

mjeh
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Everything posted by mjeh
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you can (well you have to, more like it) move the units as well, just mind the formatting and index
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Hi. Mission with 2 players in F-15C, server crashes ("DCS has stopped working") every time when we try to taxi to runway. Mission plays just fine with just me playing on the server. Log folder, DXDiag and mission included, no track was created. Logs.rar Ganistan.miz DxDiag.txt
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How to differentiate trigger zones between air and land units
mjeh replied to Galwran's topic in Mission Editor
Yes indeed. The problem is as stated that the mission editor doesn't give you object references based on what object set off the trigger. This is, for me, the single biggest limiting factor of the mission editor. -
How to differentiate trigger zones between air and land units
mjeh replied to Galwran's topic in Mission Editor
Consider whether limiting what vehicles the player can control is a viable option, by unhooking "PLAYER CAN DRIVE" on most units. This will at least limit the number of units you have to check for in player specific triggers -
How to differentiate trigger zones between air and land units
mjeh replied to Galwran's topic in Mission Editor
If you have a manageable number of ground unit groups, you can check to see if one of the ground unit groups is in the target zone with the use of the [OR] separator in the conditions field of the trigger, this way you don't need to check parameters of the specific unit entering the zone Say that you have 4 groups of ground units, Ground Group A, Ground Group B, Ground Group C and Ground Group D Then, in the trigger condition section, do: Conditions: PART OF GROUP IN ZONE(Ground Group A, Zone X) [OR] PART OF GROUP IN ZONE(Ground Group B, Zone X) [OR] PART OF GROUP IN ZONE(Ground Group C, Zone X) [OR] PART OF GROUP IN ZONE(Ground Group D, Zone X) These conditions will evaluate as true if any unit from Ground Group A, B, C or D enters Zone X. You can of course also use ALL OF GROUP IN ZONE() if you prefer. Usually with a bit of planning you probably won't need that many ground unit _groups_ (remember that a single group can have a ton of units in it) and as such it should be manageable, if a bit fiddly You can create a different trigger using exactly the same logic for air unit groups, unfortunately you need a reference to the specific unit to do altitude checks and the mission editor doesn't provide an easy way to do this unless you know lua scripting. Consider if you need to check altitude for any aircraft that flies through the zone, or just for a few specific ones like the player aircraft. In the former case you'll need to create a trigger for each single air unit, in the latter case you'll just need to create a trigger for the planes it matters for. If you want a trigger that fires for _ANY_ unit, just use the following conditions PART OF COALITION IN ZONE(Red, Zone X) [OR] PART OF COALITION IN ZONE(Blue, Zone X) -
"Nerd³ Plays... Digital Combat Simulator: A-10C Warthog"
mjeh replied to pered's topic in Screenshots and Videos
RTFM = acronym for read the fxxking manual ;) -
you can make your client display the metric system, you know :)
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There is a JTAC in the mission, just open it in Mission Editor and see. It's the Hummer in the middle of the camp
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To my understanding, Point tracking will try to automatically lock itself on target signatures, whereas Area won't. So use Area for slewing and Point when you want to lock on to something
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AGM-86 ALCM FAIL - goes straight down to ground (with track)
mjeh replied to Megagoth1702's topic in General Questions
Hmm, well I've done some experimenting and I'm only able to confirm your findings no matter what parameters and tasks I choose. Whether I specify the target or let the B-52 select a target on it's own, the outcome is the same. Missiles will be launched, they will drop till about 3 000 m altitude and start to level out their flight path but then will suddenly start to dive again and go nose down full engines blazing straight into the ground. Seems there's a bug in the flight and/ or targeting logic of the missiles, they certainly aren't very useful in this state :) -
This. You can verify that your laser is firing by observing the flashing 'L' both on your HUD and on the TGP display. Keep lasing till you've set your SPI The laser will only fire if you have a clear point track, as indicated by it saying 'Point' and not 'inr-p' which means it can't track but remembers the location from earlier track or some such.
