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Gabreil

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  1. What you've described is what i think i already tried. But, got it sorted using a simple moose script.
  2. Followed a few examples of moving zones.. but cant get it working on a ship. Is this possible before or am i wasting time? Idea is to create a CTLD loadzone on the USS Tarawa I'm trying to via a trigger. New Trigger - Moving Load Zone Condition - Unit inside Moving Zone - Unit is a Helicopter, Zone is Loadzone-1, Zone Unit USS Tarawa Action - Just a essage to all
  3. Sorry missed this... Doh.. simple solution. Thanks
  4. I've read a few things from posts dating back a few years.. Just wondering if its now possible to get an AI aircraft to attack a player controlled JTAC vehicle I'd like to have an AH-64 orbiting in the area, have me controlling a JTAC and the AI engaging said target. Possible or not?
  5. Here's what you can do with Helios. Each of the monitors are about £70 ($90) each. Added bonus is they are touch screen, so all the buttons around the MFD actually work by pressing them. Makes flying the CH47 so much easier and it was all down to the OP's point about not being able to easily read them in the cockpit.
  6. I cant get the ME FAC function to work. I have set it following many of the online videos which show it working. I have Stryker ICV set as FAC and another set as FAC-Engage Group - Both at 1000m with Line of Sight. I have also setup a reaper as a FAC. I have a Kiowa on the ground hot armed with Hellfire missiles If i load the mission, i get the JTAC menu option. If i then call any of the 3 JTACs it request is heard, but never get a response. I've set ME options to Easy Comms I have tried using many of the online videos and replicating exactly as they have.. but still no response. Any suggestions on what i need to do to ge the response and Lase the targets? I've attached the mission file if anyone has just a few mins to check and see what might be wrong. AFAC_Test_1.miz
  7. Sorted. My F9 key was being used by my computer as a shortcut. Removed that, now working. @razo+r thanks for the pointer
  8. Pretty sure this is an easy one when you know how.. Just playing around with a single ship point firing at a land target. When i run the mission, i can see the ship on the F10 map, but for the life of me, i cant select it to view move around it via the Func keys. Ground targets scroll through using F7 just fine. What am i missing here!!
  9. thanks for the explanations. I've had a play around. Increased the 1x Aircraft on a couple to 2 & 3 and that works nicely which is good. And for testing i've lowered the 600-700 down lower to get a feel of what and when its doing things. I've played around the zeroPulse. Not exactly sure what i'm doing! Do i add "zeroPlus / no" to the end of what is already in the Bogey Randomizer zone or is it instead of the initial pulse! command? Some have a ? and some ! I read they are input/output but not got my head around how to use as yet. Is the despawn something i could easily add to the existing .miz?
  10. Wow! thanks for the .miz. Really appreciate it. I was actually reading about DML last night.. was late but i sort of got the drift of it. I did look at some of the many .miz files to figure out how they worked.. I've run the mission a few of times.. On start it spawns 1x aircraft (which is random each time) - What about more than one spawning. i.e each mission start has a different amount? What detemines when they spawn - can that be random too rather than immediatly on mission start? And likewise on the despawn - can that be randomized? - I do get what you're saying about randomness. But the misson i'm building (well trying to) is mainly heli focused and the idea being that things can randomly appear that can impact the heli (CTLD/CSAR) task.
  11. In my pursuit to add some randomisation to my mission ive come across many videos and posts which explain how to achieve a lot of this... What i havn't found is somethig that allows full randomisation.... so even the mission creator does not know where (and potentially what) will appear or when it will appear. What do i mean by this... On Mission start things like this will happen: At some time during the mission AI aircraft will spawn at random places on the map Unless engaged and destroyed, they will automatically disappear after... lets say 10 mins At another random time another AI (or multipes) will spawn I think you get my drift. I'm certainly not a script writer... so the question is... Is there anything out there already that can create this scenario?
