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Everything posted by sirrah
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How to check if player lowered the CH-47 loading ramp?
sirrah replied to sirrah's topic in Mission Editor
Wizardry to me, but it works! Thanks a bunch mate -
How to check if player lowered the CH-47 loading ramp?
sirrah replied to sirrah's topic in Mission Editor
I cheered a bit too soon I think @shagrat, because when testing I came across the following issue When the player crashes, it results in this prompt: Do you have any idea on how to solve this? I attached my mission. The script triggers are at the top of my trigger list. Chinook training mission - in progress.miz -
How to check if player lowered the CH-47 loading ramp?
sirrah replied to sirrah's topic in Mission Editor
Yes, this works! Now that I successfully used a script in one of my missions, I can now rightfully say: -
How to check if player lowered the CH-47 loading ramp?
sirrah replied to sirrah's topic in Mission Editor
Thanks mate! I'll give it a go as soon as life allows me to -
How to check if player lowered the CH-47 loading ramp?
sirrah replied to sirrah's topic in Mission Editor
Hi @shagrat, For sure I must be doing something wrong, I just don't know what. I created the switched condition for the script and a triggered "Door open" message when flag DOOR is true. But it doesn't seem to work. (couldn't find the "set flag false" action, so I used "flag off" instead) Any ideas? -
How to check if player lowered the CH-47 loading ramp?
sirrah replied to sirrah's topic in Mission Editor
Thanks @shagrat, that sounds simple indeed. I'll give it a go -
Awesome shots! Congrats to the winners! Please @BIGNEWY, could you ask the team if it's possible for ED to allow some server storage space for all these nice screenshots, so that we can download the whole bunch and use them as desktop backgrounds?
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How to check if player lowered the CH-47 loading ramp?
sirrah replied to sirrah's topic in Mission Editor
Thank you Shagrat I am however a simple man with no knowledge about scripting or how to use it. And to be honest, I don't feel like spending a whole bunch of time diving into that rabbit hole. I was hoping to do this with the simple ME tools. But it's ok, I'll find some workaround -
How to check if player lowered the CH-47 loading ramp?
sirrah replied to sirrah's topic in Mission Editor
Hm ok, that doesn't at all sound appealing to dive into, for my "simple" mission Was kinda hoping for some simple parameter, like we use to check if a player has tuned to the correct radio freq. Too bad.. Thanks for answering mate -
known issue Rear view mirror showing wrong aircraft.
sirrah replied to Dave62ndFF's topic in Bugs and Problems
We have a rear view mirror in our Hook? (Do you perhaps have any mods installed that could cause this issue?) -
Does anyone know if it's possible to add a trigger condition that checks if the CH-47 ramp has been lowered? Can this perhaps be done with a "cockpit parameter equal to" condition? And if so, could anyone please share the values that should be used for that parameter?
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And vice versa
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Hi @BIGNEWY, Can you confirm this will be addresed by the webdesign person/team? As someone who visits this forum everyday, this tiny button is a pretty much an everyday annoyance. As posted before, I'm asking kindly to increase the size of this button on the top right: Right now it's just too small for comfort on a phone screen. Tapping only a fraction outside this button and you hit the DCS banner and proceed to the DCS website. Should be an easy fix, yet big QOL improvement for forum users.
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No, not at all In fact, at the moment I only have three infantry groups with one waypoint of a few 100meters. No other waypoints present in the entire mission. I do notice, that sometimes, one or two of the groups don't move. As I said, I used the random flag value function (you can see it when opening my mission in the mission editor). Two of those random flags trigger infantry units (1 flag triggers two groups, the other flag triggers one group). I noticed that the last group that spawns, does not seem to move (which I suppose is a bug). Perhaps them being stuck is causing an issue when I close the mission? Edit: Found the culprit. For immersion purposes, I had added 3 or 4 separate (Georgian) infantry units and had them walk continuous patrols (go to waypoint action). I deleted those unit and now my mission quits like normal.
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You forgot: "Beer" (I read somewhere in a book, that one of Falklands RAF Chinook's main tasks, was to make sure all remote posts were kept properly supplied with this baverage)
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Yes, I'd like to also be able to download them in one big bundle, for wallpaper purpose (wouldn't pay for 'em though )
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Have you ever played that other (~30yo) military flightsim and had the pleasure of hearing proper BRA calls and the broad range of realistic callsigns for instance? If in DCS we had something even remotely close to that, it would already make ne very happy. DCS is a mil flightsim and as correctly operating the radios, following directions, interaction with other flight packages and ground units, is a huge part of flying in real life, it should also be part of this simulator. At least that's my opinion.
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I'm working on a mission (see attachment), but somehow it's causing issues. The mission loads fine and, although still work in progress, works as intended (I've been plying around with the random flag value triggers). However, when I play the mission for a few minutes, trigger a couple of random events (radio F10 menu) and then quit the mission, my DCS seems to freeze up, or takes insanely long to quit (I waited for 10 minutes a few times and then forced quit using the task manager). When I close the mission directly after it's loaded, all is fine and I get to the debriefing screen within a few seconds like normal. Anyone any idea what could be causing this? Notes: I don't use mods log file attached mission attached (It only happens in this mission) No scripting used Did a quick repair without result system specs in signature dcs.log Chinook training mission - in progress.miz
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Although eventually we want the same, I'd prefer ED would prioritize common/basic, but proper ATC and only thereafter continue expanding with the (probably more complicated) "combat" related stuff
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Indeed, I only mentioned "ATC", but that should include real life procedures, like requesting touch and goes, flight packages that after startup/taxi wait for eachother at the active rwy apron, declaring emergencies, etc. Probably lot of AI programming involved and possibly one of the reasons it hasn't been implemented already. Amen to that Well, this thread is only mentioning ATC. We haven't touched the discussion about military related comms
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Wished for many many times and, as Silver Dragon mentioned, it has ED's attention. There is no recent info on progress. I can however imagine this to be a huge endeavor for ED. Personally, improved/proper ATC is my no.1 wish for DCS. Apart from the Supercarrier comms, current ATC is a laugh and doesn't fit into place in Digital Combat Simulator. I'd gladly pay, to see proper ATC implemented.
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Ah bummer, I was hoping to do this without scripting, as due to limited time, I don't fancy diving into that rabbithole. Thanks for answering though. Appreciated
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I just tried to transport a group of 9 infantry units, but only 5 of the 9 units embarked.. Admittedly, this was the first time I tried this in the ME, so perhaps I did something wrong (seems a bit strange though, that half of the group did embark and the other half did not) Edit: Tested some more today and this time the entire group embarked. Seems that in my earlier tests, some infantry units got stuck or something