

Kadin
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Everything posted by Kadin
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I have just updated to Stable 2.7 and I think the new "Dot Neutral" option is a concept of a genius!! A little tinkering to bring the dot closer to the plane mass and it is perfect Thank you!
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SirFaultyBot, in case you have not run into it yet, here is a link to something that might help: I tested the code and it works! The only problem is that I only manage to see it in a Dedicated server environment. Inside the Editor or even in a Multiplayer Server initiated from the main DCS interface, the slots remain unblocked.
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I would like to know if this is possible too. Although you can set it in the Mission editor, set an AF with delayed activation and set as client, then set activation triggers, it does not seem to work. It does of course work for AI.
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I agree. Everything looks so realistic and yet this effects are mission from all Prop Planes with one exception: Spitfire. Thanks for the video.
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I was hoping I was doing something wrong...but thank you!
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Could anyone please confirm that the Only WWII Aircraft that can use a Flare Gun is the Bf 109 K4?
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That is a good idea to delete it and see what happens. The reason I brought this up is that there are AF both in the Normandy and The Channel map that the tower frequencies do not seem to work. The frequencies exist on the Mission editor map and they are different for each AF but setting those frequencies for each aircraft does not produce any results. So I was hoping that folder maybe was a step to amend this issue.
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But it does not seem to have a relation to the frequencies that I set for the different Aircrafts in the Mission Editor on different Airfields
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When you open any .miz file there is a VHF_RADIO folder with a settings.lua file in it. What is the function of this folder?
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I also agree. On planes engine start, only the spitfire has some effects from the exhaust. I am wondering why not since they try to simulate system functions so well. However I am thankful that the DCS team managed to sustain existence in an era of immediate gratification need.
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S! Gentlemen, I would like to set up a Website statistics for a dedicated Server. I am thinking of following xcom advise on this matter: I am wondering if the information is still applicable given that the post was originally made in 2014. It looks like there is some activity in 2019 but if anyone knows the answer I would be very appreciative in hear it. Regards
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I did run into it when I was searching before posting but I could not get the information I was looking. Probably due to huge gaps in my capacity to understand it. I will keep expanding... Thank you toutenglisse
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Gents and the occasional lady, I kindly need some advise. I am using the following script to spawn a group to a random zone: mist.respawnInZone ('Rdm_Bandit_1', 'Activate_Rdm'). I am using it with a "Do script" trigger option. It works nicely but the group does not seem to have any waypoints or task assigned to it. Is there a script to assign a task to the group after it spawns and can it be included in the same "do script" space as the "mist.respawninZone" script? I am new to lua but I am getting hooked little by little
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Thank You!
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EasyEB, so let's see if I understoond it correctly. The mist.lua file exist outside mymission.miz file. Inside the mission editor and in the proper location using the "do script file" option I navigate to the location of the mist.lua file and select it. I finish my mission and then transfer it on the dedicated server PC WITHOUT the need to also transfer the separate mist.lua file. Is this correct?
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I saw a while back in a mission named automan_test.miz that the mist file was included. Here is a jpg of it. If this is not possible anymore, then the mist.lua file has to be exactly in the same file location if you transfer the mission on the Dedicated Server machine. Is this correct?
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I would like to include a copy of the mist_4_4_90.lua in my_mission.miz file. I know how to drag it and drop it inside the miz file but I have not found a way to initiate the lua file through the editor's "do script file" since I cannot navigate inside the mission. I am probably doing it wrongly but I have exhausted my potential at the moment Any help would be greatly appreciated.
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I noticed that only the Spitfire has some Cold engine start up effects and none of the other prop planes including the Yak-52. Am I missing something or they are not implemented yet? Any future plans?
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Let me Add a few more that I found: Ctrl+O: Open the mission folder Ctrl+N: Open a New mission Ctrl+S: Save existing mission Ctrl+R: Open the Record AVI box Ctrl+M: Fly the mission Ctrl+P: Prepare Mission a: add an Aircraft h: add a helicopter s: add a ship u: add a vehicle o: add a static object
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Are there any keyboard shortcut keys for the Mission Editor?
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As I am tinkering around I found another potential problem. In mission editor up on the top, click on "customize--->Mission Options" then on the far right under the label "Enforce" make sure EVERYTHING is UNCHECKED. By default this section is usually unchecked. This might be a conflict with Tippis's comment: "5. Make sure you set the mission option to have labels forced on.", but the mission options are better guided by the Server Machine "Game Options" section, than the individual "Mission option" in mission editor section. Although customized labels could be "forced ON", on the later section, I could not get the "Dot ONLY" variant to work through the individual mission options.
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...by the way, we are talking about the Beta version, right?