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Los

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Everything posted by Los

  1. CRIBOB's Complete Transport and Logistics Scripts already does this: https://github.com/ciribob/DCS-CTLD
  2. AN interesting observation. If you eject in DCS and you go to external view you see a Pilot model. If you land in parachute the pilot model remains and you can actually walk around in him using WASD (sometimes we wait for the csar to land and we walk onto the helo) So there should be a pilot model somewhere in teh game that we can use instead of an infantryman for the CSAR without resulting to a mod. But I haven't been able to find that model.
  3. Hi Cfrag, Quick Question. We have a mission with standard ME created LATE Activation troops. (we have a base mission with tree large zones, that can be activated depending on what phase of the operation we are in. We are also using the recon module. The recon module is reporting troop activities for forces that haven't even been activated yet. Is this a bug or is the recon module seeing forces put in the ME even if they are late activation. In the pic below I am in GM mode. I can see a few statics, and the blue forces. The red forces are not activated yet, but recon module is reporting what they are doing. This is during a multiplayer mission. Thanks. Los
  4. When troops embark it plays a sound to just the pilot of them getting in, when they disembark it plays a second (different) sound to the pilot of them getting out. Something like that. I Pm'd you more detail. Los
  5. Actually I meant the normal helo troops transport script, can that have an ability to have an separate embark and debark actionSound.
  6. A weird thought...prior to dml we were using a custom script that had troops autoloading and auto getting out of helos. This was for ease of use of vr flyers who were having difficulty accessing the menu in a hurry. This was accompanied by sound file splayed of troops disembarking and embarking. We have subsequently converted to your script. However I notice some of your scripts provide for the playing of sounds. Could the CSAR script do that? Thanks. Los
  7. We are using autocsar. The latest version you sent had functioning helo CSARs! Thanks. Los
  8. "If, on the other hand, you ditch the CSAR helo (land without exploding, and then exit the plane as player), that should create CSAR missions, one for the pilot, and one for each pilot you picked up and did not yet deliver to a safe zone." Yes perhaps my terminology is off, you don't die say the tail breaks off you are just sitting there, or an autorotation, that kind of situation. We have not seen a CSAR generated in this situation. I doublecheck it. I made a hard landing out in the desert, then just switched to another pilot slot and what you get is this message Pilot call sign DITCHED--Pilot is considered MIA. Los
  9. There has got to be a pilot in DCS somewhere because when you eject and land and stand up you can go to F2 view and see yourself. Sometimes the downed pilot will stay on the ground and when the CS AR lands you can WASD yourself onto the bird. SO there's a model for it.
  10. I have another silly question. The CSAR script works well with Aircraft, but helos that crash with survivors do not generate a CSAR. Is there any way to do that?
  11. This is the message It comes out whenever ordinance/missiles are fired by anyone.
  12. We have had DML working on our dedicated server. Also I ran a quick test of the ASW mission, very nice, bringing us closer to full naval war. Currenthill.com Swedish assets pack has some very nice naval assets, controllable and manable...fun! Probably something simple I am missing, but How can I turn off all the weapons release messages, (Its reports something like "WeaponX fired, has no waypoint") , Every time someone fires a pod of rockets it floods the screen with messages? Thanks for all the great tools! Los
  13. OK so it seems putting the Ksp58 with any other troops is what causes the crash. On its own all good. I deleted again the mods and reinstalled still no luck on the RBS 57 and RBS 58. Maybe mod conflict but the mission only has some Swedish asset pack stuff installed. It's odd I see the 57/58 in ME( models too) and I also see them in game if you drive near them. However no control or visibility on the F10 map. Everything else works fine. Anyway I'll keep chipping away at it, and in the event I figure it out, I will report here. I'm assuming there's nothing special we have to do in the ME except place them. Thanks. Los
  14. OK I have been playing with this great mod for the day. A few things I found. RE the KSP 58. If I put this unit in a squad the game crashes sooner or later (Sooner if I click on the squad). So I am guessing this unit should not be put in a squad with others. It seems to function OK on its own, (move and shoot) . However taking over this guy very rapidly causes him to fall over and then he cant move again. Have you seen this? Also after the KSP58 Machine gunner fires and gets back up to move, he assumed teh posture seen in the attached picture. The grenadier often does this as well. RE the ATGMs only the PSKOTT86 soldier shows up in game. (It functions normally) The RBS57 and RBS 58 show up in the editor but not in the game. I have reinstalled a few times everything else works OK. Have you run into this at all? Is the grenadier supposed to shoot grenades? All the other troops work fine. Thanks. Los
  15. Hold on after reviewing the infantry subdirectory and comparing it to the zip file it was short twelve files for some reason, so I reinstalled. The other infantry now show up! Thanks. Los
  16. Also I can jump into and use the sniper team but the two ATGM assets do not show up on the F10 map. I can see them in game by cycling through F7 however.
  17. Howdy this is really great work!. Most of the infantry don't show up for me. I can see the Sniper Team and the two ATGM models, but riflemen and MG models are not showing as available. All seems installed properly, all your other assets show up. Any help appreciated. Thank you. Los
  18. Ok Thanks will given this a shot, we will share our encompassing training mission using your tools when its done. Testing so far as gone very well.
  19. Thanks! Would this changer functionality also work with Owned Zones as well? So for instance yesterday we were experimenting with a large battle. Even though the front line is clearly visible every zone including the ones way in the rear kept on spawning forces which after some time eventually chunks out the server. We are trying to get the rear areas to stop spawning. Is there a way to do something similar to changer for owned zones as it does nicely for cloners? Thanks for you guidance. Los
  20. Hi Chris, We are making a mission that has a whole city battle. It is gong ok, the troops auto spawn and head off to fight battles per usual,(very fun thanks!) but eventually too many troops are spawned and it bogs the server. We are playing with adjusting spawn times but in a battle where you have a fair amount of zones, the ones in the rear area end up bogging down the mission by continual spawning troops. Is there a way to set a limit or a trigger to deactivate a cloner zone after some period of time or set of conditions. I have poked around the internet to see if we can deactivate zones but I haven't found anything. Any guidance appreciated. Thanks. Los
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