最新回复 发布由 cfrag
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14 hours ago, Mapi said:
And 6.2 ?
I'd love to try. Is there a link to 6.2 - sorry for being dense. Is there a link that always points to the most recent version?
Cheers,
-ch
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Looks like the newest DCS version (256.60720) broke the Herc 6.1 Version from December 2020. Crashes upon loading the mission in play mode (can edit in Mission Editor).
To re-create: create new mission, add two-ship Herules 'start from parking hot', as client, start mission - crash after selecting one of the two slots.
Bummer. That MOD really has me hooked. On the plus side: my Tank Killer sees more of me now.
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Holy cow! This is one impressive and fun mod! Just starting her up is more fun than should be allowed
I'm running in VR, and it works rather well (some comments on YouTube led me to believe it doesn't, but I tried anyway. Works well at least with my setup)
Two quick questions:
- Turning: is it just me or does this aircraft require significantly more rudder (i.e. less bank'n'yank, more lorry driving in the horizontal)?
- Landing: How do I dump speed? I intended to touch down at 120 KIAS, only to notice that this thing really doesn't want to slow down. Full flaps did help some, but I still had to touch down at 220
Great Mod, thank you so much!
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Thanks @Hardcard - that's a great idea if I wanted to automate this for me (I use VoiceAttack in other applications to automate tasks). It doesn't work in this particular instance as I'm tryin to write a tutorial.
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I'm writing a mission where I want to automatically select a number of menus items from the communications menu, but have no idea how to do that. The steps that I want to automate is calling 'Inbound' to the nearest airfield for the player. While I think I know how to initiate this (Setting command for 'communication'), I don't know how to proceed and automate the resulting menu selections.
The sequence is
1. Communication ( "X Set Command (179)" on the A-10A). This calls up the communication menu.
2. Select the first menu item "F5. ATC..." - how do I do that?
3. Select the first menu item "F1 <nearest airfield name>" - how do I do that?
4. Select the first menu item "F1 Inbound" - how do I do that?
So my question is: is there a way to script the menu selection instead of having the player go though the selections?
Thank you for any pointers.
-ch
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I'm showing some helper gates for a tutorial. Now I want to optionally hide the gates, i.e. when the pilot clicks a button or selects a radio item) I want to hide the gates. I'm aware that if I turn that around (show them on request, and do not show them by default) I can have almost the same functionality. But having the ability to optionally disabling helper gates would be the icing on the cake.
I've tried to resetting the flag that is associated with 'SHOW HELPER GATES FOR UNIT' to false, but the gates stay.
Thank you for any pointers.
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Boy am I stupid!
Thank you so much! The fact that I managed to overlook the obvious for hours on end does worry me, though
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Hi all,
I'm creating a mission where I display some info using the 'Message to all' Action.
Is there a way to clear the entire window? Currently, messages are added at the bottom, and when messages haven't yet timed out and too many messages have come in, the new messages don't appear, or (when messages have different timeout and different number of lines), exhibit some reaaaaaaly strange scrolling behaviour.
Since whenever I issue a new message, the old (currently displayed) info can be discarded, a clearscreen command that removes all currently displayed messages would solve all these issues. Can anyone give me a good hint on how I could accomplish this?
Thanks
-ch
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Thanks! So almost two years later that has not changed?
-ch
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I'm setting up a mission around a 'broken arrow' scenario: stop the train before it reaches the city.
Now, after some experimentation, I've managed to set up a train that spawns (to me it seems that in order for a train to spawn you must turn off civilian traffic, which sounds contradictory at first, but may make sense if you think about it as 'auto-gen traffic versus scripted') in Caucasus.
So the train appears, has the nice cars in the order I specified and runs the speed I wanted it (clocked it with a Huey). This alone is truly amazing and promises hours of fun.
That is, unfortunately, where the trouble begins. I'm not very proficient with ME, so I'm sure it's me - and this is where you come in. So far, I've discovered the following oddities:
- A train does not seem to trigger a 'part of group in zone' event
- A 'Unit dead' for a train triggers immediately
- A 'Group alive and below' does not
- I can't get the train to show up in the various group views
- The train shows up in MP on the server only, but does not spawn for the connected player(s)
All this leads me to believe that I'm overlooking something obvious. Can you please educate me and point me to the relevant documentation?
In particular, I'm interested in
- How do I make the Trains appear in MP on the clients?
- How do I make the triggers work
- How can I monitor the Train's progress without shadowing it with a unit?
Thanks for any pointers,
-ch
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I want to create a mission where I have a flight of AI helicopters that have some troops already loaded and land in a target zone for disembarkation.
I can do that when the helicopters pick up the troops first, but for the life of me can't figure out how I could have an AI helicopter start the mission with troops already on board and in mid-flight. I'm sure it's just stupid me, so I'd welcome any pointers on how to do that.
