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RUNEofORM

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About RUNEofORM

  • Birthday 12/15/1973

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  • Flight Simulators
    DCS
  • Location
    East Ark
  • Interests
    Flight sims and motorcycles

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  1. RUNE Combined Arms Demo.miz Give this a try. Its one blue tank vs 4 red ones. The blue tank group will infinitely respawn when killed. I have one Blue Commander slot. The mist script to use is mist.respawnGroup('Blue 1' , true). you can put any group name in the Blue 1 spot Just have a switch conditions trigger linked to group death to run script.
  2. You know I have Combined Arms but have only used it a little. Having multiple Identical units with delayed activation. All linked to the destruction of the former unit would be one way to do it without custom scripting. Ill work up a sample of what I am talking about and post it for you. May not be the best solution but its a start.
  3. Problem you are likely to always have is that DCS AI can not lead a shot. Torpedo's travel in a S pattern and have no tracking that I can tell. So if target is moving any you will end up crossing aft of it.
  4. Ok so I did see some comments about controlling the ship and turning it into the wind for take off and landings. This is a quick and easy way to do just that for your solo/coop games. We add two F10 menu items that tell the ship to turn and head to waypoints. The demo mission requires the A-4. But frankly all DCS players should have the A-4 Carrier Setup Demo.miz
  5. Iv started to post this stuff over at the Mission Editor Tutorial forum as its more appropriate over modding. I do use mods a lot. But the core of my tips are based in what vanilla DCS has.
  6. Ok so here we go. For Jets I changed a few things around. Now Vision and Check 6 zones I make bigger. As modern Jets have far better pilot visibility and planes are moving much faster. The Radar box zone I extend out to a reasonable distance for that planes intercept radar. Not the theoretical limits but what would be a normal distance for a good detection. In this example The AI MiG will go weapons free if you are within 15 miles or so. You may be tempted to make this shape into a cone. Do not. It will not work. DCS will auto flip it so the large side will be at the AI plane and the point will be out away. I am posting this little demo of it working for guys to try it out. The Player plane is a F-5 but you can swap out that for any plane you would like. The MiG 21 is set as a delay spawn. Once in mission you will find a F10 menu option to bring it in. Iv saddled it with a 1500kg sandbag script. So It can fight (turn and climb) but more closer to your Player plane ability rather than a Cheating AI simpler flight model. As long as you are not in its vison or radar zones it will switch back to Weapons hold and lose track of you. When it switches over to weapons free you will get a "I see you" message. Then you know its on the hunt for you. RUNEofORMdemo.miz
  7. Ill do it tonight after work. Ill post the mission to make looking at the script setup easier.
  8. Ya I can make a example mission and post it. Ill use the free planes. Also I have worked out a advanced version of it to work with jets. By adding forward Weapons/radar zone. sizing it up to a given radar range. Prevents that crazy MiG 21 some how knowing that you 70 miles away is not only a contact but a enemy and starts racing at you at full speed. But say your inside a reasonable distance in its front area sure it will go Weapons Hot and maybe fire. I am a die hard Solo DCS user. No true love for multiplayer servers so that is why I am constantly working on making DCS do what I want to get out of it. Lot of this can be used in multi or Coop play. Feel free to use anything I post any way you like. I am just showing things I have come up with using the tools at hand.
  9. This is one way to get the multiple time and weather option for a mission. In reality your making 4 missions and linking them all together. Id make the day mission first. Get it set like I want. Then Change time/weather/date and save as under new name. Once you have all that you go back in and point each F10 menu to the matching mission. I throw all the mission into the same folder.
  10. Ok sorry for the half post earlier. This is a way you can get that 2nd group wingman to show up after you are spawn in. He will start off as unmanned tell you push the start action. after that the AI takes over and gets going with its startup. So Id say spawn in. F10 the wingmen in and do your pre flight stuff. once ready to go. Hit the 2nd part of the F10. AI can do startups so fast.
  11. Maybe have a Idea on how to do that. Not at home yet but will check as soon as I get back. Fact that your already using a 2nd group and fallow commands put it in the possible realm. And if so I will totally start using it myself.
  12. You can in a way. You would need to make a mission for each weather and time you want to have. Then add a radio (F10) flag change. For each flag number change you link a Mission start. point each start to your mission files. Then in any mission if you want to change time/weather you just call it up. I only have a few min before work. I can go into more after work with slides. Your question peeked my interest so I just wiped up a quick on using a few missions id done. All with the same basic layout but with day night and winter. Worked fine. was able to quick load each one.
  13. One of the ways I set up ground units so as not to be so deadly that they make attacking imposable. This setup can be replicated multiple times with larger groups. Just do the steps for each AAA unit in that group. It uses the stock scripting so no mods needed but I suspect that you can get very creative with it and mods. So lets start with a single gun unit. Will pick one that is particularly problematic in its normal form. Having the ability to pinpoint shoot once you get inside its fire zone no matter how fast your going. Amazing how the two man team can move hand crank elevation and traverse like that. Note the two rings. The outer one is its detection zone. without editing that is the distance that it will start to track you. We will be disabling that with the fallowing steps. The red ring is its fire distance. We will be using that as a guide but limiting its area. So lets make a trigger zone the size of that red ring and attach it to the unit And to fallow up with a smaller zone. You will want to adjust that small ring tell you find a size that works for you and the situation. Now we need to add some things to the unit itself. Or rather to the group that the unit is part of. We need add a weapons hold, weapons free and a fire at point. null Now we add the mission triggers. The Weapons Hold will keep the unit at a passive state tell the moment you get inside its weapons range. only then will it start to track and maybe get a shot off. But soon as you get inside its Min zone it will switch back to hold state. Now by its self that would be fine but we want some firing to keep up the look like its attacking so that is when the Wild trigger comes in. for that few seconds it will fire blindly into the zone. It still may hit you but its no longer 100%. Once your on your way out it will switch back to tracking for a parting shot. Then its back to hold state. No more tracking tell you come back in again. This can be used for any ground to air capable unit. As long as you link the zones to the unit. You can have the unit move and the zone will be moving zones.
  14. Two ways. One if for any reason you have a mistake in the Sandbag script. You will get a error popup. This will freeze up game for a bit but will not crash. Other way is to up the 1000 to say 9000 and watch the fun. Planes falling out of the sky.
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