Search found 63 matches

by Redeye43
Fri Oct 17, 2025 12:56 am
Forum: Command: Modern Operations series
Topic: CMO RUNNING POLL - Gameplay feature requests
Replies: 888
Views: 118491

Re: CMO RUNNING POLL - Gameplay feature requests

Very simple request - pK below 1%, please! The Oerlikon Mk7 Burst, weapon 1636 in DB3K, has a pK of 0.3%, but this is always rounded up to 1% by Command. In reality, hitting a whole bunch of different types of targets should be basically impossible with these guns - but I was playing the first ...
by Redeye43
Fri Oct 17, 2025 12:42 am
Forum: Lua Legion
Topic: Optimizing a script that replenishes everything
Replies: 0
Views: 1776

Optimizing a script that replenishes everything

So I built this huge script over a lot of work to replenish, refuel, repair, all that, for EVERY unit on a side - I included a batching system, but it's a bit crunchy. So far, on No BREXIT No Problem!, the first run without a cache takes 200-300ms on my system with a denominator of 1, while running ...
by Redeye43
Thu Oct 16, 2025 10:17 pm
Forum: Tech Support
Topic: [WAD] [1728.2] F1 attack button behavior inconsistency
Replies: 3
Views: 244

Re: [1728.2] F1 attack button behavior inconsistency


For a normal auto-attack (Just F1) you only have to hold F1 if you're lassoing multiple targets. For a single target just press F1 to activate the targeting cursor and left click on the target. Let me know if I'm missing something


No, you've got it right, for a normal auto-attack you have to ...
by Redeye43
Thu Oct 16, 2025 7:27 pm
Forum: Tech Support
Topic: [WAD] [1728.2] F1 attack button behavior inconsistency
Replies: 3
Views: 244

[WAD] [1728.2] F1 attack button behavior inconsistency

No save enclosed due to this being a completely save-agnostic issue and I don't really know what I could set up to demonstrate this issue. When pressing Shift+F1 and then holding the left mouse button, you can select multiple targets for scheduling a manual attack. When pressing *just* F1 and then ...
by Redeye43
Sun Jul 20, 2025 5:00 am
Forum: Tech Support
Topic: [1706] Omniscience makes a side shoot at the spot a unit started on + exceptions
Replies: 4
Views: 663

Re: [1706] Omniscience makes a side shoot at the spot a unit started on + exceptions

The error is still present in 1706. I've enclosed a save that proves it. The two F-102s near the viewpoint are chasing where the Tu-16 *was* but isn't anymore. Unassigning them and retasking them causes them to go after where the Tu-16 was at the time of the attack order. This issue also emerges if ...
by Redeye43
Sun Jul 06, 2025 7:14 pm
Forum: Tech Support
Topic: [WAD] Missing Mission reference points for Scenarios?
Replies: 6
Views: 361

Re: [WAD] Missing Mission reference points for Scenarios?

Set inDevelopment to true using the Lua console. The setup script will ask you whether to do the various startup things, including spawning missions (or not).
by Redeye43
Wed Jul 02, 2025 11:13 pm
Forum: Tech Support
Topic: [1706] Omniscience makes a side shoot at the spot a unit started on + exceptions
Replies: 4
Views: 663

Re: [1674] Omniscience makes a side shoot at the spot a unit started on + exceptions

Sorry, I should have done so properly. Essentially, when the player side is set as omniscient, units engage the spot where they first detected an enemy unit, not the location they're actually in. This leads to ships shooting at a coordinate where they first spotted an enemy ship while said enemy ...
by Redeye43
Wed Jul 02, 2025 10:16 pm
Forum: Tech Support
Topic: [1706] Omniscience makes a side shoot at the spot a unit started on + exceptions
Replies: 4
Views: 663

[1706] Omniscience makes a side shoot at the spot a unit started on + exceptions

The error is here:

02/07/2025 18:14:05!!!WARNING!!! EXCEPTION FUSE REACHED (x20 exceptions) FOR : -- Bv1.08 - Build 1674 -- Object reference not set to an instance of an object. -- Scen : Act of War, 1968 -- DB : -- Exception: Object reference not set to an instance of an object.
Stack Trace: at ...
by Redeye43
Wed Jun 25, 2025 10:03 pm
Forum: Lua Legion
Topic: Lua to alter a mount's capacity?
Replies: 1
Views: 695

Lua to alter a mount's capacity?

