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Everything posted by beynesairforce
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Adding multiple messages for single trigger
beynesairforce replied to Razor5-1's topic in Mission Editor
What's the condition of the choice between your 2 messages ? Because 1 trigger mean 1 "condition" and 1 "action". If you have to do a random between 2 messages, it will take a minimum of 2 trigger (may be 3 if you put in place a random condition for the message choice). If you have to send the first message and the second just after (no random choice between messages) 2 trigger, the second using time since flag. -
Is there a tweak for mooving the command bar ? Should be good for multi-screen players
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Multi Monitor hud stretched across both
beynesairforce replied to Modulus's topic in Bugs and Problems
Also always the pb with the F10 mapview ... waiting for a fix -
[INVESTIGATING] Bino View with multi-screen Setup
beynesairforce replied to Nirvi's topic in Bugs and Problems
For iinfo2 tweak it's the same modification than Hawat3001 describe for iinfo -
[INVESTIGATING] Bino View with multi-screen Setup
beynesairforce replied to Nirvi's topic in Bugs and Problems
I'm running a 760x1980 setup, screen above the main 5760x1080) is for Helios. With iinfo tweak, i notice that some indicator have change but the info view (amo, gear, weapon ...) stay hidden. I tweak in the same spirit iinfo2.lua and this information appears ..... Now, need to change the FOV of the general hud and to fix the F10 view -
[INVESTIGATING] Bino View with multi-screen Setup
beynesairforce replied to Nirvi's topic in Bugs and Problems
I have the same problem by using a eyefinity 3 screen plus 1 screen for Helios. Other point is the datablock of CA who is not present , chassis compas & weapon compas who are very "big" Other probleme, the F10 view (both in CA / A10-C), the map view is display on the 4 screen, but the 4th screen is dedicated to helios with a wood mask. Map is unreadeable on it. I didn't find a way to put F10view on a customizable part..... -
How to export viewport with DCS 1.2.0
beynesairforce replied to beynesairforce's topic in View System
Yeah .. just found it 10sec before reading your answer -
With the previous version, i have no problem. I was able to local init files for CMSC, CMSP ...... E:\Program Files\Eagle Dynamics\DCS World\Scripts\Aircrafts\A-10C\Cockpit I didn't get the same thing under 1.2.0 version : no A-10c directory only _common Helios is runing without pb and MFD are well exported
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Pave penny or IR mark information
beynesairforce replied to beynesairforce's topic in Bugs and Problems
Thank for your clarification ..... :thumbup: -
Pave penny or IR mark information
beynesairforce replied to beynesairforce's topic in Bugs and Problems
Thanks for your answer I've read a lot of thing on it and know that point but i'm just looking to an other way to get IR marked target information in the HUD -
Hello everybody, I have a question regarding avionic. We planned to put in place an A10c in an AFAC mission (equiped with TGP, marker rocket ...) an a flight a 4 A10c in CAS mission equiped with differents weapons and NO TGP. Night mission of course. CAS flight is able to see the IR line but is there a way to get information in the HUD (such as Pave penny cue index) ? by this way CAS flight will be able to lock maverick on the marked target.
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Really ???? :unsure: I've test it by launching the mission in Multiplayer (i'm the host) and didn't notice any probleme with an AI blue flight going on/out the zone .... I'll test it tonight with my self inside the cockpit to be sure.... but no problems 2 night ago with a 3 humans player's flight. I will post my interceptor trigger because it have not been done with what you would have used. (And i need to know what the "god" Druid think about it)
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I will edit this "Reply" when going back home but i found a way to launch an interception flight if we stay more than x minutes in the restricted zone. Timer will stop if we go out the restricted area but only if the interception flight is not launch. No way to stop the interception task and let the flight go back home when he is launch. Enter restricted zone: Switched Condition -> part of coalition in zone (Blue,Border 1-1) [OR] part of coalition in zone (Blue,Border 1-2) [OR] part of coalition in zone (Blue,Border 1-3) -> Flag on (1) & Flag on (2) & message to Coalition & soud to coalition Air control repeate: Switched Condition -> time since flag (1,30) & Flag is true (1) -> Message to coalition () & Sound to coalition & Flag on (1) Out of zone: Switched Condition -> all of coalition out zone (Blue,Border 1-1) & all of coalition out zone (Blue,Border 1-2) & all of coalition out zone (Blue,Border 1-3) -> Flag Off (1) & Flag Off (2) Flag 2min interception: Switched Condition -> Flag is true (2) & time since flag (2,120) -> Flag On (3) Flag launch interception: Switched Condition -> part of coalition in zone (Blue,small Border 1-1) [OR] part of coalition in zone (Blue,small Border 1-2) [OR] Flag is true (3) -> AI task(start interceptor & message to Coalition & soud to coalition & Flag off (1) & Flag off (2) & Flag off (3)
