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Everything posted by Thunder Chicken22
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Thanks, the reason I am wanting to do this is that these messages can linger for quite a while and be a distraction in some situations. Not a huge deal with player activated messages such as the player score, but I found that the loading DML messages at the start of a mission can actually be a hindrance in selecting a player slot. I followed your suggestion by using a "message all" function of the ME to clear out the DML module loaded block quickly, and just changing slot if I selected the wrong one. A work around but perhaps not ideal. Perhaps you could make these messages player activated or provide the mission designer a choice to enable these messages or not. Just some friendly feedback, nothing super critical.
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I was planning on using multiple LZ zones per airfield, each flagged to a specific group that my land there. That way I can catch any group that may end up there and only respawn that specific group that landed there. Problem is that I’m getting a scripting error kicking back which prevents the LZ module from loading. I get this only when I add a group or unit attribute. When I do not add a group or unit flag, the LZ module loads (and works)fine. But when I add in groups or units flag, I get the error. I’m not sure what is causing the issue. The error window is shown, followed by the cloner attributes, then the LZ zone attributes that work, followed by a LZ zone that casts the error. Finally the DML loadout for this mission.
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I wanted to follow up on my previous quest to despawn AI flights after they land so I trigger another spawn cycle right away instead of waiting for DCS to despawn them after they park (like PvE servers do.) I thought about your exitZone approach, but it isn’t clear to me how it would work. Still new at this. One approach I have thought about is using the LZ module, using the landed flag to trigger a wipe of the unit (or group) that landed. I can’t get wipe to work in that way and perhaps I’m misunderstanding how wipes work exactly. A third alternative is to create landing detection zones, one for each group, to detect when a particular group has landed at a particular airfield and that bangs that group’s spawn flag. This isn’t particularly attractive as it creates lots of complexity which will only get worse when I implement airfield capture logic. I also considered just one landing detection zone per airfield that banged multiple group’s flags but quickly rejected it as it would obviously spawn all those groups regardless if they are still airborne/alive or not. Would lead to rapid buildup of multiple groups in a unrealistic way. So, I would appreciate any feedback to these approaches and how I might better approach this problem.
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Hey thanks. I was able to get the delay function to work using delay flags in the same way as the attack of the clonez example. Works like a charm. I will read some more of the documentation tonight about unitZone and exitZone! functions to see if that might work for despawning. Also, can you have cloned groups spawn from the airfield that either taxi then takeoff or spawn on the runway? I was just thinking of it as I'm writing so haven't tried it.
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I’m really just getting into DML but I am loving the ease of use for a non-lua scripter. Right now I’m working on a simple air-quake type mission (not the end goal just the starting point) where I have 5-6 enemy spawns and 3 friendly spawns. All spawns are random central spawners with 6 clone sources. I have a couple issues that I’m trying to resolve. One is adding in a randomized time delay between possible spawn events. So if the latest spawned group from the spawner is all shot down, I’d like to include a randomized time delay between spawn events. I tried to use timeDelay between clone? and empty! (as well as other locations withing the randomizer trigger zone list) but with no luck. I understand that this call alone wouldn’t randomize it. The other issue is when spawned AI RTB, I haven’t figured out how to have them despawn as soon as they land so that another group can spawn. Instead have to wait the 30 minutes for them to time out. Any help with these two items is appreciated!
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Spino's Modern F-15 Mods
Thunder Chicken22 replied to Spino's topic in Flyable/Drivable Mods for DCS World
Downloaded the F-15C GE mod, but unfortunately the -63v3 simulation doesn't work. In fact it reverts to the old F-15C radar values it appears to me. I picked up Flankers, hot at co-altitude around 45nm. Scan rates etc seem the same. Not sure what the issue is currently. Edit to add: Also the AI variant doesn't employ AMRAAMs as well. -
Hey guys trying to add formation lights to my project. I've seen people talk about creating mesh in the light area and setting it to bano. It is controlled via an arg based value through the diffuse layer. My question is, is anything required of the texture itself? The entire light is controlled by the self-illuminating mesh (color and intensity) and not via the texture in any way? Do I have that correct?
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I'm having, or I should say my artist is have issues with textures for my project. In this case the bottom of the fuselage isn't getting any roughness or metallic properties applied and the top appears to have them reversed. I'm wondering if there's an issue with the materials but I'm not sure. I'm not sure what the MV draw tools are showing in the image attached. Left is roughness, which is obvious, but the material problems and normals isn't obvious, at least to me. Any ideas on this issue or can clarify what the MV tools are showing?
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Worked like a charm! I got greedy and tried for 3 spawns (one for friendly AI) but the third didn't work lol. But I'm going to peruse the documentation and the thread you have on it. Looks to be a very powerful toolset for more than just random spawns. Should really enhance my missions. Again thanks for pointing me to this.
