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snwboardn

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Everything posted by snwboardn

  1. Yea I should have looked before I asked, I just saw mission start. Sorry for wasting time. I have big dreams, but just like playing the game, sometimes you just have to dive in head first and pick it apart.
  2. I am pretty new at this, I see that you can set up triggers to trigger an explosion. I want to simulate one of the airbases that got attacked before this mission started, that way when the pilot flies over that airport he can see the devastation from the attack. I want this to happen right out of the gates, and not necessarily sometime during the flight, obviously to simulate that it had happened before this mission. The only way that I can think of with what I know, is to have a trigger at the starting airport and then a trigger at the airport that you want exploded. Is this the only way to do it, or is there an initial loading script that I can do to make it happen without the initial Trigger point?
  3. Lmao... I was just saying for starters... I mean in a perfect world you could really bring total immersion into the picture, but I am just throwing "easy" ideas out there, since the official response to a DC is "we wanted to but it was just too hard to do." I am just saying for starters they could start with something manageable, that gives the perception of a DC and when they actually want or feel the need to improve upon it they can. I am giving them realistic goals ;) *edit* That quote is a loose interpretation of what I have gathered reading the forums, and in no way expresses the ideas or official statements by DCS or Eagle Dynamics
  4. To me it seems something as easy as, if player has score less than 75 then generate map with these nodes, if player has score => than 75 then generate map with these nodes campaign = over when map is generated at nodes X To me it seems that you could start off just by going off of strictly the debriefing screen... each force could push forward to the next nodes depending on who destroyed the most units... The only real limitation is some way to simulate the rest of scenario after the player quits. But for just starting out who cares... just let it generate the next mission with what it has at player quit... I mean that seems easy enough, you don't have to start at the top, implement what we already have (a pretty impressive mission generator)
  5. Strange I use my own load-out every time, and I have never had to do this...
  6. Might be a long shot but I know sometimes my X52 will bank hard and disengage the autopilot... I actually found that it was my Z Rotation kicking in and engaging my rudder... My fix was adding a dead zone to my twist. Might be a long shot but worth checking, if I were you I would add a dead-zone to your Z Rotation and your X-axis just to rule out your joystick... It is like the OSI model for games; always check the physical before you check the application.
  7. Isn't that why we have If/then and while statements? I think before a campaign generator can be implemented there are some other things that need work first, like dynamic object priority classification. The most disappointing is JTAC, really you are going to tell me to go bomb some tanks, when there are Surface to Air targets that could be taken out first, how are they not a priority target? I realize that implementing JTAC is an important first step, but JTAC determining it's own targets by changing situations will have to be improved first.
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