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LFCChameleon_Silk

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Everything posted by LFCChameleon_Silk

  1. Darkwolf when hasn't there been a war that was in the desert? pretty sure the last 30 or so years of war has been dominated by the desert variety with a few jungles thrown in. not disagreeing though.
  2. yes there are some mods that conflict with this mission, despite only using MIST. I will have to add that to first page, why they aren't compatible is beyond me though, I'm just using MIST. in that takeoff run what happened? bird strike? you lose right engine just after getting off the runway. you can edit birds to 0 in the miz options. Also keep in mind Zarma that the JTAC is probably not functioning correctly in 0.79, it awaits some changes in the next version.
  3. ok thanks for reporting that, JTAC and that menu item should work properly in the next version, although next version is a few days away. EDIT: looked at that bug eric963 and can verify that its only cosmetic (setting attackers to disabled actually does work, just outputs the wrong text)
  4. ya I really don't see the complaining here, if they are flying low you have all the advantage on them, just don't let them sneak in under your radar, any missile that is fired on them is gonna have a lot longer range then their return shot. flying high and slow is bad, flying high and fast is not. if you let someone get in range and your high up then your basically killing yourself, that however doesn't mean that you should never be up high. fuel economy is most certainly one of the most important and often used aspect of flying high, and so those flying low are gonna have shorter sorties, which means giving up earlier, which means they aren't doing a good job of controlling the sky. if you're in an eagle at a low altitude you kinda just are bad at the game. that's not to say that there isn't a time and place for it but simply that if your cruising at low altitude it'd be like taking a su-25 to space. non-sense. furthermore the eagle has an RCS the size of a brick house, you ain't hiding anywhere anytime soon, better turn on your jammer and obscure distance.
  5. the bigger question is, why did the game crash... hopefully not that belly landing CTD again.
  6. Thank you very much for your comment, I only hope that more will try it out and those that do will also leave a message behind as well for the next pilot to see. :book:
  7. well Abris often marks targets with its all seeing eye, not sure how that even works (if anyone can explain how Abris can have this information, do tell!) but ya your best bet is to use the call, and create your own plan before taking off using the Abris.... due to the nature of how things spawn in it would be impossible to have a flight plan premade.
  8. ok so JTAC doesn't appear to be working correctly, will have to try to implement it differently by assigning groups if present.... its strange because I did get 9-line once in testing........ just JTAC doesn't respond even on right frequency during every other test. not sure what made the stars align for that 1 test. oh yea about that JTAC being a pain in the ass.... this is exactly why I didn't want to implement it to begin with! hopefully can make it work properly.
  9. 0.79 with JTAC is being uploaded very shortly, enjoy A-10C pilots! sorry for the few days break ;) but maybe the predator will help make it a bit more satisfying. more updates coming soon, perhaps allied helo options and fighter spawns for both sides on task creation (enable / disable parameter) will expand the manual whenever I get the chance to include the other undocumented features, although you maybe able to guess what they do by their label :P
  10. you best bet is to use a MIST function http://wiki.hoggit.us/view/Units_in_zones you would still place the trigger zone but feed it to the function mist.flagFunc.units_in_zones{ units = {'Nameofunittocheck', '2ndunit', 'etc'}, zones = {'Cool Kids'}, flag = 100, zone_type = 'sphere' } now when units are in the zone flag 100 equals true if trigger.misc.getUserFlag(100) == true then -- cool kids stuff here end pretty sure that should work (just not 100pct sure on how to check a boolean value) keep in mind you would need to make sure to load MIST and stuff prior to trying to use a MIST function. and welcome to the wonderful world of DCS LUA scripting.
  11. was a nice diversion from doing the script for a few nights and should make it easier to understand how to play it. as of right now mission completes are iffy at best so don't be surprised if you complete a task when you actually haven't, purely cosmetic and can also alert you to when an enemy runs into a mountain and kills itself :P
  12. I would say whatever it uses the most although I can see exactly what your saying. I would go out on a limb and maybe say smart munitions as a whole. for instance the F-14 has a cannon but its primary armament would be the phoenix in my eyes.... but I think its a bit of misnomer to say "primary armament" since that would be different based on its task at that time. so therefore... there would have to be many primary armaments depending on whats going on..... :/ this thread just blew my mind :pilotfly:
  13. lol @ that first video. but yea that happens, or when you have switches wrong and no missile comes out :P or pylon powers off. I noticed you take a bad shot in that video, keep in mind that if your maddoging and the ticks on the line aren't closing in on that empty space between the contact and the line that hes flying away from you very fast or at least as fast as you are closing... when you fire he has already decided to turn away, instead you would want to radar off and wait and try to pick him up at a bit closer range, if you see that the ticks are closing fast then hes obviously heading straight at you so you can take a longer range shot if you must for example. anyways goodluck and happy flying. that 2nd video that guy was lagged bad or server was out of sync but grats on the kill.
