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Everything posted by markom
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100% that would be a logical next expansion. I have done something similar for one of my missions, but have not gone through the pains of making it reusable.
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So, you can kinda, maybe, do it. Say you get AI friendly destroyed. You can create on-destroy trigger, that fires in say... 20% of the cases (or 50, or 100, you get the idea). Trigger fires a lua script that gets that unit's location (I believe that may still exist post-destruction), and just spawn a human (say static object, or infantry) on the ground there. It may take some effort, but it sounds doable. If unit destruction removes unit location, you may want to trigger it of on unit destroyed more than X (50%), then get the location, do the spawn, and destroy the unit with a small explosive charge for fireworks :-).
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You can pretend that happened. I am just now finishing up a mission that involves para-drop. There is no such thing in DCS, but you can get creative with spawning, despawning, etc.
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I am slowly embarking on a minor panel build (not quite the full cockpit), and I'm curious what are folks using as their toggle switches? I am looking for 2-pos ON-ON, 3-pos ON-OFF-ON (or ON-ON-ON), as well as some momentary 2 and 3 pos. Any recommendations? FWIW: I have Warthog throttle, and love the toggles there; I also have Win Wing stuff... and like those as well. I am ideally looking for something of that size, feel, and quality. Thanks!
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For artilerry units, unless they are in "RED" alert state, they go through that prep. You can somewhat control that time by manipulating their alert state.
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Yeah, when I clicked on "submit", I suspected I will need to explain this a bit. So, DCS doesn't have the functionality you want, but... it has other functionality that you can use. What you are asking for is: X happens Delay Unit starts preparing to fire Unit fires To accomplish that, you can do: X happens; trigger "START_PREP" is set to TRUE Configure "UNIT_FIRE" to be set to TRUE xx seconds after "START_PREP" (I believe this is "time after" in mission editor) has been set to TRUE Unit starts preparing to fire Unit fires You can probably modify "xx seconds" above with some Lua-foo to be a random value. If Lue makes you uncomfortable, you can create a series of triggers with "xx, yy, zz" differences happening at say 25%, 50%, 75% probability and then "ww" with a 100%, all of them setting "UNIT_FIRE" to TRUE. That way ensuring some randomness, as well the fact that the unit will do what you want (within the confines of DCS). Does this make sense? Would an example mission help?
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You can use multi-stage triggers.
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In my experience, the only thing that changes is the severity of the turbulence. I though I was over this fear, and I hit wake turbulence from a landing 737-900 in front of me. My plane got yawed almost 90 degrees. This was as close to actually <profanity>ting my pants I ever got to, and I was 300m from Chinese embassy in Belgrade in 1999 when it ceased to exist.
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No matter what a sim does, it will never be able to replicate real-world turbulence experienced in a small aircraft. Now that you are done reading the bombshell, allow me to elaborate. Yes, motion may be simple. Fluid dynamics can be predicted, calculated, etc. It's all doable. What will forever be missing is your fear. I.e. this part:
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reported ACLS Mode 1 - Issues Compensating for Burble
markom replied to Mikaa's topic in Bugs and Problems
Search the forum for "burble effect". There are multiple threads about this. -
Yeah, that would also work. If speed is constant in all modes, then it can be slowed down, or accelerated. Different speeds in different modes is a problem.
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I mean, realistically, it *is* a new feature to have the ability to set the axis curves separately. Personally, even though this may be correct as-is, ED should roll-back the change.
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That would work perfectly if slew speed was updated everywhere. But it hasn't been - it has been updated in a single context of where TDC input is used. That makes a problem, because for many of us, it's just way too fast as-is.
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The way I do it is I set up escorts to take off first, and then orbit somewhere near the path of the plane I want them to escort. Then, I create a trigger zone, and when escorted airplane enters there, I stop the orbit for the escorts, and push the escort AI task. This works rather well, IF, and ONLLY IF, the escortee is at its final altitude. If it's still climbing or descending, escorts will just get lost in trying to find the altitude at which they need to be.
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As someone who popped a tire after landing (and had the full experience of emergency services rolling out, runway and taxiway being closed for debris investigation [KSJC, 30L, 2016]), I can tell you that I will never-ever doubt that locking the wheels with excessive braking is a myth
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Need help with a script for random flag values
markom replied to Fisherman82's topic in Scripting Tips, Tricks & Issues
That's a fair comment, indeed. I apologize. When I wrote my original comment, I was more coming from "this was asked for by a beginner, they can lock-up their DCS if they use this wrongly" - mostly because I knew they were unlikely to catch the corner case. Again, I apologize if all that came out wrong. As an aside, and this is truly my ignorance. But wouldn't this function always generate the numbers of the same values for the same inputs every time? Do you happen to know how random seed is initialized in DCS for user scripts? As I said - I am now genuinely curious (also, there were other posts on this topic in the forum in the last week or so). -
Need help with a script for random flag values
markom replied to Fisherman82's topic in Scripting Tips, Tricks & Issues
No need for language. The request in this forum did not ask for unique numbers though - just random numbers between values X and Y. I simply pointed out a bug. /shrug [ I shied away from commenting on the copy/paste code instead of properly iterating, and using hashes as a faster way to identify duplicate numbers. ] -
Need help with a script for random flag values
markom replied to Fisherman82's topic in Scripting Tips, Tricks & Issues
There is a minor bug in the above function. Yes, it may generate three random values, but no two of those can ever be the same. And for a smaller range of values (say 0-1), you will have an infinite loop. -
TM Hotas Warthog TDC Horizontal/Vertical Axis
markom replied to derbarbarian's topic in Controller Questions and Bugs
That's the one. It's worth every penny. -
Do you mind sharing which screens are you using?
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[ not a bug / feature request ] Re-Attack in F10
markom replied to markom's topic in DCS: F/A-18C Inherent Resolve
Sure thing! -
I mean, it is... briefings are short, you jump in and you play. All other missions are way to overwhelming. The "gameplay" aspect here is awesome. It's simple and straightforward. Missions need some polish, but it looks like they're working on it