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kira_mikamy

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Everything posted by kira_mikamy

  1. i wont use default trigger mission by a while, prefearing script, but if i remember correctly the ON SHOT eventy means every shot in every place so, if you enter the zone with Blu1 and "blu4" somewhere in the map shot, it will trigger the event and red1 break away, because blu1 has triggered the FLAG 10 and blue4 triggered the shot event. theres a condition called UNITS HITS SUCCEFUL and you can use that to trigger the flag10 when blue1 hit the target, removing the on shot event, but if you dont hit him nothing happen. i think without lua can be tricky, can be simple manage that with moose EVENT:OnEventShot(EventData) using event.initiator to make sure that blu1 is the initiator, then UNIT.IsInZone() using the initiator as unit to check if in the moving zone so at this point the trigger only set the flag when blu 1 is in the moving zone and blu1 has shoot something. if blu4 shot but isnt in the moving zone nothing happen. also about the animation i think without lua scripting theres no way to change the argument. but, i never have myself try that so i cannot say
  2. save feature is cool but is waaaay far for be accomotated in a 24\h persistent server, at the moment, as i read is more dedicated to a single player that want to fly a simple home made mission, or maybe a co-op one with a bunch of friends. tha fact airplane in flight stay in flight after the save its a big NO for me, or i had to make a script to remove it at the start of the mission every time. some plane can only spawn douring certains conditions, if playerbase in the server is enough etc. the time saving also is cool but is better to give an option to create the next mission in a selected time interval as start, like already DSMC do: new mission will be generated the next day , from 6 am to 15 pm (for example) in that way, a 24\24 server is better for the player base, otherwise if people log in every time at the same real life hours, will be the same hours every day in the server too, if my mission in mission editor start at 10AM and i start the server at 10AM also in real lifee, people who play at night wil aways flight at night. The server i administrate have a restart every 6 hours, that means 4 at days and that means in one days will be 4 days in the mission editor mission file, each restart have the day shifted by one more and the started time casually setted from 6 am to 15pm, that offer the player base to enter the server and always found a different time condition. That also simulate very weel the season change, every one real like week it will be a month in the dynaimc mission, and weather accomodate itself to fit the actual month. expect reain on spring and snow on winter also the weather update every restart with a new preset, this is default by DSMC. it will be difficult to accomodate persistent 24\24 server. but it will be funny for solo player or little co-op enjoyer trough local server. Anyway, im really happy ED start to move forward to that feature. Of course this is just a post tha explain some light behavious, i can judge nothing about that. I wish you a good work about it!
  3. add a flag to the trigger condition that add the menu to activate the sam: ex Flag X = false (all flag are false at dcs start if not declared true by mission editor) then , when you active the sam for the first time you declare the sam spawn and: Flag X = true untill Flag X dont return on false status, the menu doesnt reappear.
  4. i also make mission, my rules is: be the gamemaster in my mission be the pilot in other friends\community mission
  5. glad to help hope it works for you!
  6. not sure about but may you need to use Call_Me() without space or remove the "local" or maybe both
  7. " local BFM_F5 = missionCommands.addCommand ("BFM F5", Menu_A2A) " thers no command in that string, it should be ("BFM F5", Menu_A2A, COMMAND_FUNC) you are try to add a command without set wich comand it have to call. function COMMAND_FUNC() ..your script here.. end
  8. ive test it and it remove the submenus when triggered, probably there something incorrect in some group naming or so
  9. ive not a direct answer to that specific situation involving mist, cause i didnt use that for so long. if you manage to use only moose to make the menu should probably look like that: MAIN_MENU = MENU_COALITION:New(coalition.side.BLUE, "ACTIVE MISSION") --after the spawn of unit use: MISSION_MENU = MENU_COALITION:New(coalition.side.BLUE, "STRIKE AT SAIPAN", MAIN_MENU) MISSION_LIST = MENU_COALITION:New(coalition.side.BLUE, "BTR80 Spotted near Saipan'", MISSION_MENU ) --when the unit is dead (i assume with a event dead?) or whatelse you using to check if theres or not the unit: MAIN_MENU:RemoveSubMenus() and you only have the "Active Misson" main menu without nothing inside it
  10. If you want a crash without ejecting count as csar lives you probably have to set csar.countCSARCrash = true
  11. you should have init limit 3, 0 cause 3, 3 means that can be only 3 in the map. or also use without the init limit: SPAWN:NewWithAlias("template_name", "in_game name") instead of SPAWN:New()
  12. local myGroup = Group.getByName('Enemy Air') Group.destroy(myGroup) that should work i think
