gmangnall
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Everything posted by gmangnall
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Hi Grimes the late activation option works a treat!!!! Thank you!!!! I might take a look at the LUA option though I utterly suck at coding. Id have to read on how to define a table....but I am sure that's jsut about within my capability
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Magic - why didnt I think of that (late activation of players). Thank you for both suggestions - I will give them a try
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Thank you Grimes!!!!! But back to my original question..... what I'd like is for the condition to check if a flag exists (at mission start). What I am looking to achieve is to set up say 4 SAM sites but only one of them be created so if flag1=true SAM 1 gets created and if flag 2=2 only sam2 is created....but I have to use this condition becasue I only actually want the threat rings creating. Once that's created I will (in some random cases but not all) delete the SAM and move it elsewhere (e.g. simulating bad intel). Is there code I can put in theh condition to achieve this?
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If you set it at 50% the unit will appear at full health.....half the time. The other half it will not spawn.. I have read the documention and for a unit to spawn - BOTH conditions must be met......one condition being "the condition" and the other being the %
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@TJTAS - that doesn't do what I need it to. Your suggestion kinda works, however it will show the threat rings for both SAMs even if only one gets activated. The only way to ensure that a threat ring is created (or not) is via the group condition @Exorcet As above - it doesn't solve that I am trying to achieve. @ADHS - if you put the group condition as 0% the unit will not be created.
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The percantage is most defintely the chance of spawning and not the unit health. For a unit to spawn it needs to meet both the condition (if set) and the percentage. I have used the condition to activate a trigger AFTER mission start e.g. activating a flag.
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You are completely missing what I am trying to do. The code I need isn't in the triggers section of the editor. It's in the group section. When you create a group in the editor you can set the unit, callsign waypoints etc. Near to the top of that screen there is a field for "condition" and one for %. If you leave the condition blank and the % as 100 the unit will be created at the start of the mission. If set at 50% then there will be a 50% chance that the unit is created (not 50% every second). I am tryng to populate this field such that if flag1=1 (set at mission start via the usual triggers) the unit is created and if flag1 doesn't =1 then the unit is not created. null nullImage shows the condition field I am talking about
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In the Mission editor there are 2 functions to determine if a group is created. The first is "condition" and the second is simply a % chance. I have no idea how to script other than copy/pasting others work with a few hacks. I have a trigger at misison start to randomly select flag1 with a value of 1-6. How do I add a condition to the group such that it's only created if flag1=1 for example. it's gotta be really easy....but it's not as easy as Flag1=1 lol. The following works as a LUA Predicate when used as a trigger but not as a group condition so Im thinking that what I want isn't possible as the triggers are run AFTER the creation of the groups if trigger.misc.getUserFlag("1") == 1 then return true end return false
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It would be useful to have units deploy based on a switch/trigger. For example if you have a SA11 battery in line formation travelling and a trigger happens such that the battery deploys it's radar and TELs instead of sitting in line it would be good if deoployed patterns could be created such that the radar is in the centre and the TELs spread around or the radar at the rear with the TELs forward of it (it would be even better if they would travel in a similar state e.g. the radar 10 miles behind TELs.....or even completely seperate routes so they are independant of each other but the SAM system functions outside of the group structure such that group1 is a radar and both group 2 and group 3 ares TELs and an ammo truck....each group can be linked to form a SAM system.
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Still way too effective. IRL most of the skeets simply miss their target (even if dropped in the right place). If it hits a soft vehicle it's likely to simply go through with minimal damage. Against armour it's noy going to penetrate the main armour of a main battle tank, though it could hit a hatch/enging cover etc. They would be pretty effective against light armour.
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On the EHSD de-select designate....the Mav will align to it's boresight. If you mean do the procedure to boresight it to the TPOD like you need to do in the Viper - then no.
