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Everything posted by Stonehouse
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Works fine under 1.5.3
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lol I want no fame eddie. Ajax did the hard work, I actually set it up in JSGME ages ago but only saw your post a day or so and only now got around to zipping it up and posting it. Don't suppose your idea happens to be to retexture buildings to look like they are from circa 1940-50 by any chance ? No didn't think so ah well. Hope it goes well anyway as I'll enjoy your work when I go flying jets
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Hope it works for you crazyeddie Ajax ME mod.zip
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That looks fantastic. Really great.
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Ok thanks, I'll just temporarily take out the dynamic stuff and put it back in when you get things sorted out. Cheers, Stonehouse
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Does it matter which folder the mission is in when you try to insert the mission briefing etc into it? and when running it? I typically build and run missions for my group in my own set of folders under DCS World\Mods\aircraft\P-51D\Missions and what I am finding is that for a mission which has an ambient temp of -1 deg C and is basically a clear cold winter day mission I'm getting told that it's 20 deg C etc. Additionally I see red banners and text when I'm in a blue player slot and no critical radio freqs (I've set the radio freqs in the ME so the players have ATC of their start base on button A and there are no red player slots in the mission). The other AI flight frequencies page seems to be from a different mission entirely involving F86s, B29s etc when the one I'm in is a pure WW2 mission P51s, 109s and 190s. Any ideas what I am doing wrong? Thanks, Stonehouse
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Under 1.5 latest patch I have no trouble using Mist on a mission start trigger. Perhaps just a 2.0 error or it's been fixed along the way?
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Weird, unless something changed in concept in lukrop's translation the trigger zone over the base is really just to "mark" the airbase as a GCICAP base and that is why it must be the same name as the base because the old script basically used the name to get the airbase id and vec2 position of the base and the spawn should use the airbase id for spawning in on the ground with a waypoint type of ramp or runway rather than turning point. The old script used to use the radius of the zone to clean up wrecks at the airbase but that was about it and that was why it needed to be located over the base to define the clean up area. Few more bugs to squash by the sounds of things.
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:smilewink: Happens to us all at one point or another lol
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It should.
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Airfield ResourceManager accessable via script?
Stonehouse replied to Steggles's topic in Mission Editor
Don't think so but could be wrong. Xcom, [FSF] Ian and myself looked at adding our own system at one point. I did add a very simple airframe supply system to the GCICAP script and had plans to eventually have a individual squadrons to a given airbase and airframe supply tracking at the squadron level but never got there. You can see warehouse (search for "warehouse" and you'll see the tables etc) related stuff in _G.lua so it may be possible but whatever you do might clash with the partially implemented DCS logistics. _G.lua that is attached is a recent dump from the 1.5 beta just before it went mainstream so should be relatively up to date. Be useful to you for other stuff too. _G.zip -
Minor updates - probably of most interest is the introduction of a random skill option. So you'll never know what flak you'll get................:lol: https://www.digitalcombatsimulator.com/en/files/683612/
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Ships don't seem to use the same sound structure as vehicles but I did see a CannonNavy.ogg in DCS World\Sounds\Effects\Weapons so maybe it gets tied to the model somehow?? through connectors?? Guessing you already have this info though knowing you. I hope someone can help as these sort of objects are really needed.
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Thanks Silver_Dragon. Particularly for the last one which I'd never seen before. Looking at it I found it interesting that the flak script I did does seem to do a pretty good job of simulating the two different predicted target point types of heavy flak - with the vecflak type being the continuously predicted and the addtgt type being the other. Actually looking at the explosions on the video even the bursts we have now are not as bad as I thought and really probably just need the reddy orange explosion core made a bit smaller. The smoke is reasonably close already. Cheers, Stonehouse
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Thanks Skatezilla, a great idea. I personally don't have problems working with the command line having been through the DOS era but I have numerous friends who find that sort of thing like the worst headache. Already posted a link to here on 457 squadrons website with the words "Another must have DCS app....."
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DCS World - Modified Vehicle Dust
Stonehouse replied to Kuky's topic in Utility/Program Mods for DCS World
Hi Kuky, I was doing some mission building and testing today and was using your mod for vehicle dust trails and due to the season (winter) had a question for you. Is there any way to somehow integrate the season and/or weather so if it's winter or perhaps simply if it is snowing or raining then the dust trail is not generated? I see already that it goes away depending on the surface the vehicle is driving over. -
Got them down already lol ;) Really nice, thanks a lot Strut
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Is there a way to get fighters to respect a border?
