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Everything posted by CoconutCockpit
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Would appreciate it!
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- depth of field
- mod
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Sorry for bumping an old thread, but the links to the files are offline. Is there any way to still use them?
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I have some MANPADS in my mission and they should ideally only attack on specific group of airplanes. The problem is that the only options I get under Perform Task > Attack Group are ground troops; vehicles and infantry, but none of my plane groups. Which seems a bit weird, since MANPADS are specifically there for air defense. Is there a way to do this? Through script perhaps?
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- manpads
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Infinitely spawning groups of planes with MOOSE
CoconutCockpit replied to CoconutCockpit's topic in Mission Editor
As was pointed out to me on the MOOSE discord, both SpawnInZone and SpawnScheduled were attempting to spawn the Bandits group and that errored out. So something like this does actually work just fine SpawnZone = ZONE:New("Spawn Zone") ZoneTable = { SpawnZone } Bandits = SPAWN:New("Bandits") :InitRandomizeZones(ZoneTable) :SpawnScheduled(10, 0.1)- 2 replies
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I want to achieve a fairly simple task, but something goes awry. SpawnZone = ZONE:New("Spawn Zone") Bandits = SPAWN:New("Bandits") :SpawnInZone(SpawnZone, false, 2000, 4000) :SpawnScheduled(10, 0.1) I assumed this would just spawn new groups of Bandits until the end of times every +- 10 seconds, but it seems to only spawn one group. What am I missing here?
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I did? Is there something special I need to do to get the unit to move? He seems very happy to just stay where he is, even though a trigger sets his task to move to waypoint 1. I send a message to all groups, so I know the trigger actually fires.
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This is what I tried first, but the problem is that until the aircraft gets activated, it's invisible and then pops into existence when it gets activated. I would like the aircraft to be there with engines running, and take off when the other unit gets close to it. Yes, this is a solution but what @Exocet mentioned is true. The scenario is a "GET TO THE PLANE AND GET OUT OF HERE ASAP!". Waiting for an entire startup procedure kinda takes away from that
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I have an AI aircraft waiting on the runway, ready to take off. However, it should wait until a unit is in its zone before it's allowed to actually take off. Is there something in the Advanced Waypoint Options to do this? I could delay its take off time, but there's no real way of knowing when the unit will arrive. Failing any other options, I guess I could do the ol' switcharoo and get rid of the first plane that's waiting and spawn a new one when the unit is in the zone.
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In my experience, I found that Mavericks seem to work fine in auto handoff mode if the target is isolated enough. Like a tank in the middle of the desert. However, as as soon as there are more objects around or the contrast between the target and its surroundings isn't very clear, the Maverick will either lock onto the wrong thing or refuse to lock on at all. The weird part is that if the Maverick refuses to lock on, going to the WPN page, TMS down, TMS up to manually lock usually works though. I have no idea if it's like this in the real jet as well.
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2.7.0.4625 Open Beta crash at second mission load
CoconutCockpit replied to XPACT's topic in Game Crash
Unfortunately, the problem returned after a reboot -
2.7.0.4625 Open Beta crash at second mission load
CoconutCockpit replied to XPACT's topic in Game Crash
This solved the issue for me. -
I found this on the forums to check the value of the VHF radio is set to a specific value, apparently this was for the Mi-8. I'm trying to check the same thing in the F-16 now, but I can't get it to trigger. I've tried entering values an int (127), a float (127.00) or string versions of those ('127.00'), but nothing seems to work. Are the cockpit parameter names different per plane? And if so, how can you check which ones are actually used?
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[ANSWERED] Missile in Zone condition is never met
CoconutCockpit replied to CoconutCockpit's topic in Mission Editor
Ooooh, nice Yeah that was actually what I was looking for, just finding out a way if a building was destroyed. Thanks a lot! -
[ANSWERED] Missile in Zone condition is never met
CoconutCockpit replied to CoconutCockpit's topic in Mission Editor
Ah, you are absolutely right! A larger zone does indeed trigger the condition. I was hoping I could use something like this to detect whether or not a building was bombed, which is why I made the trigger zone so small. I guess I'll just place a poor soldier on or near the building and check whether or not he's dead after my bomb has dropped. Thanks for the help, appreciate it! -
[ANSWERED] Missile in Zone condition is never met
CoconutCockpit replied to CoconutCockpit's topic in Mission Editor
And just to test, I tried it with a GBU-10 bomb as well, but that also doesn't trigger. -
I want to trigger an event when an AGM-65D - Maverick D (IIR ASM) enters a trigger zone, but it just doesn't trigger for some reason. I've just started in DCS 3 weeks ago, so it's all very new to me still. Can anyone take a look at the way I've set this up and see if anything is wrong with?