  12. Think i might have sorted it out. Following your idea, the Autolase script seemed to be the item that found itself in different locations. Giving that a longer time more value to let all the others load first seems to have done the trick.. or at least for the time being! Thanks for your input
  13. Ok, Let me give that a try... I just edited my post to say that the order tends to change after i've opend F10 selected and option, then re open F10. I'll see what the time difference makes.. and thanks
  14. This seemed the most likely forum to post.. I've noticed that from time to time the order of the F10 menu when the mission has loaded changes order.. i.e. Sometimes i see: F4 - CSAR F5 - CTLD F6 - Autolase The next time it might be F4 - CSAR F5 - Autolase F6 - CTLD Is there a way to fix them so they always load in the same order everytime? I've got " time more = 5 " after each .. I have noticed most changes to the order happen after opening the F10 for the 1st time and selecting one of the options. Next time i open the F10 thats when the order tends to change. Current triggers for reference
  15. I can switch postions using the 1,2,3,4,5 keys. Switching between Pilot, CoPilot & Engineer station all work. If i select position 4,5 & 6 it switchs to the position.. but once in one of those postitions i cant get back to any of the others.
  16. @jonsky @digitego. Excellent work chaps. Both on theway and the keybind updates. On the subject of keybinds.. Do either of you know about the exportscripts for StreamDeck? There was a plugin developed for the streamdeck, that with the scripts could read the data from DCS. Its great if you're a streamdeck user to add key pressess etc. Way beyond my capabilities, but would be great to have a exportscript that could read the CH47 data into the Streamdecks. I think a few people have asked others who have contributed, but not getting much response for CH47 additions
  17. Thanks both @jonsky7 @Rouge Trooper( @jonsky7 i really owe you a beer or two for the amount of help you've given me of late!!). Got it all working now the way i need it
  18. BINGO!! For whatever reason the Gunners AI Panel scripting was not in the main CH47 keyboard\default.lua. I can only think that somehow when i added the MFD/CDU lines to to allow button presses, i somehow overwrote the Gunners AI Panel lines of code. Pasting them in brought it up striaght away. @jonsky7 & @MAXsenna thanks both for your time/input.
  19. Thanks both. @jonsky7 Ill check my configs - main controls and see if those lines are even showing.. i doubt they are due to not seeing it. Ill add your suggestions and see what happens. Yeah, fully aware when updates are installed things revert. I have a sync of DCS and Saved Games to my NAS.. so worst case i'm between 12-24 hours behind any changes i might have made. I really should invest the time and get quaggles up and working for the CH-47. I'll report back with what i find
  20. I wasn't aware that the APU should be running - would have thought there would be enough power generated if the engines are running even if at ground idle. Reason for bringing the throttles back is sometimes during a session and using Fatcow script, i find myself on the ground for a while.. i want to bring the power down whilst just waiting. @Anoro Thanks. Now i know to bring the APU online before reducing power, i'll give that ago.
  21. It does exist.. have a look at the image above.. like you, only in the CH47 Gunner section - LWin+H. I've tried everything from previous attempts. DCS repair, rebuild CH47 folders, changing default keybind to known working keys to eliminate the chance of a broken key on the keyboard. It just does not work or appear on the screen.
  22. I've been playing around with the engine condition levers. got them both working on an axis each. With everything running.. when i bring them back to ground idle (before the detent) the engines do spool down, but all the instruments go off. If i then advance the levers to flight.. the engines do not spool back up. I have to lift the collective for the engines to start spooling up. Only after taking off do the insturments come back to life. Something i've setup wrong or a known issue/bug?
  23. @MAXsenna @jonsky7 Thanks both. I only see the option in like MAXSenna - in the Gunner station.. and not the main CH47 options.. Even so, i've still got the problem where the window never appears.. I've pretty much given up trying to make it appear.. unless you have any other suggestions!!!
  24. @jonsky7 I somehow missed your post.. Ref the AI panel. I cant seem to find the one in the main controls. All i can find is this one under gunners.. which you've said does not work for you either. Whats the name of the AI panel in the mian controls and ill give that ago
  25. Thanks... I did eventually find where to determine if the server insists on a pure client. Watched a couple of YT videos. In the Server GUI, click on the 3 cogs and the option is there
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