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Wrecking Crew

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Everything posted by Wrecking Crew

  1. I summarized the Lights section in the appendix for myself -- Collision: Takeoff / Flight / Landing Position: Flashing: Start Up / Taxi; Steady: Ready, Flight Land / Taxi: Use at night I always questioned if I was using these lighting controls at the right time. WC
  2. Ahhh, I am not a real life pilot, I only play one on my computer :-) I meant that I've had the DCS Warthog since the Beta! WC
  3. Very nice work, Gliptal. I've flown the Hog for years, and your guide covers the switchology. I do rotate at 135 or above. And I'll wait to get out of a covered hanger before arming my seat. I like that you did not number the tasks -- the ol' A-10C panels are mostly independent. One thing that can be done first at startup is a weps and fuel rearm with LAlt-', so it is finished in time for the Load All,, but that's not a cockpit switch issue. BTW, that LAlt-' can be done along with a Repair. Appendix stuff. Very nice job and up to date. I recommend this to anyone who wants to master the Cold Start. That last page about the a/c lights is just what I needed -- got that printed out. Wrecking Crew PS Another tip is how to get the airbase tower frequency for the radio with F10 View and click on your airbase icon. There are some more numbers there that may be the ILS and TACAN, I don't know that. Appendix...
  4. Hey, Rossi :-) Pow pow pow pow,,, pow! It was kind of hard to see -- what did you set in the profile? RIP SGL TAIL RIP QTY WC PS -- you missed one. :D
  5. Hi UVi, Since you are new to the ME, you might want to start with a bit of a simpler approach, by using the regular built in event and trigger capability. 1. How long do you want to mission to last? Say two hours... 2. How long do you expect each enemy AI to stay alive? Let's say 10 minutes. Over 120 minutes you would need 12 enemy AI groups that are Late Activated. When your Blue player enters the trigger zone then you Group Activate the first group. Even simpler is just have that first group active at the start. Make an event with the Condition of Group Dead for the first group and an Action of Group Activate for the second group. Clone that event and change the arguments to the second group being dead and activation of the third. Repeat for all of your groups. This is not difficult. When the last group is dead then award your player with a message that says mission complete -- congratulations! You may want to add a message to all of your events to inform the player of progress, like "5th group is dead, 7 more to go!" You can spawn a group over and over if you want to use a script. Research the Mist topic, the answers are in the manual. https://github.com/mrSkortch/MissionScriptingTools/releases WC
  6. Panavia, I just finished up a mission that used the Orbit logic I described above, but it was to escort a Red transport when the transport got to a zone. The mission is for someone else and it not released yet so I can't share that one. If you look at my web site -- see my sig -- you can see the many released missions there, and a page with helpful ME resources. Make a simple mission with the planes in it that you want, where you want. Upload it here and I'll take a look at it. WC
  7. .miz file validated for Mist 4.0.57; the file name is specific so the old one got auto-removed from the .miz. Try this one. WC
  8. I'll apply the latest Mist. WC
  9. May be that I did not set up the Mist functions properly. I think this function needs to include the 'mist.msgMGRS', followed by the bracketed text that is in the ten events and Do Script Action. mist.msgMGRS{ units = table UnitNameTable, acc = number accuracy, displayTime = number displayTime, msgFor = table recipients, text = string text, } Oh yeah, I have to fix it DOH WC
  10. OK, I made the changes and it has a good chance of running in DCS 1.2. I had to add Mist to replace the Slmod function -- slmod.msg_MGRS( string text, table units, number numdigits, number display_time, string display_mode, string coa ) with mist.msgMGRS -- { units = table UnitNameTable, acc = number accuracy, displayTime = number displayTime, msgFor = table recipients, text = string text, } The mission is only good for v1.2 because v1.5 requires a new Mist that I don't have yet, plus I don't have 1.5 either -- yet. I removed the Blue Ship that was carrying the Slmod scripts, and removed all events that called these scripts, so it should run in v1.2 with or w/o Slmod. Can you verify that it works in v1.2? It is easy enough to load in the new Mist with a Do Script File, but depending upon the new Mist file name the old one may need to be manually removed from the mission file in the .miz. I fixed the script for R4, and the Load Mission event to point to this mission. Also corrected some spellings in the MGRS output texts with Notepad++'s checker. WC
  11. A couple of things -- 1. 7th event Switched Condition (R4) runs Script R2. 2. Switch Mission, 3rd event from bottom, references a diff miz fle V2.0. Still looking for the scripts, but they are in there, I can see them in the mission file.