Thanks,
-ch
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Thanks for the quick and comprehensive answers! I guess I'll then simply set the ship to Weapons Tight when damaged beyond a certain degree to simulate 'radar out'
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Hi all,
a perhaps silly question: can a Rezky's SAM ability be destroyed before the ship is destroyed?
I'm designing a mission, around a Rezky sitting in a harbour and a flock of hornets tasked with destroying it. I've envisioned the mission to have multiple stages, with the first stage using the hornet and HARMS to take out the Rezky's SAM capability. But try as I might, that dang boat keeps launching SAMs. Is that because I'm a terrible pilot and my HARMS all hit squat? Can I actually take out the Rezky's SAMs without having to sink it, or will it continue to happily launch SAMs at me until it's below the water line (i.e. do I have to destroy the ship before it stops launching SAMs or can I destroy the radar emitter and then proceed to stage two: sinking the ship with mavs?).
Thanks for any hints,
-ch
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... so does Safari today.
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Depends on the browser. Edge, Chrome and Brave do not give any warning, only FireFox does.
Well, Chrome does give that warning for me since yesterday.
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Flag max Value is 999. A Flag has two properties: "true" or "false" AND a value from 0 (which is NOT "false") to 999.
Setting a flag to a value automatically sets it as "true". This way you can use Time since flag while the flag still can be increased or reduced to 0...
On mission start flags have a value of -1 IIRC.
Thank you so much for the clarification! That flag thing surely looks like a mess from a programming perspective (an object consisting of a bool, an int and a time value, with implicit dependencies between the attributes? Are you kidding me?)
Just to be sure:
"Setting a flag to a value automatically sets it as "true"."
Is this also the case when I set the value of a Flag to zero (be it through decrease or setting directly)? What a truly strange design.
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Group su25 name "Frogs", consisting of four units called respectively "frog1", "frog2" etc.
Six triggers to set a flag, and as each su25 unit is destroyed increase the value of that flag. When the value of that flag reaches a certain amount, send a message on screen
That is a nice work-around, thank you! I'll try it - it looks like a hassle to set up, and still makes me feeling uneasy because I feel that I didn't really understand what went wrong with my initial attempt.
Which brings me to my next question: Flags. From a game logic's perspective, am I right to see flags as working as follows: (my notes are really contradictory here):
- flags are numbered, with their number (array index in a normal computer language) making them unique to access and differentiate
- open?: how many flags are available, i.e. what is the maximum index number?
- flags can have integer values starting from 0 to positive
- open?: what is the maximum flag value?
- open?: can flag values be negative?
- any flag value other than zero is interpreted as 'true' when tested as "Flag is true"
- setting a flag to "ON" will really set it to one
- setting a flag to "OFF" will set it to zero
- open?: what happens if flag 3 is currently set to the value 5 and I use 'Flag 3 On''? What value will it be set to? 1 or 5?
- the time of the last value change will be remembered and can be queried with 'time since flag'
- on mission start, all flags are set to zero
- open?: what will time since flag return for a flag that was never set?
Thanks for any pointers.
-ch
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Instead of draining fuel and such, trying putting tbe su25s on 'uncontrolled'
This will spawn your su25's but without pilots, so they will just sit there.
Thank you so much for that hint. I tried that initially, but the trigger never fired. That's when I 'deduced' (based on insufficient evidence' that in order to be alive, a pilot must be present. Hence the no-fuel 'trick'. So I-m having the same issue with the trigger not firing when I'm using uncontrolled planes.
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I'm trying my hand on mission creation, and after RTFMing a couple of time, I felt I was ready to try my hand at this, only to fail miserably.
Here's what I'm trying to do:
Have the players bomb a group "Froggers" consisting of 4 enemy planes that are sitting still on the ground. When at least two of the planes are destroyed, send out a message to all.
Here's what I did:
I placed a flight of 4 SU 25 on the tarmac of Kutaisi, Task "nothing", and placed them as 'take off from ramp' (cold). In order to force them to stay put (they would otherwise try to take off), I drained all their fuel. Now they just sit there. Is this already a problem?
I then created a trigger
Once: Group "Frogger" dead OR Group "Frogger" Alive Less Than 70 --> Message to all "Test Successful"
Next I take a Hornet, bomb the crap out of the Su 25 -- yet even after destroying 3 of them, no message.
It was my interpretation that "Group <Frogger> Alive Below 70" means than when less than 70% of that group (4 units = 100%, 25% per unit) survives, i.e. more than 1 plane destroyed should cause the trigger to fire.
So what am I doing wrong? Is it because the planes never take off and therefore don't really count as alive?

DCS Super Hercules mod by Anubis
在 Flyable/Drivable Mods for DCS World
发布于
My bad, thank you!
Not being a Discord user myself, I always thought Discord was some 'Teamspeak' chat client variant.
... I have to say, they have one of the most annoying Captchas ever.
Downloading 6.2 now, so all is good. Thanks again @MAXsenna