

Squiggs
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I'm new to the DCS ecosystem so pardon the noob question. As I understand it at the moment this is in the pre-order phase (you buy it an don't get anything tangible yet) and is not available on Steam. When it enters early access those who pre-ordered get to download/use the map. Is this the point it also becomes available on Steam or does that happen later? Unrelated but are any new assets going to be released along with the map (there is currently a cow asset, maybe a goat?)
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Thanks for that comprehensive answer. I think I will opt for a combination, a single large back and forth conversation for "static" events and smaller snippets for things that are more dynamic. You mentioned Audacity and this is going to go slightly off topic, but do you have any pointers/presets/mixer settings for making audio lines sound like they are coming over the radio. I know a little about mixer and compression but I'm not well versed in audio editing.
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I will check them out when I get a proper module. For now just playing the Su25T and the UH60 mod. I am planning to get a couple of modules and maps when the next sale is on and when Afghanistan is released on Steam. I for the VKB Gunfighter and STECS. I think the twist is lockable but haven't figured out how to do it yet. Out of curiosity, in clickable cockpit planes like the TF51D, how do people interact with the clicking? Off the stick, or just have the mouse off to the side?
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Holy guacamole it is 100x better and that's with a desktop mount and my arm on a weird angle. I don't know how I flew with a keyboard and mouse before (especially helicopters!). Even with just using the twist grip, flying a helicopter is now not an exercise in finger strain from constantly tapping keys. Now just waiting for my rudder pedals and the chair to turn up and it will be heaven. Now I have to work out what to make all the buttons do.
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@TEMPEST.114I found that post after I made this one. It was very useful. The suggestion above was to make each audio it's own separate file and then queue them up to play on after the other in the editor. Is there any advantage/disadvantage to this over having one single audio file that combines all of them and therefore only playing one file? I'm leaning toward the one file approach as there are less moving parts and less opportunities for something to go wrong, but I am wondering if I am overlooking something.
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This is really helpful. I am one of those that did not know about this. Helps to explain lots of the trigger actions without having to scour the internet.
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I'm just wondering what the best way to do conversations in the editor is? For example if I have a conversation like the following: Pilot: hello GCI: hello Pilot: Goodbye GCI: Goodbye Would I make this one single file that is played by a trigger/whatever when I want the conversation to happen or would I have them each as separate audio files and play them in order? Also if they are separate files say conv1, conv2, conv3, conv4 and I queue them up on a trigger, will it wait for the first one to finish before playing the second one etc or will they all play over each other and I need to add in a delay myself?
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I want to mount a Warthog stick to the "floor" position on a Next Level Racing flight seat pro. What height extension would I be looking at getting?
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I am looking at making a mission where we drop off some dudes on a mountain peak. It will be too difficult to convey to the player which specific spot they need to drop them off on so the player is allowed to land anywhere on/near the peak as they deem fit. I was going to do the dropoff as a late activation and just have the dudes appear next to/behind the helicopter (from there they don't need to do anything, just stand there while the player flies away). The problem I have is I don't know specifically where the player will land. Is there a way to teleport them to a position relative to the player when their late activation triggers? Or is there an easier way to do this?
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I am doing some research into the use of Soviet airpower in Afghanistan during their brief visit there during the 80s with a view to developing some missions once the map gets released. I know that the Soviet military was more rigid than NATO in terms of flying designated mission (fly here, blow this up), but from my research, in Afghanistan they started to develop a more flexible CAS approach especially to leverage the early dominance of the Mi24. I read that the Soviets did not have trained Forward Air Controllers but rather used normal soldiers. Anecdotally the best ones were former pilots/navigators that no longer were able to perform flying duties (this makes sense, but these were rare). Having said all that, most people are aware of the Western CAS nine line, talk on and associated procedures used by JTACs and this information is readily available on Youtube/other sources. But I can't find anything about how Soviet ground forces in the 80s interacted with air assets when calling for air support. Does anyone have any insight into this or able to point me toward some sources? I'm trying to make sure radio comms are as authentic as possible.
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Looking at that documentation you provided and the example, if we wanted to have the player perform a gun run on a treeline or something could we not simply use: world.searchObjects(Object.Category.WEAPON, volS, ifFound) //where the WEAPON is say the GAU-8 and obviously the function called would be different from that in the documentation //and simply have it return true which triggers a message/flag/whatever we want saying the gun run was successful And have it run every 5 seconds or so to check for successful impacts? Rather than every few milliseconds in order to save performance? I'm thinking of a video I saw of Balitc Dragon's Raven One campaign where in one of the missions the player has to shoot near some enemy gunboats with their gun. Once they do the gunboats run away. There is no need to check if the player is the one firing (because no one else will be doing so) only to check if F18 gun rounds are landing in the desired area.
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Sorry to necro this thread, but did you ever find it? I too would find it useful.
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How does the editor deal with short life objects (missiles, bombs etc)
Squiggs replied to Squiggs's topic in Mission Editor
Those are really good. Simple scripts and shows how to lay it out. Thanks. -
How does the editor deal with short life objects (missiles, bombs etc)
Squiggs replied to Squiggs's topic in Mission Editor
Looks like I've got to go learn the scripting. I know I will have to learn lua but I have done scripting for other games and some programming so the transition shouldn't be too painful. Are there any examples/places I can find of short simple scripts to assist with learning how they are constructed? -
I'm familiar with how the editor deals with units and groups, but I'm wondering how it deals with short instance things like missiles and bombs that appear once launched and then disappear once they explode? It has a method of detecting them with the "Bomb in zone" triggers, but is it possible to interact with these in any way (for example making a missile or bomb appear/disappear mid flight or something like that).
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As part of a single player mission I am making the player is providing top cover while the AI wingman performs a low flyover of an enemy position (a show of force I think it's called). I have an enemy MANPADS nearby which I want to shoot at the AI wingman but I want it to miss - the idea being that the player must now reconsider doing a gun run for the close air support and consider more high altitude options. What I am struggling with is figuring out a way to guarantee that the missile will miss. Is there a way to do this? I know you can turn off the unit AI via trigger, but can you do it for a missile? So far I have managed to make it "work" by having the same come in from a 90 degree angle and with an Ace level pilot he spoofs it everytime with flares, but I have a sneaking suspicion that 1 time out of 100 it might not work leading to a shoot down.