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by vettim89
Sat Apr 19, 2025 7:01 pm
Forum: Mods and Scenarios
Topic: Northern Barrier Operations
Replies: 0
Views: 230

Northern Barrier Operations

A few years back I attempted to create a scenario based on the entire Red Banner Northern Fleet's operations in a hypothetical Third World War in 1989. While the scenario was a joy to design, it was just too large for CMO to run. I put the idea to bed for a while and recently decided to reattempt th...
by vettim89
Tue Apr 15, 2025 11:35 pm
Forum: Lua Legion
Topic: "Class" Result is nil???
Replies: 2
Views: 57

Re: "Class" Result is nil???

Thanks. I knew the answer was simple :oops:
by vettim89
Sun Apr 13, 2025 8:29 pm
Forum: Lua Legion
Topic: "Class" Result is nil???
Replies: 2
Views: 57

"Class" Result is nil???

I know this is such a simple and stupid question but I cannot figure it out When I run the following code in the console, it returns nil ship=ScenEdit_GetUnit({side='USSR', name='BPK Simferopol', guid='IE6M5H-0HNBL68LGL15D'}) print (ship.class) If I print ship.name, it returns "SImferopol"...
by vettim89
Sat Sep 14, 2024 8:49 pm
Forum: Mods and Scenarios
Topic: New Cargo Rules
Replies: 1
Views: 236

New Cargo Rules

OK I haven't been fiddling with the editor in a while and I cannot seem to find the information through a search; ergo pardon if this is a stupid question. So if one was building a base from where you want to operate Cargo missions from in a scenario, how do you add cargo to the base. I have tried a...
by vettim89
Wed Jan 04, 2023 10:31 pm
Forum: Command: Modern Operations series
Topic: Cargo Mission
Replies: 0
Views: 203

Cargo Mission

So I took a little break from CMO to do things less mentally taxing. (Kinda burnt myself out last Spring/Summer) So I am having a problem with the Cargo Mission. I have a single LCVP that starts the game at sea and loaded with 6 Infantry sections. I simply want it to transit a short distance and unl...
by vettim89
Tue Jun 07, 2022 1:45 am
Forum: Lua Legion
Topic: Lua script working - almost
Replies: 3
Views: 383

Re: Lua script working - almost

Mr. Knighthawk, Sir, I understand this code for the most part. I can see I was trying to shortcut the Lua logic with my simple code. I was wondering if you see any problem passing the key for the key value and the RP for the teleport anchor into the Function DoTheTHing? BTW here is my Teleport code....
by vettim89
Mon Jun 06, 2022 2:15 am
Forum: Lua Legion
Topic: Lua script working - almost
Replies: 3
Views: 383

Lua script working - almost

You ever have one of those problems where you can solve everything except for one minor detail? local count=tonumber(ScenEdit_GetKeyValue('SURFACE1')) local test, unit local s=ScenEdit_SelectedUnits() for i=1,#s.units do local g=s.units[i].guid local ship=ScenEdit_GetUnit({side='USSR', guid=g}) if s...
by vettim89
Wed Jun 01, 2022 10:32 pm
Forum: Lua Legion
Topic: Message Box Format
Replies: 5
Views: 399

Re: Message Box Format

That's right — a "\n" won't read as a newline to SE_SpecialMessage(...) because it uses HTML formatting. Use a "<br>" tag instead. I am just posting this so others can see the HTML code. There are some minor variations from Java and the text in SE_MessageBox local SUB1=ScenEdit_...
by vettim89
Tue May 31, 2022 1:40 pm
Forum: Lua Legion
Topic: Message Box Format
Replies: 5
Views: 399

Re: Message Box Format

1) SE_GetKeyValue(...) never returns nil. It returns an empty string if there's no entry -- check for that instead. 2) You can't adjust the size of SE_MsgBox(...), unfortunately -- there's a hard character limit beyond which your messages are just truncated. For longer messages with special formatt...
by vettim89
Mon May 30, 2022 8:44 pm
Forum: Lua Legion
Topic: Message Box Format
Replies: 5
Views: 399

Message Box Format

First here is the code local SUB1=ScenEdit_GetKeyValue('SUB1') if SUB1==nil then SUB1='0' end local SUB2=ScenEdit_GetKeyValue('SUB2') if SUB2==nil then SUB2='0' end local SUB3=ScenEdit_GetKeyValue('SUB3') if SUB3==nil then SUB3='0' end local SUB4=ScenEdit_GetKeyValue('SUB4') if SUB4==nil then SUB4='...
by vettim89
Sat May 28, 2022 1:44 pm
Forum: Mods and Scenarios
Topic: New Scenario for Testing "The Red Banner Northern Fleet"
Replies: 15
Views: 1189