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AGM-86 ALCM FAIL - goes straight down to ground (with track)
mjeh replied to Megagoth1702's topic in General Questions
This is probably not a very helpful reply, but have you tried altering the launch parameters? (speed and altitude of the launch platform, different ways to force it to engage etc) -
First we set up a group of 3 russian tanks in the middle of the abandoned X-shaped airfield north of Batumi. We set them to spawn 1 day after mission start (see red circle) so we can activate them later with a trigger. Now we set up three triggers. The first trigger to activate them after 60 seconds has passed, we call this one 'Spawn Tanks'. Note that we set Flag 1 to ON. Second Trigger we call 'Disable Tank AI'. Here we check to see that 5 seconds has passed since Flag 1 was turned on, then we turn off the group AI. This is to give the game time to "set up" the units before we can turn off their AI. The tanks are now sitting ducks and will not move or shoot back. Finally, the third trigger we call 'Re-Enable Tank AI'. Here we check to see if the player has killed one of the tanks, and then we turn the AI back on if this is true. The group is now active again and will shoot back. ___________ Now let's set up an aircraft that will fly round and round along its waypoints. We set up a friendly A-10C and give it 4 waypoints, plus a landing waypoint. At the last waypoint in the circuit, we go to Advanced (Waypoint Actions) and we select Perform Command -> Switch Waypoint to the first waypoint in the circuit. The plane will now fly this circuit until it runs low on fuel (as far as I know it will after that do return to base). __________ Now we set up a group of vehicles that will drive around in a pattern and not shoot back. To achieve this we simply give it a lot of waypoints and on the first waypoint we go to Advanced (Waypoint Actions) -> Set Option -> ROE (Rules of Engagement) -> Weapons Hold. These vehicles will now not shoot, but still drive. Keep in mind that once you engage them they will probably break column and stop. ___________ Finally we add a player aircraft so we can have some fun! I've included the mission file for you in the attachments, I hope this was helpful. Example Mission.miz
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Aye, I just discovered this myself :) It works instantaneously with the Mission Start event hook, but after using an Activate Group trigger it apparently needs to initialize the group properly before you can start doing things to the group. And Pierre, it's not as complicated as it sounds! I'll post an example for you in a sec
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Also possible to set up a warehouse to resupply the airfield and with some fiddling you can for example have the A-10 supply restocked after XX minutes
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ED SIMS SCREENSHOT AND VIDEO THREAD!!!! (NO USER MODS OR COMMENT)
mjeh replied to rekoal's topic in Screenshots and Videos
From a mission I'm working on. This sim has its moments :) -
Indeed. Another method you can use is to create a tank group, then through triggers (for example with the 'Mission start' handle) disable the AI of the group. This is for example useful if you want to simulate a surprise attack or for another reason want the option to enable the group again at some point.
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\DCS World\Mods\aircrafts\Flaming Cliffs\Doc in case anyone else is wondering :)
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Keep in mind though, this post talks about - AI aircraft -
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Maybe rudder assist and/ or take off assistance got turned on? options -> special -> p-51
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Hmm, well what has worked for me in some missions I've made is to order them to search then engage in zone, then move the zone marker onto the target area with duration set to 10-15 minutes. Usually they'll pick off what there is to kill before heading off, so long as they're not being shot at by SAMs and AAA.
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\DCS World\Sounds\Effects\Aircrafts has GearHardTouchdownEx.wav and GearHardTouchdownIn.wav, I suppose these are the ones that are used. do a search for *.wav and *.ogg from the main DCSW category, or just navigate the folders a bit since this will yield a ton of hits
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Try to fiddle with the following under the advanced waypoint options (where you set the perform task that you mentioned): stop condition for the attack task (for example set the duration of the attack to 10 minutes) number (I'm not sure what this does but I think it's the number of aircraft from the flight that engage in the attack) reaction to threat
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\DCS World\Sounds\sdef\Aircrafts for landing sounds \DCS World\Sounds\sdef\Aircrafts\Engines for sounds specific to FC3 planes You won't find any FC3 folder since the whole idea with the FC3 product is to merge the lock on series with the DCS World :)
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DCS World\Sounds