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Gunthrek

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  1. Links point to .zip files that include the campaign and mission files. Not sure why you'd be getting anything word pad related.
  2. You can open the mission file and extract them from the KNEEBOARD folder if you wish.
  3. Made a four part flight school campaign for the Hornet available from the DCS User file website. This campaign is distributed as is and will NOT be updated. Block 1 - Navigation: https://www.digitalcombatsimulator.com/en/files/3342223/ Block 2 - Air to Ground: https://www.digitalcombatsimulator.com/en/files/3342224/ Block 3 - Air to Air: https://www.digitalcombatsimulator.com/en/files/3342225/ Block 4 - Carrier Operations: https://www.digitalcombatsimulator.com/en/files/3342226/
  4. Thanks! I may look into live voice actors in the future.
  5. Greetings! I've been working on a four part flight school campaign for the Hornet, mostly because while the provided lessons give you the mechanics of how to do a task, it doesn't really provide you with a lot of context, and I really learn better when things are in the flow you'd normally use them. The campaign is nearly complete and I'm in the final testing phase, is fully narrated with a natural sounding AI voice, and takes you from zero experience all the way to ground attack, air to air, and carrier ops. It has about 37 missions, each focusing on an individual function of the aircraft, but approaching it holistically to get you in the habit of taking off, navigating, managing weapons, etc. Each of the land based missions require you to execute a Case 1 recovery at the end to get you comfortable with it before moving to the carrier, complete with trigger zones to detect if you made a good trap. With all the time and effort I've put into it, I'd love to see about getting it posted on the web store for both ED and Steam, but I'm not really sure how to go about doing that. The standard search engines haven't been very helpful in that regard. Any information would be helpful. For anyone interested in the campaign itself, I have videos of pretty much every lesson over on my channel. Just head over to YouTube and search for Gunthrek and F/A-18 Hornet Flight School. They're all in playlists, so should be easy to find. Once I finish the remaining QC and figure out a sales platform, I'll try to remember to update this so those of you who want to try it out can find it. Thanks!
  6. So after some research, I learned how to set snap views and they seem to work fine when I press the Win+Numpad key that was saved to the associated slot. The problem is that it only stays looking at that view while holding the key combination down and returns to the previous view when I release it. I tried the "snap view toggle" option using RCTRL+Numpad0, but all that does is do a bit of a zoom in and the snap views still work as if I'm in normal view mode. I tried using just straight numpad keys in that mode per the suggestion of another post I found, but there's no response. I imagine I'm missing a part of the setup, or there's an associated keybind I'm missing?
  7. I typically ALT+TAB out of it once the splash logo comes up, but no matter how many times I do it, it's like the software is trying to center the mouse on the screen...regardless of whether it's the active window or not. I have to keep tabbing out several times until the main menu loads. Even then, every once in a while the mouse will go haywire for a couple of seconds if DCS isn't the active window. It's the only program that does it to me, so I'm assuming they're trying to do some kind of mouse relocation or something, but they didn't limit it to when DCS is the active window.
  8. It would be much appreciated if the developers could look into the code and figure out what it is that requires the mouse be grabbed while loading the game. It's super frustrating to be trying to do something else while waiting for the menu to load, only to have my mouse cursor snatched away from what I'm doing over and over. Thanks!
  9. I finally stumbled across a sort of answer for this, though the answer kind of disgusts me. Apparently the stages are intended for stepping through the campaign, and the missions window is for providing a list of missions that are to be selected based on the outcome of the previous stage. So if I understand it correctly, you're only going to do one mission per stage, and if you put more than one mission in a stage it bases which mission you play on the score from the previous stage. So you might have one mission that is available if you scored a 60-70, a different mission for 70-80, etc. I suppose this is intended to allow for diversity in playthroughs, which is definitely cool, but it's a bit frustrating that there doesn't appear to be a way to create blocks of missions the way I was hoping it worked.
