

SmokeyTheLung
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Everything posted by SmokeyTheLung
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With a sim that look like this how could you use labels...:music_whistling:
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well said I personally can't even stand the radio menu text popping up on the screen, so labels are a definite no go for me:D
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Started playing around with these in a few of my test missions and it got me wondering... If I can attach a moving zone to a t-55, can I then get a group to activate in the center of that zone? I want to create a convoy, that when fired upon, will stop and the crew will bail out (Desert storm style) and run away. If I knew exactly when that tank would get hit every time this wouldn't be a problem :doh: All I can think of is using a moving zone, and somehow triggering a group activate (when a vehicle is damaged or killed) that will activate in that moving zone. Any thoughts?
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AFAIK pressing the take off trim button neutralizes your trim (in the air and on the ground)
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Pre-Distance Required Before Attack Point on Map
SmokeyTheLung replied to Buckster's topic in User Created Missions General
I find that in order to get AI aircraft to do what I want them to do, I often have to set an advanced waypoint action telling them not to react to enemy threats. When they start seeing targets, often times their own (somewhat foolish) AI will kick in and they won't do what you've told them to. -
Help needed with MP "group AI on" triggers
SmokeyTheLung replied to SmokeyTheLung's topic in User Created Missions General
Thanks for that Grimes. I've been using audacity, and like the dope I am, saved all the audio clips in WAV format. They work just fine, but as mentioned, the load times are ridiculous. Will go with .OGG and see what happens -
Naval AntiAir Artillery Mod
SmokeyTheLung replied to Silver_Dragon's topic in Utility/Program Mods for DCS World
love the idea, how's it all shaping up? -
Help needed with MP "group AI on" triggers
SmokeyTheLung replied to SmokeyTheLung's topic in User Created Missions General
^^^perfect, works like a charm. And so do my "unit in zone" conditions. Thanks! @grimes, will check that out. One of those brave enough :D to test this monster with me took almost 4 minutes to load it, YIKES!!! Any suggestions for what program to use? I'm wondering if there's anyway, in the editor, to adjust the volume of said sounds? One guy could here them clearly, and the other was having a hard time. -
Help needed with MP "group AI on" triggers
SmokeyTheLung replied to SmokeyTheLung's topic in User Created Missions General
Now that I've got you guys on the hook :D I'm hoping you'll humor one more stupid question; Is there a way to set a series of sound files to play, based on the above condition being true? So the players can do their ramp start, take however much time they need, fly to the target area and activate the AI. Once the AI starts doing their thing, I want to get about six sound files to play, with the timing of the sound files (hopefully) corresponding to the movement of said AI. I'm thinking that I'll need to set the first sound file to play once the AI trigger is tripped, then create a countdown that will activate the rest of the sound files to play at the nessicarry interval. Does this sound feasible? -
Help needed with MP "group AI on" triggers
SmokeyTheLung replied to SmokeyTheLung's topic in User Created Missions General
Haven't had te chance to test this yet, but it seems like that must have been my problem. Thanks again speed -
Help needed with MP "group AI on" triggers
SmokeyTheLung replied to SmokeyTheLung's topic in User Created Missions General
My wording could have been better :) I'm using "group AI on" (for about forty separate groups that make up one target area). The condition is set as "part of coalition in zone". There is an appropriate mission start "group AI off" set of triggers. As of right now only the host can activate the trigger but no other clients can. The AI behaves as intended once the host activates the trigger. I'll try the unit in zone when I get home and see if that's foes the trick. @speed, that makes perfect sense, if I may ask: how does one confirm what logic operator they are using for a givin trigger? -
Help needed with MP "group AI on" triggers
SmokeyTheLung replied to SmokeyTheLung's topic in User Created Missions General
Tried the "unit in zone" with no luck. Will try again to be sure. Still have yet to recieve the discs. Very much looking forward to them :) I was about to to send you a p.m., but I didn't want to rush you. Hopefully there are no issues with customs :( Thanks again, Please let me know if I can somehow return the favor, or at least cover your costs -
Edited: my question is now moot. I would like to add, Although you might have to jump through some hoops in order to get this enabled/disabled, it is well worth it. These missions with speeds mod have become the casual "drop in" server of choice for the 1st VFW, at least when I'm hosting. Thanks for the heads up Panzer
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I'm having troubles getting this trigger to work (in multi player) I've set several groups to activate AI when a "part of coalition in zone" condition is satisfied. As of right now, only the host can activate this trigger. I've tried setting up a "unit in zone" condition, and cloning that for all the available jets, and sadly it still doesn't want to work. Any good ideas? The mission is not overly complex, but it is very well populated with a lot of groups/waypoints. I'd love to not have to rebuild it from scratch. If you advanced editor users have any good ideas for me I'll owe you a virtual beer :D
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Operation Pluto (MP Mission)
SmokeyTheLung replied to mia389's topic in User Created Missions General
Having a lot of fun with it! If you need practice dodging SAMs, this is the miz for you! -
Thanks for the tutorial!
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Saitek x52pro. good bang for the buck
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Sounds like something I might do... :) In the sim, the smaller of the MAV variants seem to blow up after about 10nm of flight. Is this accurate?
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^^^^ That, plus you'd lose one of the mavericks best selling points: a true fire and forget weapon
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There are a few pieces of footage out there showing the seeker view as the MAV tracks a target. I'm assuming that this footage is from the early stages of Maverick testing. It confused me as well when I first found those shots :) Nice link Mvsgas, can't wait to see those in a DCS sim
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Check out page 354 of the flight manual, that explains it better than I can
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That's the only reason I've ever done it. Although, like you said, not so necessary if you're using the TGP to find targets
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@Olgerd, Thanks! I love your work! :)
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The switch is at the back of your left console. But it doesn't work I'm afraid:doh: :(:cry_2: