Jump to content

Highwayman-Ed

ED Closed Beta Testers Team
  • Posts

    1749
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Highwayman-Ed

  1. Quite right on the perform types :) edited to make them more accurate. I was typing on the fly ;) As you've said, a stop condition can be applied to an enroute task the same way as I've described for the Perform Task : Attack Group above which I have in this mission for a CAS tasking.
  2. I think that the way the logic works, it evaluates a statement in the list from the top down and executes it based on the current situation. For example; 1: Perform Command: Switch to Waypoint = 7 Condition: User = 1 2: Perform Task: Attack Group = Enemy1 In this scenario, as soon as the AI starts this waypoint leg it will evaluate the first statement. Let's say that the trigger you have set to set flag 1 has not yet been triggered, so the AI disregards the Action because the condition User = 1 is false and it moves to the next statement. Now the AI will begin to Attack Group: Enemy1 until all of the units in the group are dead or it is out of the required munitions, at which point it will look for another statement. If none are found, as in this case, it will move on to the next waypoint. The way to stop them here should be to add a Stop condition to statement 2, such as User = 1, the same as you've set for it to switch to waypoint 7. You can then either copy statement 1 after statement 2 or set the same statement at the top of the list in the next waypoints actions. 1: Perform Command: Switch to Waypoint = 7 Condition: User = 1 2: Perform Task: Attack Group = Enemy1 Stop Condition: User = 1 3: Perform Command: Switch to Waypoint = 7 Condition: User = 1 With these statements, the AI should start this waypoint leg and evaluate the first statement. 1: If flag 1 is true it will immediately switch to Waypoint 7. If Flag 1 is false, it will move on to the next statement. 2: Start attacking group Enemy1 until all units are dead, AI is out of the required munitions or until such a time that Flag 1 is true, then move to the next statement. 3: If flag 1 is true it will immediately switch to Waypoint 7. If Flag 1 is false, it will move on to the next waypoint as there are no more statements. I hope this makes sense, and I'm hoping it works that way as I'm currently building a mission using this same logic :)
  3. Running DCS: World 1.2.0.3205 with A-10, BS2 and Combined Arms modules installed. I've set up a trigger in game to add a radio item to scrable a Combat Air Patrol to the RED team, and I also have one added in exactly the same way for the BLUE team as shown here: It appears that setting the COALITION: condition is having no effect however. The result is that both sides see two radio messages, but the messages do work correctly. If the Red team selects the first message, it scrambles the RED CAP as it should. If the RED team select the second message it does nothing whereas if the BLUE team selects the second message, the BLUE CAP scrambles and selecting the first message does nothing.
  4. Kind of related to a handbrake issue is that if you're barrelling along in your M1 and you want to stop quick, hit the Autopilot key and you will stop instantly!
  5. This game has massive potential, and as a multi-player human only game it's very good, the flight model is as you say one step above ArmA, but it's still very basic. My biggest issue with it is the AI sucks at anything but being infantry. Vehicles and aircraft pathfinding are appalling, so if you're planning to play the campaign, move along... My rating 5/10 :(
  6. In my opinion, dust trails of the vehicles and the smoke from firing weapons such as seen from the sight of the M1 Abrams in the screens below is much too dense. the result is that by the time the smoke has cleared, your shot has landed and the resulting impact mark can not be seen, unless of course the target was destroyed :)
  7. Fantastic, I loved this game and I can't believe that I missed this mod! Time to dust off the DVD and get it back on my system!
  8. Will we continue to use the same damage modelling for Combined Arms as is in the current DCS simulators, or will it introduce any new features such as modelling armor sloping, penetration values and effects from different weapon systems?
  9. Those fire and smoke effects are great
  10. Kiowa could still work well with the A-10's, but I'm all for the AH-64. The A model is fine by me, if D can be modeled, all the better.
  11. Most of the missions I've designed in the past and with FC and both DCS BS and A-10 have SHORAD, mostly in the form of SA-13 and ZSU 23-4, present as has been pointed out in this thread it is A: realistic to expect to come up against them as they are small fish and passive systems until you're in close and they engage, and B: it makes things more interesting and challenging! I have also placed units like the SA-10 and SA-11 in areas to prevent players from wandering off, but in a lot of circumstances, even when I write it up in the briefing "do not go here" people see the spike in the TEWS and decide that the target needs to be engaged regardless :( Not all mission designers are Dumb, or Evil for that matter, we're just trying to create some immersion!
  12. Hmmm... I wonder... I have a little app on my iPad called Splastop XDisplay that turns it into a Wi-Fi monitor, and the latency is pretty low...
  13. It's the DCS Battlestar Galactica mod ;)
  14. Fantastic work, the models are amazing, keep them coming!
  15. Absolutely, I spent plenty of time operating with Helicopters in the military and although you can hear them coming a good few kilometers away, you often only catch glimpses of aircraft passing overhead and launching missiles at them in woodland is a sure fire way of shortening your own life expectancy! :doh:
  16. Hey guys, sorry we're a little late to the party, but the S77th would very much like to participate. Here is our Squadron patch...
  17. With a couple of DCS A-10 community mods, the new shark certainly looks pretty in the weeds...
  18. Fantastic level of detail in that shot of Vegas. I always hoped that it could have a very high number of accurately placed buildings over the terrain texture!
  19. I have the same issue with "Wingman->Engage with->Armour->Guns->Default"
  20. Serial #00121 Location: Melbourne, Australia
  21. It works as a remote control, so the buttons in the ABRIS and the PVI work with the simulator and the ABRIS and Shkval are displayed in the lower left corner of your monito and an application on your PC, 'grabs' those screens and relays them to your iPad.
  22. Hey Guys, Just posted an update to the iPad it topic, but though I'd bring it to your attention here that I'm hoping to upload a version of the iPad pit configuration files to make it work with the KA-50. More details here: iPad Pit for BS
×
×
  • Create New...