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Everything posted by Wrecking Crew
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YIKES that's different. (In v1.2 and lower) I code a difference into missions to detect an AI a/c landing, and follow that with an event to deactivate the a/c group at 29 minutes after In Zone and Unit Speed < 1, and I set a flag to indicate that this group was Deactivated vs Dead, because a Dead a/c will have a different outcome. I get that you know how to do this, here it is for others... But I do have some missions that will time out based upon the auto-deactivation of a landed a/c and the Dead condition that results 30 minutes later, so if this is a real change those missions will need to be adjusted. WC
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Creating a realistic A-10C "campaign?"
Wrecking Crew replied to WelshZeCorgi's topic in User Created Missions General
Many A-10C pilots do not appreciate air defense missiles in the missions. When they are included, and this goes for MANPADS as well, it is a good idea to list these Threats in the briefing. "Possibility of MANPADS at the Truck Park target." "Old SA-3 site at Red Kutaisi Airbase." The A-10C is capable of taking on these missile threats, and can engage SA-3's, -6s, -11s and -15 TORs, especially when loaded out with Mav H's in daylight. The -11 BUK is a tough one, and the -6s are fun if two A-10Cs are flying with one acting as a decoy. The SA-10 is something to stay away from but can be approached if there is terrain masking. You will certainly hear folks say the A-10's job is NOT SEAD (not realistic); but heck, it is your mission to make -- just be clear in the briefing what the objectives are and are not, so if that Kutaisi SA-3 is not an objective then the pilots can go around it. You can include SEAD flights of F/A-18s, Tornados, and artillery or ships to engage the enemy missile sites, and that can be part of the mission that must be done before the Hogs are able to move on the target. You can use the Radio F10 menu to call in these strikes, too. I've had more success at making fun missions when the objective is straightforward and can be accomplished in 1-2 hours. You have to find a 'balance' to the story of the mission in a campaign that makes it challenging but not too tough (impossible). For instance, I'm helping on a six mission campaign where the first three are against three different a/c types, and the last three are air to ground. All of these missions are fairly simple and involve two Client aircraft. There is eye candy built in with civilian aircraft and that SA-3 at Kutaisi. Good luck on your missions. Check out my sig and site for mission examples and ME resources. WC -
What baltic_dragon said. Yes about the orbiting waypoint to stage the bombers. You can also use the Advanced Waypoint Actions to set up multiple, optional Bombing targets. Open any of those and then open the Condition... dialog. You can use an Is User Flag to Condition the action and that flag is set to 1 with the Radio F10 menu. I like to use five digit flags so I put this code into the Condition... 'Condition (LUA Predicate)' dialog box and check that box: if trigger.misc.getUserFlag(90115) == 1 then return true end You can use this ^^^ for Stop Condition... as well. WC
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OK in MP for Red, broken for Blue, because the binding to the transport is missing. http://forums.eagle.ru/showthread.php?t=138812 WC
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When all the wheels are blown off like that, you can pretty much set it down right on the parking spot, runway is not needed. :D
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[ME-MOD] Coalition Modification and Information
Wrecking Crew replied to Grimes's topic in User Created Missions General
Very nice! Having done this by hand, this tool is wonderful. WC -
At an early waypoint, set the ROE to Weapons Hold. Put down all the waypoints you need and at the last one set ROE to Weps Free. What is happening is the infantry are getting into a detection range of the enemy and preparing to fire. They will stay there. Setting ROE to Weps Hold will prevent the infantry from this engaging. WC
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v1.2.16 The Yak-40 tail/wing number is set to RA-87999. Fix this such that the displayed number incorporates ME setting so there is a visual distinction for a visual ID on each aircraft. WC
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Does Mission Creation Require LAU Scripting Skills ?
