

Megagoth1702
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Everything posted by Megagoth1702
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I had to google "GR" in order to make sure it's not an enemy sam... This part of the flight manual needs some more information.
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how to get started creating mods
Megagoth1702 replied to Mt5_Roie's topic in Utility/Program Mods for DCS World
I am not a programmer but you would need information about: unit position unit heading unit altitude Then you probaly would want to make a circular "HUD" which is representing the airspace in a certain (changable) radius around your plane. Your plane would be a normal sized plane symbol in the middle. All other planes within (for example) 200 feet altitude difference and within the radius should be represented on the HUD with the direction they are flying in relation to your heading. (turn the symbol left/right) and the size of the other plane's symbol would need to increase/decreas depending on what altidude they are in relation to you. So your altitude -> both planes same size he's below you -> his plane smaller than yours he's above you -> his plane bigger than yours. You would want all planes to be the same size and at the same distance from eachother. Colors: Green - all planes have same altitude +/- 20-50 feet (needs experimenting). Yellow all planes within 100-150 feet. Red - a plane is just about to leave formation altitude. Just some ideas. But yeah, you need unit position, heading and altitude. I am sure you can get the code. In the game there are triggers that work with these values. I am sure this is possible. Write a PM to "Headspace" on these forums - he has done a great mod for this game that simulates radio. He uses some direction code there as well. Maybe he can tell you how to get audio out of the game. "Making a mod" is not as easy as "installing the mod" or "making mod work with game" because it's just dropping files into certain folders and changing some config files to use the new files. I am also not sure if you can just "draw" on the screen... But yeah. Sorry again - I am not a coder at all. Just trying to put some input in here. :) -
Hey folks. I wonder - what do YOU do in order to handle all the flags? I mean in a rather complex mission you probably have 20-70 different flags and they are just numbers... So how do you keep track of what flag is doing what? Thanks in advance. :)
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GROUP DISABLE AI for jets on ramp?
Megagoth1702 replied to Megagoth1702's topic in User Created Missions General
Oh my god - so that's what this box does! Thank you so much! -
GROUP DISABLE AI for jets on ramp?
Megagoth1702 replied to Megagoth1702's topic in User Created Missions General
Nothing huh. :-/ -
Retire path?
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There is a minimum altitude of 98 feet above ground, can't set it to anything lower.
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Do the maths. ^^ Think about how many units should be dead and which ones. So let's say: You have 10 units. 2 BMP-3s with 4 infantrymen each. Each unit is "worth" 10%. If both BMPs are dead and more than half the infantry is dead you want them to GTFO shitless/mission success. Trigger condition: -BMP1 dead -BMP2 dead That's already 20% of the group. So less alive than 81% would already kick in. But we also want half the infantry gone. Set "group less alive than 41%". Just do the math. :) Mission attached. Watch the helicopter kill BMPs, kill the infantry yourself using the radio/other option. Try killing the infantry before and after the apache has killed the BMPs, everything works fine. :) The infantry units withdraw after most of them are getting whacked. Love it. @MissionEditorTesting2.miz
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GROUP DISABLE AI is supposed to disable AI, stop all movement and sensor use. Works for vehicles. My AVENGER AA humvee stops when I call "group disable AI". The same does not work for air vehicles though. Choppers and jets ignore this. Jets take off from an airfield even if I set them to "group AI off" from the beeginning. Helicopters continue their flight even if I set them to "group AI off" in mid-air. For testing purposes - the helos should crash and the jets should not take off. I am looking for this: I want to have jets parked on an airbase with group AI off until I call them. I could just use static planes and exchange them with active groups later on but that seems like a unneeded hassle. Thoughts? Thanks in advance.
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It works but this way of orbiting does not look good at all. :-/ The unit decends really slowly. Any kind of workaround?
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I am actually thinking about weight and drag. :-/
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Hey folks. Is there a way to have TWO instead of three GBU12s on a rack? I mean it certainly is not hard to do in real life... Just mount 2 GBUs. I would love that option. Thanks.
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Agreed. The amount of work you need to put into tweaking config files is not worth the little advantage you get. Having a good static weather has the better workload/output ratio. :)
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Hey folks. Just a quick tip. Instead of looking for "group dead" and having the player search and kill EVERY SINGLE TINY UNIT rather use "group alive less than". Think about it. There are situations where you need to kill all units. SAM sites, tank groups. But if you are looking at a group of lets say a tank, a ZU23 truck and some infantry you should not use "group dead" because its very tedious to pick off every single infantry man. Probably he is hidden in the forest - the player needs way to long to find him and wasting a bomb or something like that on a manpad is frustrating. It is also not realistic. Hey man - your whole group just got blown to pieces by something you dont even see or hear, you'd drop your pants and run away! Use a mixed condition of "unit dead" for the tank and the truck and a "group less alive than" for the whole group. Having these 2 in the same trigger will probably give you the best results. So yeah - save us the frustration and boring picking off single targets and use more dynamic triggers. Thank you for your attention - I hope I have not stepped on anyones toes here. :)
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Thank you, just what I have been looking for. :)
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Yeah absolutely agree. But... Yeah - at least they know.
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Hey folks. Currently the IR system works like this - do some brightness change to TGP picture, do some contrast change. If White hot invert colors... Which is why tracers in W HOT mode look black... ED please slowly start overhauling the system - creating a special "IR" mode with units having IR textures.... Look at arma2 for example. It is way to extreme over there but one can soften up the effect and tweak it depending on distance and what not. Currently on certain ground types it is really hard to see a hot moving tank in the cold area at night... You know - those darker ground types with a lot of "texture" to them. Thanks in advance.
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IR system overhaul Hey folks. Currently the IR system works like this - do some brightness change to TGP picture, do some contrast change. If White hot invert colors... Which is why tracers in W HOT mode look black... ED please slowly start overhauling the system - creating a special "IR" mode with units having IR textures.... Look at arma2 for example. It is way to extreme over there but one can soften up the effect and tweak it depending on distance and what not. Currently on certain ground types it is really hard to see a hot moving tank in the cold area at night... You know - those darker ground types with a lot of "texture" to them. Thanks in advance.
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Bump-
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Hey folks. I know there is currently no way to do this in the mission editor. Is there any kind of work around? Scripts maybe? I dont really think setting 150 waypoints (or even more) for a group to just circle around in a specific area is a good solution. Thanks in advance.
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Can we make vehicles/aircraft disappear?
Megagoth1702 replied to -Ice's topic in User Created Missions General
Can you make units re-appear after disabling them? I am sure I read a line somewhere in the GUI manual, don't know for sure though... -
Hey folks. Just a quick question. Does time compression work in MP? I find testing missions very tedious... Either re-load the map every single time in SP and use time compression (loading takes forever) or load mission in MP and have no time compression (but loading is really fast). :-/ Isnt there any kind of command I could use? Thanks in advance.
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Yep, APU is still popping in 1.1.1.1. Is it a bug with the sound engine/code or just a wav file not having loop markers in the right place?
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Man... I have to redo all my controls... Thank god I saved a profile a few weeks ago but since I got my TrackIR a few days ago I changed a lot... And all my modifiers on joystick are gone. :(