  10. Greetings, I'm a bit confused by the campaign builder. I'm trying to create a campaign with four separate stages, each with several missions. From the UI, it seems like I should just be able to create a stage in the upper window, name it, and then add my missions to the lower window. However, when I do this, clicking the restart campaign button cycles randomly through the missions. I'm also not certain how to mark missions as complete so they advance the campaign. My understanding is you add an "END MISSION" event and mark the player's coalition as the winner. This seems to work in the mission editor to actually end the mission, but then when I try to run it in the actual campaign after building it, the END MISSION event doesn't seem to trigger at all. Is there a good tutorial on how to use the campaign builder, preferably with tips and tricks to avoid some of these things that seem like bugs, but are probably just not understanding the mechanics of the builder? Thanks!
  11. Gotcha! Thanks for the help!
  12. Will do. I've been looking through those pages, but I can't find anything that deals with trigger zones created in the ME, so I'm also unsure how to proceed. I don't suppose you have any insight into referencing cockpit switch states?
  13. This is precisely my problem, lol. I definitely tried searching for things, but all I ever get are completely unrelated topics. Funny thing is that I read through and completed the tutorial you created as the first thing I did when I decided maybe I should give LUA a look, but you stopped short of showing how to reference a trigger zone that has already been created in the ME. I'm not really looking to get into anything super complex with the coding. I want to place units and triggers in the ME because it's a GUI, then rather than using a million triggers to step through mission tutorials, I'd like to just detect certain states and pop messages up on the screen. So for cockpit related things, I'm using the I/P push button to step to the next tutorial part. I'd like to be able to detect when the button is pushed and have a specified variable increment to the next step so the next block of text and voice is displayed. It would also be great if I could pop up blocks of text when the aircraft enters a named trigger zone from the ME so I can just do it all in the script file. I think this is all I'll really need for the entire training campaign I'm developing, and I really don't want to do hours of research to do two very simple things.
  14. Are there any guides out there that show how do to very basic things without requiring a deep dive in to full LUA? I realize that most serious programmers have a strong desire for people to learn the basics before dipping their toes into coding, but I'm a "learn by doing" kind of person, and to be perfectly frank it's a little frustrating to be expected to read through hours of material when all I really want to do are a few basic tasks that only require a few lines of code. I'm literally just trying to detect a player aircraft entering trigger zones and use a local variable to step through audio/visual instructions for a tutorial series I'm creating for the F18. I'm also using a button press in the cockpit to step the tutorial forward to display the next instruction. I've been doing all this with triggers in the ME and it works fine, but it's just so onerous to do it that way, especially if I need to go back and make corrections...or worse add a step to the process, which requires manually going back and reassigning each and every value to make it work. I'd love to be able to just use Notepad++ to make adjustments and then reload the file rather than having to painstakingly go back through each trigger to redo something when I realized I left something out or made a mistake. I've been trying to use AI to get code snippets, but I think the biggest problem is I don't understand how to access DCS global variables, and I keep getting the "attempt to access global X(a nil value)" message. The AI is useless for troubleshooting, and I haven't been able to find an answer after searching around on the internet. Is there some code I'm supposed to include at the beginning of a script, or in the mission editor as a separate script file, to give my local script access to all the standard DCS items? So I guess my questions are as follows: 1. How do I give my script access to the DCS global variables so I can access things like units and cockpit items? 2. How do I reference a trigger zone, and what is the procedure for detecting when an aircraft is inside it? Do I need to use coordinates, or does DCS track that and I can just compare the aircraft to the trigger in some way? 3. I already know where to find the values for cockpit items in the F18, but how do I point to them in the code and store them in a variable? Thanks in advance!
  15. So this is not a question about recentering my headset. I have that set as a keybind on my HOTAS. This is a question about the actual physical position of the POV from the VR perspective. I've noticed that the VR recenter key always makes me feel like I'm looking slightly to the left, and I've also noticed that the HUD shows more empty space (margin?) on the left side than the right when I close the opposite eye. When I look straight down, I also get the impression I'm not actually completely centered in the cockpit. All this seems to indicate that my POV is actually slightly to the right of center. Is there a way to fix this? The View Recenter option isn't adjusting anything like it does in 2D mode.
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