Wrecking Crew replied to SnowTiger's topic in Mission Editor
ST -- check out my Wrecking Crew Projects site where you can download the missions. Lots of examples in them to follow; say what you want to accomplish and there might be a scenario in one that you can study. WC -
Put a waypoint for the trooper at the aircraft. Use an Advanced Waypoint Action to Hold. Include a Stop Condition with a Duration for the time you want the guy to stop for. WC
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Look in my mission called Erl Sis -- available on my Wrecking Crew Projects site. Look at the events that control an ambush of a Blue convoy, and the infantry firefight that ensues. There is some Immortal and some group activations to keep the battle going. WC
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v1.2.16 The F-86F skin for U.S. Air Force FU-178 has a fixed tail number of '178' instead of picking up the Tail # setting in the ME. WC
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v1.2.16 An AI Mi-8MTV2 can do embark and disembark. After the disembark the helicopter will return to the embark point before going to the next, proper, waypoint. This is a bug. An example mission is attached. WC
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Does Mission Creation Require LAU Scripting Skills ?
Wrecking Crew replied to SnowTiger's topic in Mission Editor
I have time to help, as well. PM me ... You don't need LUA. I use it to do some advanced unit detection, set flags at waypoints and set Stop Conditions with flags. WC -
Hey! I'm hitting moving Red armor with an M1-A1. Just lock them up and the lead is computed for you. WC
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ME - Tanker RTB on low fuel, what should i do?
Wrecking Crew replied to Doum76's topic in Mission Editor
You can do this... You have one of the aircraft's flight path, and sounds like you have an orbit at one of the waypoints, maybe it is an oval orbit between two waypoints, let's say the WP #s are 2 and 3. The a/c will orbit until it needs to RTB. Have a WP #4 that is on the way back to the airbase. At that WP4 add an advanced waypoint action to turn on a flag that will be used to activate a replacement a/c that can start at the base or in the air -- your choice. Use this code -- --- set a flag at a waypoint 'Perform Command', Run Script trigger.action.setUserFlag(71007, 1) --- end of set a flag at a waypoint Alternative is to simply activate a replacement a/c at about the time the original one is expected to bingo fuel. That same event can be used to send the original a/c RTB. If there is a possibility that any of the original a/c can be destroyed, then this replacement a/c approach can be used to launch on the original's Is Dead condition. Don't count out tk'ers in a multiplayer mission, as they can ruin a mission if not accommodated for... This ^^^ is not exactly the solution you want but it will keep your platform types flying. See more code tips from my site's resources section, file called WC's mist examples. WC -
The DC Fuel pump starts with the battery (or the Battery Inverter). This is the fuel pump that feeds to APU, too. WC
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The APU Gen *must* be on for the whole sequence to begin, i.e., Left Engine start. The APU needs to spin up to ~100% before turning on the APU Gen or the APU will bog down. WC
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Then I turned on the four Boost Pump switches but the right engine still did not catch -- the Engine Start indicator was on this whole time. Then I shut down the right engine (throttle back to its stop) and tried to restart it and it did -- the pumps were on then. I saw something else, though -- I can start the left engine w/o the Boost Pumps, then turn on the pumps for 10 seconds then turn them off, and then the right engine will start even though the four Boost Pumps are off. WC
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I just tested this on the A-10C with a cold start. If the four fuel switches are left off the right engine will spin up but the gauges -- TEMP, % RPM and PSI will not come up to nominal, i.e.: the right engine is not operating correctly. WC
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Hmmmm, with the screws backing out, I wonder if your Warthog was previously owned? Google this to see if the S/N comes up -- thrustmaster warthog serial (put your S/N here) I own two Warthogs and have been quite happy with both since 2009/2011. WC
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Getting a Stryker MGS to shoot ?
Wrecking Crew replied to Wrecking Crew's topic in DCS: Combined Arms
Well then, IMO the Stryker MGS should be parked next to any Sgt. Yorks that might still be left. The regular Stryker isn't much better with its little machine gun, only the ATGM variant seems able to get any combat job done... They get beaten so easily by BMP1s & -2s. WC :smartass: -
Triggering Cruise missile strike thru F10 radio option
Wrecking Crew replied to Punisher74's topic in Mission Editor
Make sure to rescue the general's mistress, too. WC -
Getting a Stryker MGS to shoot ?
Wrecking Crew replied to Wrecking Crew's topic in DCS: Combined Arms
I got ONE of the Strykers to shoot from the Attack Target button. But then it rested its cannon and no more action came from the group. WC