Stonehouse replied to TheHighwayman's topic in Mission Editor
Without resorting to lua the only way I can think of doing something like that is put down a large trigger zone or perhaps a smaller one as a safe zone for the escaping plane and have a trigger set up so that if the pursuing planes leave the large zone or enter the small one do an AI task push or set and make the pursuers weapons hold and perhaps orbit? You need to add a trigger action to each group of pursuers. You do that in the group details panel and use the sort of 4 leaf clover symbol immediately left of the summation sign. Under the "T" in "ACTIVATION" for the late activation tick box. -
Addon Tents, Watchtower, UH-1-Cargo
Stonehouse replied to upuaut's topic in Static/AI Mods for DCS World
To me the two actually look the same. Both metal stair ladders with a platform. -
In Arma 3 the developers and the community have "modules" which provide an abstraction layer to complex code. For example there are modules which when placed provide a working firebase or (community via the Alive team) logistics and CAS flights. Typically in the editor you sync a module to some sort of entity or location and then fill in some parameters to generate a effect or spawned units etc when the mission runs. In DCS a lot of people struggle with building lua scripts and rely heavily on a small pool of people to create and maintain them. Additionally at times the scripts have pretty complicated configs to get absolutely right to make them work and this causes a lot of grief to people building missions and the people building and supporting the scripts. I feel a lot more missions would be built if this was abstracted to some degree by the DCS equivalent of Arma3 modules that could be placed and linked to some entity/entities to generate an aspect of the mission. For instance - air traffic. If an air traffic module could be developed and so a mission builder could place it in their mission, graphically in the editor link it to one or more airbases and late activation template aircraft (to provide liveries etc) and then some parameters filled in for module settings like frequency, how many aircraft in a group etc. Then when the mission runs the airbases generate background air traffic to help bring life to the mission. There are many other things that could be done the same way, CAPs and GCI intercepts, ground vehicle traffic and shipping, air defense sites etc. I know the above is all possible with lua script, trigger zones etc etc but the ability to avoid that sort of thing would I believe increase the level of quality and quantity of community built missions which tends to also increase the interest in the DCS series.
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Ok sorry missed looking at this properly. This combined arms message is a known side effect of how DCS 1.5 affected the Mist messaging. It should work fine for a player in cockpit and definitely is not a case of a ground unit (unless it is an EWR unit that the script recognises) generating an intercept. As Quax has already said using Ajax's script or indeed Steggles's new EWR script and turning off the GCICAP messaging is a good solution. The issue arose around the time Lukrop arrived on the scene and so I never resolved it as he's taken over development now.
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Ok couple of things. You have set the condition to be all of coalition blue in zone red flak 1, probably this is ok in your test mission but it would be more correct to make it part of coalition blue in zone red flak 1. Second thing is you didn't specify the number of batteries in the flak division so it defaults to 1. Last of all and most importantly you set the zone radius to 1000 - the zone radius is used as a sphere of detection around the centre of the zone. So the max alt the flak can reach with that setting is 1000 m and that only along the centre line of the sphere if you get what I mean. A real 88 had an effective range of around 8000m and assuming you are trying to simulate a WW2 heavy flak site you would specify a zone radius of 8000m unless you had specific mission based reasons to do otherwise. If doing something in Korean era I would tend to make it around 10000m as the flak had improved in efficiency in the 5 years or so after the end of WW2 - I made some notes on this if I remember right in the header of the script on the subject of a Flak 41 which was a very rare and late war version of the 88mm flak gun. In your mission I made the above changes - changing the condition, setting the number of batteries to 3 (a normal flak regiment had 6 for a total of 24 guns) and changed the zone radius to 8000 m ==> cooked P51D in under 30 secs of entering the zone
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You shouldn't be getting intercepts generated by ground units unless there is something badly out of whack with the EWR code in the GCICAP script. I certainly don't believe I ever saw it happen in the old version but perhaps you discovered a new bug. The table of units checked against the EWR is built using mist and looks for planes and helicopters. So while not sure I think something else is going wrong for you regardless of whether you are using the old or new GCICAP.