  13. As i know theres no a rebuild option for the destroyed building of the map. untill is destroied, it will stay destroied untill the server restart. the nearest thing is to achieve something similar trough a bit of scripting and mission editor trigger. using MIST Mapobjs dead zones https://wiki.hoggitworld.com/view/MIST_Mapobjs_dead_zones you can declare as you say a trigger zone aruond a single map object (or more), for example a bridge, or you can draw a trigger zone around a gruop of map objects, for example an entire village. you can creata a trigger zone around a bridge called "bridge1" and then declare mist.flagFunc.mapobjs_dead_zones{ zones = {'bridge1'}, flag = 1050, req_num = 1 } that means when the req number of structure (1) in the zones called "bridge1" got destroyed, the script trigger on the flag 1050. in mission editor, you can set one at once with conditions "flag 1050 true" and as action you can for example make the spawn of an unit in the border of map, you use that unit as "persistent" flag. if there no that unit, it means the bridge is alive if theres that unit, it means the bridge got destroied. then, you can associate the presence of that unit to a scenery destroy trigger in mission editor, and make the bridge explode itself one second after the start of the new mission, so you can have a kind of persistence about the status of mapobject. when someone complete the repair mission, you remove the unit created by this metod, without the unit at restart, the bridge will not be destroyed and come back alive. theres no way to rebuild it in "real time" as i know,, you have to workaround trough metod like that. theres surely different way to do that with moose, mist, and mission desanitizaiotn by the way ,and the one i suggest should be on of more, not the best not the worst. if you are familiar with mission desanitizaion and local save of file trough lua script you can achieve the same thing without involving mission editor trigger. Also, with a bit of fantasy, you can achieve similar result without scripting but using the "bomb in zone" trigger
  14. i have same problem using TAA (i dont have RTX) completely useless to use taa at the moment it completely ruins the experience and the graphics, im a bit sad about that was hoping to a minum stable realese about taa and not something to test from beginning, so, nothing change if you dont have an rtx and have the possibilities to use dlss. some pic with taa on, NO fsr or nis, maxed graphics 1080p.
  15. settings different radio frequency for each one and using the "no report waypoint passing" active in the advanced trigger can do the trick maybe? you can ear it only if connected in the designated radio freq, i usually connect to the nearest awacs to me if there more than one. in this way you always have datalink filled but no communication. Can do all in the editor.
  16. have try to remove the immortal option?
  17. never use template in editor, i like to build by myself every time different, i use template only for sam battery, the default one. ive just noticed you can move away the farp after the placement, but what if you select all the stuff and make a ctlr-C \ ctrl-V copy pasting all the group in another place of you like?
  18. probably yes with laser but require some moose editing, i think the right module can be that. unfortunally ive never use it https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Functional.Designate.html
  19. you can do a simple trigger called explosion to associate at a trigger zone, or there also the "explode unit" trigger that can directly link the ship but in this last i dont remember if you can set the severity of explosion, i use often the explosion trigger to generate massive damage when player bombing something like fuel depot or ammo depot. it can work 100% for your use, just need a bit of trial to found the correct explosion size
  20. i means the program is user friendly and take less than a minute to give it a try! may i wrote it wrong
  21. i test the closed realese from some days now, its very a comfortable way to check the mission file. Especially if you are a group of players who develop lot of missions is very usefull to share the miz file with other editor and let they view the whoole .miz without have to open dcs and check all the script is good or to do a rapid bugchecking when something go wrong Also, theres some other intersting feature and i suggest all to give it a try, is pratically worthless and timeless. Thank you for you efford in that, really appreciate
  22. i didnt think the preset can be linked to the farp or airbase, they are linked to the aricraft itself, probably in the core dcs game folder where that aircraft is installed there is some configuration file that manage the preset. for some aircraft, the path is in the install folder -> DCS World\MissionEditor\data\scripts\UnitPayloads you can modify the one for the F16 and setting to have only one preset, but this means this is the only one available for the F16 in entire game. you of course can modify that from the loadout menu in mission editor, dont need to directly edit the Lua but you can make a backup of original one. im not so expert to know if there a possibility to dynamically reload the payload.lua, for example using the one with only one preset when you are in a trigger zone over the airbase, and then come back to the original when you are away from it.
  23. as above the problems was the incorrect . where it need a : A2ADispatcher:SetSquadronLandingAtEngineShutdown() sure that can fix.
  24. @ralch unfrotunally, i didnt know other way to modify the speed of a single waypoint trough script, the only one i know is the one ive already post. BUT. if you dont mind to have a lot of different aircraft to play on, isnt a way to create a group for each one with only the first wp speed changed? maybe calling it trough menu and not trigger
  25. may that can help you? https://wiki.hoggitworld.com/view/DCS_func_setSpeed
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