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Hey thanks again for sharing this. Is there a way to run two random spawners simultaneously? I'm only dabbling in scripting and am not the most familiar and I tried to use MIST to run a supplementary spawn but it appears that MIST isn't compatible with this script. In any case running two random spawns running simultaneously (from different parts of the map) would be most preferable. Thanks again...
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Man this is awesome and basically what I was looking for. I'm a novice when it comes to scripting (at best) and will take a bit for me to digest but this is a massive help.
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Hey All- I'm trying to emulate a training server's BVR type training scenario which has waves of bandits that attack blue (set routes which is fine). What I'm trying to do is something similar. I have about 12 groups (actually 2 groups of the same type per wave) to choose from. What I'd like to do is have the script randomize which aircraft type is next up to spawn. Ex. Wave starts say, with two 2-ship groups of Flankers. Once they're dead, next group will randomly spawn in. I am using MIST and can have each wave respawn automatically upon death but even with successive waves spaced out there runs a chance that a wave may respawn next to another one which is what I want to avoid. I'm a novice at scripting so any help is appreciated!
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Custom CNC cut ejection seat cost
Thunder Chicken22 replied to Thunder Chicken22's topic in Home Cockpits
Yeah I was thinking the same... -
Custom CNC cut ejection seat cost
Thunder Chicken22 replied to Thunder Chicken22's topic in Home Cockpits
Oh let me be clear. No way in hell I’m dropping $3.5k on a replica ejection seat parts. I just wasn’t sure if that’s how much a typical CNC job like this would cost. I was thinking 1/10th of that at most. I’ll keep searching but I’m not optimistic as he’s one of the few that has responded. He told me that he’s already done one of these so someone paid waaaay too much for this in my area IMO. -
I bought a set of plans for a replica ACES 2 ejection seat and found a local shop what will supply the materials and cut the parts. They want $3,500 USD for it. That seems exorbitantly high. I have no clue what this kind of thing normally costs so am I wrong? I’m almost tempted to get the files printed out and cut them myself by hand. Won’t be as nice but won’t cost nearly as much. If anyone has experience with this kind of work please let me know if I’m right or wrong on this.
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Just found this. Looks awesome. I'm wondering if it might be possible to create a version that emulates the PMFD of the F-22 for the Raptor mod? Where enema aircraft are red triangles, friendlies are green circles, own flight are blue circles and threat emitters are red pentagons with associated (reduced) detection range circles? You can see some of the details below.
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reported AN/APG-63 range is under-represented
Thunder Chicken22 replied to GGTharos's topic in Flaming Cliffs Bugs & Problems
Nah it’s a single value on the systems lua. On the Grinnelli F-22 mod, which uses the Eagle’s avionics, I changed it to 600km to simulate AESA like ranges. My guess is that it just got lost on the priority list. -
reported AIM 120C Still easily defeatable
Thunder Chicken22 replied to PatatOorlog's topic in Weapon Bugs
Another upload if it helps. Did launch a bit on the early side, two shots per target at 27nm from the high 20s. M 1.16 on my jet, bandit M 0.85. Both tracked, lost then regained then were trashed again and the banding wasn't in a 90 degree notch, instead closer to 50 degrees. First missile was doing about M 1.7 when it lost track and went stupid. Following images are when the missile lost track: Both shots lost track at the same time despite being having different intercept angles and positions. Tacview-20220502-122100-DCS-4YA_CAU_PVE_v6.zip.acmi -
reported AIM 120C Still easily defeatable
Thunder Chicken22 replied to PatatOorlog's topic in Weapon Bugs
Throwing my little test against the AI in the hat. The last shot was particularly egregious but I'd argue most of these are high Pk shots. I think the only way I got the kill on the first Flanker was because it was firing just about the same time my missile completed the intercept. I couldn't get get kills on a PvE training server at all this morning despite firing at highly favorable targets and launch conditions. This includes supporting the shots until they go pitbull. Keep in mind this is on a training server with lower skill AI. I took like 8 or 9 shots and couldn't buy a kill. Tacview-20220502-085340-DCS-Syria Air Combat Training-1.zip.acmi -
Militariy Aircraft Mod
Thunder Chicken22 replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
I I have the same variant but not dice. I have no idea why it doesn't work. It used to work fine and my other mods work fine but now this one doesn't work. -
Militariy Aircraft Mod
Thunder Chicken22 replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
I double checked it and it's off by default. I have other mods such as the Raptor that have been working fine but this one doesn't seem to want to work. I was temped to create individual unit folders such as for the B-2 but that's such a PITA. Thanks for the help anyway. -
Militariy Aircraft Mod
Thunder Chicken22 replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
Haven't messed with this mod in a while. So I installed the folder "Modern Aircraft Mod" folder (i.e. the main folder in the zip file) directly into the mods/aircraft folder as all my other mods yet none of the aircraft show up in the ME. Am I doing something incorrect? -
How to randomize mission params?
Thunder Chicken22 replied to Thunder Chicken22's topic in Mission Editor
Oh man this is great. Thanks gents for the help!