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I have define 3 Trigger zone Border 1-1 ; Border 1-2 and Border 1-3 the 3 trigger to get it work : Switched Condition -> part of coalition in zone (Blue,Border 1-1) [OR] part of coalition in zone (Blue,Border 1-2) [OR] part of coalition in zone (Blue,Border 1-3) -> Flag on (1) Switched Condition -> time since flag (1,30) & Flag is true (1) -> Message to coalition () & Sound to coalition & Flag on (1) Switched Condition -> all of coalition out zone (Blue,Border 1-1) & all of coalition out zone (Blue,Border 1-2) & all of coalition out zone (Blue,Border 1-3) -> Flag Off (1) By this way we are able to get out the Trigger zone and stop the check. When re-entering trigger zone, the check we be done an other time. Tested and approve during our Multi-filght tonight. That's the definition of the Switched condition Trigger form the GUI pdf : What i want to put in place now is how to launch an interception flight because the air controler told us to get out and i think that after 2minutes he normaly launch fighters against us. I try to: - Flag On (2) at the same time of Flag On (1) - creating a new trigger with time since flag (2,xx) ->> AI task (start fighter) - flag Off (2) when all of coalition are out of zone But since flag 2 is activated, i can't stop the timer even if i'm not in a trigger zone, even if the new trigger is "Once" , "switched condition" or "continuous action".... always tested
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After a long test, Trigger detect when part of coalition are in zone but sound is still playing after all unit are outside. So i think of the pb comes from Once trigger that is check only one time. My changes that are working :thumbup: 1) Switched Condition -> part of coalition in zone -> Flag on (1) 2) Switched Condition -> time since flag (1,20) -> Flag on (1) & Message & sound 3) Switched Condition -> all coalition outside zone -> Flag Off (1)
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it's work .... :thumbup: thanks to Wildfire & MadTommy :thumbup: 1) Once -> part of coalition in zone -> Flag on (1) 2) Switched Condition -> time since flag (1,20) -> Flag on (1) & Message & sound 3) Once -> all coalition outside zone -> Flag Off (1) But i didn't have time to make more test and thing of : - using Once trigger make the condition check only when we enter the zone for the first time. If we go out of this zone and re-enter 1h after i understand it won't work ? - If my understanding of Once trigger is correct how can i modify that ? May be using continuous action for trigger 1 & 3 ?
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I'm lost and unable to found the way to do it. I would like to simulate an air-traffic controller who informs us that we have penetrate a protected airspace with a custom sound and a message txt. I've define trigger zone along the border. I describe my trigger in order of appearance First step: 1) Continuous action -> part of coalition in zone -> Flag on (1) When entering the zone, flag 1 is on and refer to the txt message & play sound 2) Continuous action -> time since flag (1,20) -> Flag off (1) Restart the previous action after 20 second By this way, if we are still in zone, Flag 1 will be on. 2 way for the next trigger (each with pb):3) Once -> flag is true (1) -> Message to coalition & sound to coalition sound will be play (one time) and message txt appeare only one time even if i stay in the trigger zone during 5 minutes. 3) Continuous action -> Flag is true (1) -> Message to coalition & sound to coalition unable to hear sound because every second it play it Hoppe someone will be able to understand my pb (my poor english too :music_whistling:) and help me for that.
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GROUP DISABLE AI for jets on ramp?
beynesairforce replied to Megagoth1702's topic in User Created Missions General
Thanks Eddie it works very well -
GROUP DISABLE AI for jets on ramp?
beynesairforce replied to Megagoth1702's topic in User Created Missions General
Thanks for the tip :thumbup: . I never had used the trigger action mode of units .... now i understand what you say and how "AI Task" is working. I'm at work for th moment and be able to try all this thing tomorrow. -
GROUP DISABLE AI for jets on ramp?
beynesairforce replied to Megagoth1702's topic in User Created Missions General
I try to do something similar but it doesn't work and i need advise. I have an E2 on parking area, define to takeoff from ramp. Uncontrolled box is check and he's visible. A flight plan is define, ETA is at 6:00:00 /0. Now i want him not to start from a radio F10 call but at time (6min after mission start). What i've done with trigger : Once"Awacs"-Time more "360"-"Unit AI ON" not working What's wrong ? -
Multi-monitor set-up guide & help (unofficial)
beynesairforce replied to MadTommy's topic in Multi-Display Bugs
May be you can try that for menu in multiplayer http://forums.eagle.ru/showthread.php?t=74802 -
Just a small question. Did think of something to get the handle in position because due to his weight, in up position he will going down ?
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Sorry for my english but i will try to explain what i try to get with the mission editor. At mission start, i would like to have a plane (F15E for exemple), in the air, going to land with damage (engine smoking for exemple). I didn't find how to get that kind of visual effect. Is it possible ? How to do it? Thanks for your help.