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Everything posted by Wrecking Crew
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MP Missions and 1.5 Open Beta
Wrecking Crew replied to Blooze's topic in Multiplayer Server Administration
OK, I'll look at this 'Operation_Saturn_V2.1' tomorrow. I am running 1.2. WC -
Can't get vehicles to resume route
Wrecking Crew replied to VAF [136] Striker's topic in Mission Editor
I'm sure a pure-blooded Vulcan would get the logic the first time. WC -
Can't get vehicles to resume route
Wrecking Crew replied to VAF [136] Striker's topic in Mission Editor
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 -
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
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Can't get vehicles to resume route
Wrecking Crew replied to VAF [136] Striker's topic in Mission Editor
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 -
Can't get vehicles to resume route
Wrecking Crew replied to VAF [136] Striker's topic in Mission Editor
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 -
How to activate red fighter to engage?
Wrecking Crew replied to Panavia02's topic in User Created Missions General
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 -
MP Missions and 1.5 Open Beta
Wrecking Crew replied to Blooze's topic in Multiplayer Server Administration
Did you get the one working with the Slmod to Radio conversion? WC -
Any way to Export List of Triggers etc ?
Wrecking Crew replied to SnowTiger's topic in Mission Editor
Thanks! -
Any way to Export List of Triggers etc ?
Wrecking Crew replied to SnowTiger's topic in Mission Editor
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 -
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
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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
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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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You could use a combination of Unit In Zone and Unit's Altitude Lower Than or Higher Than, but you would need to specify each enemy unit. Yes, to answer your question. Now,,, you could use the Mist function to detect any plane in a zone and specify a spherical zone type over the airfield. Of course, it won't be flat on top. mist.flagFunc.units_in_zones{ units = {'[blue][plane]'}, zones = {'Test Zone'}, flag = 50207, zone_type = 'sphere', toggle = true, } WC
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Sorry, did not open the other miz -- the w/e was focused on a new F-86F campaign build... WC
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I'll take a look this w/e,,, have it dl'd WC
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Removed the old Mission Start event completely. I don't see anything else that might cause an issue. If it fails to load try an Alt-Tab to see if there is a script error dialog box hiding in the background. Later! WC
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give this a try.
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well there are two scrip calls -- let me remove them.
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Blooze, I changed the Briefing to use the Radio instead of chat. Changed the Mission Start event to Radio Adds. Added a Radio Remove for when Flag 6 goes True. Changed the top events for Mission status Action Message To All to say use the Radio instead of chat. -- I did not check the last half of all the events to see if more Messages To All needed this change. This is saved in DCS World 1.2.16. From the slmod manual -- 9.2.1- slmod.chat_cmd slmod.chat_cmd ( string cmd_text, number flag, number stopflag, string coa ) Quick Description: The function sets a flag when a specific line of text is entered as a multiplayer chat message. The function only needs to be told to run once, after which, it will continuously evaluate the chat history until either stopflag becomes true or the mission ends. Quick notes: If stopflag is not specified, then the function can never be stopped from executing its search for the chat message cmd_text (which will hardly ever be a problem). coa has allowed values of 'red', 'blue', or 'all'. If coa is not specified, it defaults to 'all'. When you want to specify coa but do not want to specify any stopflag whatsoever, a good value to use for stopflag is -1 (negative one). Examples: slmod.chat_cmd('-Axeman resume patrol', 1101, -1, 'blue') --[[After this script is first run, if anyone on blue team says "-Axeman resume patrol" in chat, the flag 1101 will be set to true.]]- WC
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Give me a few minutes and I'll attach a solution. WC
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Attach the example here and I will take a look. I don't do Dropbox. WC
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This is an excellent suggestion! WC
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I clicked on the get serial number button and saw the SN yesterday, today I have a confirmation email of it. That email did go into my spam folder... WC