  12. OK, I'll look at this 'Operation_Saturn_V2.1' tomorrow. I am running 1.2. WC
  13. I'm sure a pure-blooded Vulcan would get the logic the first time. WC
  14. Yes. Make them Hold at the waypoint you want. Have the Group Resume available as a Triggered Action and activate that when the condition is met. WC
  15. When in F7 View on a unit in CA -- Automatically switch the F7 View from a destroyed unit to the next unit in the group. If the destroyed unit is the last in its group go to the first available unit within the group. If the group is destroyed with the destroyed unit then go to the next same-type group (Aircraft, Heli, Veh, Ship) in the coalition. Currently, CA will switch to the first unit that was created when the mission was created, me thinks. WC
  16. I think the Stop Condition for Hold may be so that it does not take place. If the Stop Condition was met before the point when the group would go on Hold then they would continue on w/o holding. I have Orbits going where I'll use a flag in the Stop Condition and the flight will then continue on. So that seems at odds with the Hold explanation of mine above. Hope the Group Resume gets your convoy going again... WC
  17. Try an Action of Group Resume to get the group to go off of hold. This has to be after they go on Hold or it won't work :-) WC
  18. What Zarma said. Start the red fighters with Advanced Waypoint Action Set Option ROE = Wep Hold. Also, make a Triggered Action of Set Option ROE = Open Fire. At an appropriate waypoint put the red fighters into an orbit. Use Racetrack to get them to cover a longer distance. Using regular events: When the blue does what you want then set a flag x, like when blue enters a zone. On Condition flag x is true do Action AI Task Push of that Triggered Action from above. For that Orbit use a Stop Condition of flag x is true. So, when blue turns on flag x, the red fighters should stop orbiting and their ROE should go to Fire mode. You may not need the ROE stuff, test it. For the Orbit Stop Condition, I use this short script in the (checked) Condition (LUA Predicate) dialog box: if trigger.misc.getUserFlag(11102) == 1 then return true end With this code I can use 5 digit flags which I like. Alternatively, I think you could use Task = CAP for the red fighters and do an AI Task Push of Attack Group -- the blue fighter group. That way you could trigger this anywhere on the red's flight path. WC
  19. Did you get the one working with the Slmod to Radio conversion? WC
  20. Hi Grimes, I saw this in another forum, can you comment? Your post above seems to be at odds with the other person wrote... (In DCS World 1.5) "Client groups are currently not accessible meaning that any trigger referring to a playable group will not activate unless the host is in the slot. So if you're building a mission for the current 1.5 make sure to refer to the units themselves instead of groups." If this ^^^ is the case, please give the link? Thanks! WC
  21. Too bad I didn't see this back when. This ^^^ 80 event approach works fine and it could have been completed within a couple of hours at most. Each event can be cloned and the next event would need the next unit selected in the condition. The same flag would be turned on in each event. And a Switched Condition event would detect that flag and turn it off and play the sound file. WC
  22. Everytime I see this thread pop up, I think "A Roman walks into a bar..." And orders a Martinus. The bartender says, "Do you mean a Martini, Sir?" "If I wanted a double I would have ordered it!" the Roman replied. "Very good, Sir. Is there anything else I can get for you?" The Roman holds up two fingers and says, "Yes, I also want five beers." badda bing
  23. What is the best guestimate per player internet speed or transfer rate for DCS World? I need to move my server and would like to answer this question when it gets asked. My Hollo Pointe server is capped at 16 player slots... TIA, WC
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