Re: New Scenario for Testing "The Red Banner Northern Fleet"

I have taken this scenario down temporarily. After finding the error in the function load I believe I need to more rigorously stress test it before it is up for publishing. Sorry for wasting your time up to this point. It will be back I promise
by vettim89
Fri May 27, 2022 1:32 pm
Forum: Mods and Scenarios
Topic: New Scenario for Testing "The Red Banner Northern Fleet"
Replies: 15
Views: 1189

Re: New Scenario for Testing "The Red Banner Northern Fleet"

There is a Soviet Mi-6A in the last version of the database, Cold War v493.

But you are using DB3000 v483? Why not the last? Though I do not find it there.
The old databse is a representation of how long I have been working on this project
by vettim89
Fri May 27, 2022 1:31 pm
Forum: Mods and Scenarios
Topic: New Scenario for Testing "The Red Banner Northern Fleet"
Replies: 15
Views: 1189

Re: New Scenario for Testing "The Red Banner Northern Fleet"

Lua error when opening the scenario file first time: (in the log directory) Exception: [string "Scenario:Function Load"]:97: ')' expected near '=' Stack Trace: at NLua.Lua.ThrowExceptionFromError(Int32 oldTop) at NLua.Lua.DoString(String chunk, String chunkName) at fPYwXrc0UtbXdiSTPPXI.CQ...
by vettim89
Thu May 26, 2022 9:14 pm
Forum: Mods and Scenarios
Topic: New Scenario for Testing "The Red Banner Northern Fleet"
Replies: 15
Views: 1189

Re: New Scenario for Testing "The Red Banner Northern Fleet"

I opened the Database Viewer and there are no entries under Mi-6 nor "Hook". I am positive it is not in DB3000
by vettim89
Thu May 26, 2022 3:27 am
Forum: Mods and Scenarios
Topic: New Scenario for Testing "The Red Banner Northern Fleet"
Replies: 15
Views: 1189

Re: New Scenario for Testing "The Red Banner Northern Fleet"

I forgot. The helicopter basing thing is an issue for me. I could only find reference to the primary base at Murmanski. I feel I am missing the forward operational bases that would have been used in war time. If any one has that data, it would be most appreciated.
by vettim89
Thu May 26, 2022 3:19 am
Forum: Mods and Scenarios
Topic: New Scenario for Testing "The Red Banner Northern Fleet"
Replies: 15
Views: 1189

Re: New Scenario for Testing "The Red Banner Northern Fleet"

Gunner98, Thanks for your initial comments. Bonehead move on the AN-12s New file in OP with the following changes 1. Hopefully fixed the aspect view issue 2. Added a special action that allows the player to review the doctrine specific missions at any time 3. Fixed the AN-12 issue 4. Placed Target M...
by vettim89
Wed May 25, 2022 7:18 pm
Forum: Mods and Scenarios
Topic: New Scenario for Testing "The Red Banner Northern Fleet"
Replies: 15
Views: 1189

New Scenario for Testing "The Red Banner Northern Fleet"

Submitted for your approval: This is my baby. I have been working on this scenario since CMANO. This is actually the second iteration. It is huge. It may in fact be unplayable. Nonetheless, like a child, I love this scenario' So my interest in modern naval gaming began in the 1980s with two games. T...
by vettim89
Sun May 22, 2022 2:12 pm
Forum: Lua Legion
Topic: Proper syntax SE_AddMission?
Replies: 2
Views: 256

Re: Proper syntax SE_AddMission?

oh jeez. Not this is embarrassing now isn't it? :oops:
by vettim89
Sat May 21, 2022 3:21 pm
Forum: Lua Legion
Topic: Proper syntax SE_AddMission?
Replies: 2
Views: 256

Proper syntax SE_AddMission?

so I am try to create a strike mission with Lua. I use the following code ScenEdit_AddMission('NATO', 'Bodo 8-6', 'Strike', {type='land', EscortFlightSizeShooter=2, EscortMinShooter=4, EscortMaxShooter=8, EscortResponseRadius=50, EscortUseFlightSize=true, StrikeFlightSize=3, StrikeMinAircraftReq=6, ...
by vettim89
Mon May 09, 2022 12:04 am
Forum: Lua Legion
Topic: Weird SE_DeleteUnit()
Replies: 3
Views: 305

Re: Weird SE_DeleteUnit()

Of course! That makes perfect sense now that your point it out. Can you make a 'for' loop counter backwards?

Perhaps I need to use a do/while loop instead

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