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Bomb in Zone Group and Coalition higher/lower then an altitude a brand new 3d editor with easy to add modules like ARMAs eden editor (at least so we dont place units on the side of a hill) set units to disperse/find cover at a waypoint advanced WP action to pause a unit for a period of time. Troops to surrender. Troops that can flee Troops which if engaged by an enemy but are out of range - can move forward to attack rather than just sit and die
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we have unit higher/lower than x altitude but it would be good to have the same for group and coalition. An example would be to enable certain SAM sites of any part of a coalition were in a zone and above a certain height. There is no point firing an SA10 from 20 miles at a target at 1000ft as it can dive to safety...but if it's above 20k ft it's going to be in real danger.
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Just need some specificity regarding the WWII assets pack
gmangnall replied to reyco1987's topic in DCS: WWII Assets Pack
I know its an old thread but I absolutely disagree with ED on this. There is no suggestion of giving the WW2 assets pack away for free. If you join an MP server the server host would need to buy it. If you play in SP then you need to buy it. But having bought it myself and wanting to host a server with the assets which I have bought I am effectively unable to do so just in case one player does not have the pack...so why bother creating WW2 missions that most people wont be able to join? It's hardly surprising that WW2 hasn't taken off in the MP world. -
I have a fudge for you Create your waypoints 1-5... on 4 create 2 actions... one is a go to waypoint 1 (0), the other is a go to wp 5 (4)... on each you put a condition... ie if flag = 0 or flag = 1... then you just need a trigger to set the flag from 0 to 1... if you default it to 0, it will keep doing the patrol but when you update it, it will go to the final waypoint... you could actually do this at each waypoint to either go to the next or last waypoint respectively each time it hits a waypoint.
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In fact it's even more messed up than I thought. I am trying to get a unit to patrol WP1,2,3,4 and then loop aronud so WP4 has a task to goto WP1 creating an endless patrol....but with a triggered action to go to a different WP (e.g. WP5). However when you select a triggered action to perform task>Go to Waypoint > WP5 the editor also amends WP4 so instead of it trying to go to WP1 it's automatically changed to WP5 (and the same happens in reverse)
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This is such a well known bug it's a bit or a running joke....abolutely discraceful the ED have never fixed it and it's unlikely to be fixed any time soon. Some aircraft are better than others...the ED aircraft like the hornet seem to be better than those of third parties such as the Harrier and Tomcat whose replays simply dont work.
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When a reaper drone armed with 12 Hellfires (2x4 on the outer pylons and 2x2 on the inner pylons) the reaper can fire, however the model does not remove the hellfire from the inner pylons so 2 missiles remain on the model. The outer plyons seem to work.
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I figured that it would affect all missiles (probably not bombs). I should have realised sooner as I saw something similar when using Chinese cruise missiles on a mission a few weeks ago.
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In additoin the wide FOV which shows what SHOULD be visible in narrow FOV is also sized incorrectly ie a target which is just inside the 4 corners on the box will not be visible in narrow FOV
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If several mavericks are ripple fired at a group of targets the explosion can not only kill it's target but other mavericks which are inbound. Indeed with the TRK file attached the first kill imediately destroyed the other 3 mavericks. Maverick detonation potential bug.trk
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The 2D yardstick seems to be calibrated correctly - and matched items measure in the mission editor however the yardstick does not match the editor or the 2DY. Here the centre of the 2 tanks are 100ft (30m) apart as is the centre of the building. The 2DY correctly measures that, however the yardstick is showing only 20m and should be showing close to 30m if measured to the centre of the 4 lines but at least 25m is the measure is for the actual line itself.......it's defintely more then 20m.
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no need to go to EHSD - just press WP Inc Long and that will create T0 and designate.
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missing health bar indication Is the GBU-38 damage model accurate?
gmangnall replied to Fulgrim's topic in Weapon Bugs
Splash damage is ludicrous in DCS - maybe not all that easy to properly fix but it needs to be improved without relying on a mod.