  14. fixed the manual link somehow it hadn't updated to show finished one.
  15. if only you could make a button that re-added external scripts and saved the mission. next project.... maybe? :)
  16. I think that behavior stonehouse is that its failing to get a proper path if it just keeps flying on. verify that the path is being created/assigned. are you local con = grp:getController() con:setOption(AI.Option.Air.id.RTB_ON_BINGO, false) con:setOption(AI.Option.Air.id.RADAR_USING, AI.Option.Air.val.RADAR_USING.FOR_CONTINUOUS_SEARCH) con:setOption(AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE_WEAPON_FREE) con:setOption(AI.Option.Air.id.FLARE_USING, AI.Option.Air.val.FLARE_USING.AGAINST_FIRED_MISSILE) con:setOption(AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE) the RTB on bingo, maybe? id = "ComboTask", params = { tasks = { [1] = { number = 1, auto = true, id = "EngageTargets", enabled = true, key = "CAP", params = { targetTypes = { [1] = "All", }, -- end of targetTypes priority = 0, }, -- end of params }, -- end of [1] [2] = { number = 2, auto = false, id = "Orbit", enabled = true, params = { altitudeEdited = false, pattern = "Race-Track", speed = wpSpeed, altitude = wpAlt, speedEdited = true, }, -- end of params }, -- end of [2] [3] = { enabled = true, auto = false, id = "WrappedAction", number = 1, params = { action = { id = "Option", params = { value = false, name = 6, }, -- end of params }, -- end of action }, -- end of params }, -- end of [3] }, -- end of tasks } -- end of params } maybe a way to add change waypoint on waypoint creation if you add the advanced waypoint action. dunno if any of this is helpful to you or not.
  17. you should check out my miz if your looking for that kind of sandbox experience. Pretty sure the MIST version I'm using and the one Stonehouse needs would break my script otherwise I'd be using it for the random cap flights. oh well always a next script/mission to work on. looking forward to the changes you have comming Stonehouse, maybe able to utilize it in the next one I do since its matured quite a bit. for CAP and engage in zone less can be more, maybe your generating to many waypoints and really less are needed, a few waypoints would be more manageable as well.
  18. change the coalition (country) to a different one, one of them is bugged and they slide on their knees.
  19. manual completed and updated front page for those who are still interested :P gonna try and tackle JTAC soon.
  20. I was under the impression that the rearming process is very slow if no logistics are nearby, is this not correct?
  21. 2 hotfixes, 0.77C is latest. work on manual was started: https://github.com/chameleonsilk/Operation-Flagship-Scripts/releases/download/0.77C/manual.pdf
  22. anyone who got original 0.77 be advised I made a simple mistake and had to hotfix tonight to 0.77B. but glad to report its working good.
  23. AWACs still maybe not right but I put 0.77 on github, definitely recommend 0.77 over the others since it should be stable for longer play periods and avoid some nasty spawning bugs present in the previous versions up to this point.
  24. burned the midnight oil, 0.77 is coming later today..... fixed some major issues with vietnam difficulty (default setting) that was breaking the ground spawns about half way through the spawning process and dynamic music should be working as intended now. just waiting on working on the AWACS function a bit more before putting it up.
  25. 0.76B quite the dud really, AWACS isn't even spawning (no big surprise as I never really finished the function yet) and the dynamic music is not switching to the battle theme when they get closer.... also CA appears to have been broken at some point and is no longer spawning friendly units.... then theres the non-agressive circling helos that do nothing but eat missiles :P all in due time I guess, just have to mention these just in case someone is looking to utilize these features.... I don't want people to be dissapointed in the miz. just need to find a good chunk of time to debug it and to polish some of the functions.
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