I've been playing around with Lua a lot more lately and I've come upon something I seemingly can't do. Since the Mount wrapper is read only, it's impossible to alter the capacity of a mount through Lua. I'd like to be able to do this to simulate having a portion of the ready launchers on a mount ...
by Redeye43
Fri Oct 25, 2024 4:31 am
Forum: Tech Support
Topic: [FIXED][1487] Sonar 'clumps' targets at high latitudes
Replies: 19
Views: 1046

[FIXED][1487] Sonar 'clumps' targets at high latitudes

This is an issue that's been reported in the past, but it seems to still be around in 1487 and impairs SOSUS function quite a bit. Peek at SOSUS #3 to see it.
by Redeye43
Fri Oct 25, 2024 3:44 am
Forum: Lua Legion
Topic: How to change an aircraft's exhaustion via Lua
Replies: 0
Views: 326

How to change an aircraft's exhaustion via Lua

I'm playing around a bit with Lua for my own purposes, and I can't seem to figure out how to alter aircraft exhaustion by Lua. Just getting the requisite unit and setting currentExhaustion to 0 fails since the method doesn't seem to have a setter. Are there any other exposed methods? Is this just ...
by Redeye43
Fri Oct 25, 2024 3:43 am
Forum: Tech Support
Topic: [1483] Omniscient sides do not properly share contacts
Replies: 3
Views: 232

Re: [1483] Omniscient sides do not properly share contacts

Issue still present in 1487. I seem to have mixed something up, so th scenario doesn't load properly, one has to load in as the 'Bug Reporters' side to use it properly.
by Redeye43
Fri Oct 25, 2024 12:54 am
Forum: Tech Support
Topic: [1483] Omniscient sides do not properly share contacts
Replies: 3
Views: 232

[1483] Omniscient sides do not properly share contacts

When two sides are allied, with one being omniscient and the other being human, the human side will only see contacts show up as nameless with an unknown side, course, speed, and altitude. Units are also not relayed at all if they are sufficiently far away. Both properties are demonstrated in the ...
by Redeye43
Tue Oct 22, 2024 12:35 am
Forum: Tech Support
Topic: [1483] ContactBomb_Sabotage kills firing unit
Replies: 4
Views: 682

Re: [1483] ContactBomb_Sabotage kills firing unit

I edited the title to show that 1483 is affected, since the problem still exists. Sorry if I shouldn't have done that. The save still demonstrates the problem in 1483; the issue is specifically not fixed.
by Redeye43
Sat Oct 19, 2024 8:36 pm
Forum: Tech Support
Topic: [1483] ContactBomb_Sabotage kills firing unit
Replies: 4
Views: 682

Re: [1468 CIV] ContactBomb_Sabotage kills firing unit

Still an issue in build 1483.
by Redeye43
Mon Oct 07, 2024 2:15 pm
Forum: Tech Support
Topic: [FIXED][v1.05 B1307] Bonus #1,#2 carrier magazine is empty
Replies: 3
Views: 946

Re: [v1.05 B1307] Bonus #1,#2 carrier magazine is empty

Confirmed fixed as of 1468 CIV.
by Redeye43
Sun Oct 06, 2024 6:53 pm
Forum: Tech Support
Topic: [1483] ContactBomb_Sabotage kills firing unit
Replies: 4
Views: 682

[1483] ContactBomb_Sabotage kills firing unit

Simple enough. When a SEAL team tries to blow up a target with their high explosives, they inexplicably also get blown up.
by Redeye43
Sat Sep 21, 2024 5:50 pm
Forum: Tech Support
Topic: [1459 CIV] Upgrading a scenario scrubs side-is-human missions
Replies: 1
Views: 177

[1459 CIV] Upgrading a scenario scrubs side-is-human missions

Normally, when loading a mission in edit mode, missions set to scrub if the side is human will not be scrubbed. Upgrading the scenario, while now preserving edit mode, still scrubs the missions, which makes plug-and-play upgrading difficult.
by Redeye43
Fri Sep 20, 2024 10:17 pm
Forum: Tech Support
Topic: [FIXED][1436 CIV] Unimplemented method involving WRA
Replies: 6
Views: 494

Re: [1436 CIV] Unimplemented method involving WRA

Gotcha, here's a save where the exception flood started. Load in as PLAN to see it in action.
by Redeye43
Thu Sep 19, 2024 10:00 pm
Forum: Tech Support
Topic: [FIXED][1436 CIV] DB upgrade reloads incorrectly
Replies: 2
Views: 178

[FIXED][1436 CIV] DB upgrade reloads incorrectly

To reproduce, load any scenario and upgrade its database. I don't believe this has been reported yet, but specifically, all the editor features EXCEPT the editor tab up in the top go away. Using C or M to manipulate units or groups doesn't work, the Edit Aircraft button doesn't show up, sensors can ...

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