGHT]=TRUE to set a FLAG (say USER FLAG 1) with the CONDITION that the MUST DESTROY[TARGET]=FALSE
Now set the TAKEOFF action for the Backup flight to USER FLAG 1=TRUE.
This way, if the original flight is destroyed BEFORE hitting its target, the backup flight will launch. If the Target is destroyed, the backup flight will NOT launch, even if the first flight has been destroyed because the condition that the MUST DESTROY[TARGET]=FALSE is not met.
Recluse:
There is a lot for me to study in what you wrote. I will try what you talked about bit by bit, as I have done so far with what you have posted. I am making headway.
I now understand the need to have conditions in certain events. It's the phraseology structure of the conditions that I seem to have trouble understanding,
In laymen terms what do the following conditions mean:
i.e.
user flag1 = false...
user flag1 = true...
user flag1 ! false...
user flag1 ! true...
user flag1 !=false...
user flag1 !=true...
For example When you say "MUST DESTROY[TARGET]=FALSE" this to me means if the target is not destroyed then...a certain action or trigger will happen as a result, sort of like having a negative trigger.
For simplicity, only be concerned with the simplest = statement, so that:
USER FLAG 1= TRUE
or
USER FLAG 2=FALSE
I don't think the others != etc.. actually function in the way expected and add needless complexity.
For those settings that take numerical input (e.g. AREA GOAL) you may use =, >, <, >=, <= without fear.
Indeed, for a MUST DESTROY GOAL, the logic condition
MUST DESTROY[SOME GOAL] = TRUE
means the GOAL (Destruction) HAS happened and
MUST DESTROY[SOME GOAL]= FALSE
means the GOAL (DESTRUCTION) has NOT happened.
USE THESE TWO CASES, NOT the other types of statement, which, though they appear logically correct, do not function properly in the sim:
DO NOT USE:
MUST DESTROY[SOME GOAL] != TRUE
when you mean
MUST DESTROY(SOME GOAL]=FALSE
Here is another tip:
NEVER NEVER NEVER use a MUST SURVIVE GOAL if you mean to use it for a CONDITION within the GAME EVENTS
Though this logic is PROPERLY evaluated in the DEBRIEFING section, it is NOT properly evaluated within the game EVENTS.
Logically, MUST SURVIVE[SOME GOAL]=TRUE is equivalent to
MUST DESTROY[SOME GOAL]=FALSE, but only the MUST DESTROY is properly Evaluated. Try both and see!!!
The only thing that comes to mind is that maybe the XP firewall is running, or security settings are so tight that the connection drops when there are incoming connection????
I find it hard to believe that F/A-18 would do this when other cames wouldn't, but maybe there is an odd port that is being used.
Sorry I can't be of more help... Check the FW and Security settings...
This is the second time I've asked this recently on SimHQ. Since I haven't had much luck with a response, I think I'll try here.
---------------
This issue has been talked about a while back, but since my extended vaction from JF-18, I was wondering if there has been a solution.
How can I "unveil" the tarmac? I like the TSH skin for the runways, but the thing dissappeared (if I remember correctly), about 2 weeks after I installed TSH. Anyone have any ideas?
Your best bet would be to completely uninstall TSH and reinstall. Or you can try just reinstalling OBJECTS 1 and 2.
Go into the installer. Uncheck the OBJECTS 1 and 2, and let it run. This should UNINSTALL whatever is installed for those packages.
Then, CHECK both boxes, and run again. This should REINSTALL.
If you run into an error, it could be that things werent backed up properly. In that case, uncheck ALL boxes, run...then UNINSTALL TSH V1.
Then REINSTALL.
Here is my guess as to what happened:
After installation of the objects, you went to install something else (Cockpit, etc) and unchecked one of the OBJECTS boxes. This has the effect of UNINSTALLING the package.
Also make sure you are using the correct version (HIRES or LORES) I dont think this is the problem if the tarmac showed up OK in the beginning
I use to run Janes F18 np on a win98 system. I have just installed it onto a XP machine, P4, 256mb, MX400 64mb Geforce2, Thrustmaster Top Gun Fox 2.
Each time I start a mission/training/campaign a crosshair appears and rolls the screen in all internal and external veiws. makes playing the game impossible. I press F2, it centers on the hud but as I roll or alter altitude the view sits stationary on the horizon.
*****************************************************
The prob is with XP and the gameport address for the HAT#1 UP signal + F/A-18.
There is no problem in any other game. It may seem like your HAT1U is stuck but it isn't.
The fix?
Simply reassign HAT1U as NOTHING in your keyboard assignments. By default it is set at LOOK UP. Just keep clicking on HAT1U with your mouse until you GRAB it
then drag it over to the list of commands and drop. It may seem difficult to do since the HAT1U key will always try to keep it showing on the screen, but it can
be done.
First press the keyboard key you want to assign. Then while HOLDING DOWN that key, use the mouse to select which function you want assigned to that key.
Drag it over and drop.
If nothing else, just edit the key commands file manually.
in eventgoal state changed i choose: NONE[AREA] F18E...
(always the same name)
and no condition just a msg as action.....
i would to know when this goal has its state which change...
i arrive to change its state when i crash my fa18 in zone!!!!
ALT-S will take a shot and put a file in your main FA-18 folder called DUMP00x.bmp where the x will increment as more shots are taken.(DUMP001.bmp, DUMP002.bmp etc..).
Alternatively, you may wish to use a 3rd party application such as HYPERSNAP.
You will then have to crop/resize the image to fit in the BRIEFING and OBJECTIVE boxes.
Dimensions are given in the Mission Builder FAQ section of this site.