

Quirkitized
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Everything posted by Quirkitized
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Humvees won't open fire on Insurgent Civilian vehicles
Quirkitized replied to Bahger's topic in Mission Editor
Works here... I'm guessing it's a line of sight or distance issue? see attachment hmvengage.miz -
I don't seem to have issues with wingman anymore... Are you giving them correct orders? IE "Engage WITH" then GUNS then DEFAULT. If they use bombs, they cant just turn around 2 miles from target and drop a bomb. They do a proper setup for bomb runs, etc. so it takes time. EDIT: Also, just an FYI but if you are making your own mission and have a target set as "invisible", the AI won't see it, however if you set your SPI to those targets and call your wingman in to engage them, they will say "Roger, engaging..." then fail to do so and say RTB because the enemy target is actually "invisible" and it bugs them out.. I doubt thats your issue just throwing it out there....
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I have not had the time to watch all your videos, just a few of them for shorter periods of time. I need to watch them all someday, they were very interesting and narrative is great. Thanks!
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Logic for deleting custom radio menu items when used once
Quirkitized replied to Bahger's topic in Mission Editor
Don't feel bad. I have only learned all this from going through issues myself. I will say I probably spend 5x more time in mission editor than I do flying :book: :joystick: -
Logic for deleting custom radio menu items when used once
Quirkitized replied to Bahger's topic in Mission Editor
Check attachment. The problem they were always appearing is this Trigger: Intialise radio item 03 > part of group in zone > radio item add & group activate (assault helos) so what I did was simply remove the group activate from that, and then you can see I inserted a new trigger called: "Spawn Blue Assault Helos" > Flag is true (3) > Group Activate (Blue assault helos) To get a group to spawn on a radio call, it's simply this Condition = Flag is True (flag# > Group Activate The flag # will never be true until the player hits the corresponding F# key. Patrol by Force 07-fix.miz -
Logic for deleting custom radio menu items when used once
Quirkitized replied to Bahger's topic in Mission Editor
here is a better example than the combined arms mission, check attachment. It's pretty much what grimes said but in mission example. You may have to press your radio twice for F10 - Other to show up (it's a bit buggy when on runway with ATC showing first) so F10 - Other, when player pressed F1 it activates flag 1, so then next trigger is when flag 1 is true, you use radio item remove radioitemexample.miz -
Logic for deleting custom radio menu items when used once
Quirkitized replied to Bahger's topic in Mission Editor
You can checkout this practice mission I made for combined arms owners. It uses shilkas and vulcans. What you can check out is the trigger logic, the entire mission is based off of flags, radio add and radio remove. The player can pick what units to spawn to try and kill. You don't need to run it, just open it up and check out the logic used for radio add and remove. http://forums.eagle.ru/showpost.php?p=1682814&postcount=16 -
Logic for deleting custom radio menu items when used once
Quirkitized replied to Bahger's topic in Mission Editor
Put exactly what you put in the Radio Item Add in the Radio Item Remove sniped by grimes yet again.! -
Open nvg_mod.hlsl in notepad++ go to line 75, change value from 1 to 0 const int RENDER_MODE = 0;
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Yup. Or you can always use stop condition, user = # (# being flag # u set to trigger)
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Whenever I use helicopters landing in or around threats, I usually do as grimes states. I'd also only suggest using a slow speed at the waypoint for which they will be landing. I've found it helps make an easier, approachable landing for the AI. Using no reaction to threat is also good as grimes stated. I made a mission to land two chinooks, one at each bridge in the area u were at, forgot which bridge u used. no enemies tho, just used your track as reference chinookland.miz
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Ships and speed boats! Rivers and Lakes!
Quirkitized replied to Bee_Sting's topic in DCS World 1.x (read only)
Hey at least vehicles can go across rivers these days! :thumbup::pilotfly: -
SLI Works, just don't expect 100% scaling, and it pretty much only benefits in full-screen mode with DCS. I notice anywhere between say 15-70% scaling. That may sound like a lot, but it can mean only an extra 5 fps or an extra 30 fps, all depends. I made a post about it here: http://forums.eagle.ru/showthread.php?t=99637 You can do other searches, but people have decent results with SLI in DCS. Crossfire, never tried but I have read it's pretty much 0% increase, if not making it worse.
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turn radio off of ground crew back to vhf (r-800) ? assuming u are playing black shark, by saying you do hover check...
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Making my first big mission. I have questions.
Quirkitized replied to wess24m's topic in User Created Missions General
edit: see attached mission. The huey will hover, after 60 seconds the bunker will blowup (this is to simulate a player destroying it) after it blows up the huey will fly away. CTRL+Z to speed up time and SHIFT+Z to go to normal time, so it'll only take a few seconds to view. If you want a helicopter to hold, you can do two things 1. Advance waypoint option > Land > Land time X minutes. You could have them stay on the ground until needed to take off. To have them take off: Stop condition > is user > # (# is flag 1, the condition in which you want them to take off) 2. To have them hold in a position, in a hover, use an orbit Advance waypoint option > Orbit > speed 0 Then use the same stop condition, IS USER > Flag # Is this what u were looking for? endhover.miz -
RSHIFT+P (right shift) It brings up the pilot, which also brings up the kneeboard.
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edit: nevermind not an issue, wish u could delete threats ... :( :doh:
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A-10C Campaign: Operation Jackal
Quirkitized replied to Quirkitized's topic in User Created Missions General
I just checked and I was able to rearm at the home airfield (Krasnodar-Center). I had to use LALT+' to bring the loadout menu, worked fine. Are you sure you are at krasnodar center? It is the only blue airfield for that mission. edit:i if anybody else is willing, please download mission #2 from first post attachment, once mission loads, press LALT+' , pick a payload and see if ground crew will rearm/refuel. You do not need power on or engines running, just press LALT+' at start of mission. related issue http://forums.eagle.ru/showthread.php?t=102018 -
A-10C Campaign: Operation Jackal
Quirkitized replied to Quirkitized's topic in User Created Missions General
Press right ALT+' to rearm instead of radio, it appears to be a bug with patch 1.2.3 EDIT: Or it's left ALT+' cant remember, not at pc to check atm, its the shortcut for rearm/refuel loadout menu -
For to put a link in here for my campaign for A-10C... http://forums.eagle.ru/showthread.php?t=99962 Also available on dcs website http://files.digitalcombatsimulator.com/en/267095/
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I just noticed that whenever you put a unit, be it red or blue, for take off from ramp or runway at an airfield, it automatically turns that airfield red or blue depending on the side the unit is on. Nice little touch...
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Crash to desk top when using JGSME
Quirkitized replied to 71st_Mastiff's topic in Utility/Program Mods for DCS World
Sounds like a mod that is causing the issue, not JSGME it'self. JSGME by itself doesn't do anything to the files, unless you use a mod. -
I like that it no longer takes a minute to switch from the mission editor to the flyable executable. Seems almost instant now.
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1.2.3 Mission Editor - 'Fly Mission' Button
Quirkitized replied to Loki_'s topic in Mission Editor Issues
Yup same issue here, i accidentally made a new thread without seeing yours, here is what i posted - Previously, if you wanted to fly the mission, you would hit fly, hit yes to save your changes and you'd be on your way to the briefing screen to fly. Now you have to do the process twice. Load up a mission, make any change to it, hit fly, hit yes to save, then your back into the editor, then hit fly again and you'll then be on your way. The same happens when you exit, exit is no longer instant after saving. You have to do it twice. Very, very annoying when making missions.