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RepoMan

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  • Flight Simulators
    Only DCS. Nothing else compares.
  • Interests
    Too many. Videography, motorcycles, anything technology, art-culinary and painting
  • Occupation
    Full Stack Engineer
  1. Open Beta v2.5.2.19682 Whenever engaged in a fire fight they start running towards the enemy. Hold should mean remain static while firing. It seems it works for a short period upon new unit creation. Then, something happens as saves progress. I always save as a new mission file as I progress building to prevent overwrite corruption. I tested this on opposing side with hold->resume flags and they move anyways. Sometimes they hold, sometimes they don't.
  2. Open Beta v2.5.2.19641 It seems whenever you save (either over write or save as new) the shelling zones get corrupted. You have to unload the mission and reload it in editor. Other actions will continue under set conditions. However, there will be no "shelling." I tested this many times on several different missions. *Edit After selecting "prepare mission" instead of "save as -> fly mission" resolves the issue and future saves and the zones aren't corrupted. I tested and it hasn't corrupted as of writing this shelling zones TEST12 SEQUENCE.miz
  3. Thanks Looney. I found the little bird mod. I might look in doing some modeling. Right now I am working on campaign and mission development. I feel as though we have quite a few aircraft and beautiful terrains, but not enough missions.
  4. S_EVENT_HIT is what I would like, with simply the initiator being player or wingman with any weapon during my penalty flag=on. I'm new to lua...so If I figure it out, I'll report back.
  5. Thank you! :-) It's funny because I came back to reference your script because I found your original post on S_EVENT_SHOOTING_START. Maybe we can get this streamlined in a future update. Secondly, after quite a bit a research" Cleared Hot" is taken pretty seriously in the controller community. I noticed the majority of cases, especially in populated areas, controllers make you verify you have the target by physical descirption (talk on target), that you know exactly where friendlies are (like, you see them in your tgp, etc) before they clear you. I'm trying to replicate that in a smooth manner.
  6. If this could possibly help anyone else...this is what I did. Kind of an easy work around. 1. I made a trigger...assigned a x flag=on, like a penalty key flag, with a message calling out troops at y location and "do not engage until cleared hot" (generalized example). 2a. On event destroy-Created a trigger if groups are destroyed while x flag=on: resulted in another assigned flag action to equal a mission score of zero. I also created end mission with Red winning message. 2b. edit- nevermind. I just remembered I can't use unit hits *face palm. Well the above remains true. 3. I then created a 9-line message with "cleared hot" taking x flag=off action, making it "ok" to take out the units.
  7. Very true...I'm trying to recount other material I read on weapon loadouts. I think I was reading "Danger Close, Tactical Air Controllers in Afghanistan and Iraq," by Dr. Steve Call. It's basically a text book. There was one account of a long engagement - possibly Afghanistan where all the flights in the JTAC's stack had CBU's. It was just a freak chance of it happening by my memory.I think this particular controller really liked them. Again, as you mentioned...depends on the situation.
  8. Thank you both very much for your reply. Sedlo, thank you for the script. The 9-Line CAS was going to be pilots discretion on weapons. But that's a great script!
  9. I have been trying to think a way around this. Is there anyway to make an enemy unit not immortal to select groups (for example the player)? I'm trying to create a prolonged fire fight with the enemy group only taking damage from the pilot or AI wing man. I did a search but didn't come up with anything. Seems like it would be possible? You can assign Immortal off with a flag and unit hit condition. But if anything hits it that would negate the function. Plus, if you have a lot of units it would take ages. Thank you,
  10. Really I want to start off saying...the USA models for infantry aren't that bad to represent conventional forces. However it would be great if we could have Tier 2 (SEALS-Green Berets) models with modern kit. Things like chest harnesses, OPSCORE helmets. Sometimes they are dressed like the bad guys to blend in to the environment. (The Insurgent model just doesn't work for this). I think it would also make it more challenging in the air - a thought process to verify pilots indeed they have the bad guys. With this you can create more believable mission scenarios where there are Executive Orders against Terrorist Activities to allow unconventional operations to take place. The current models for mission editor are more geared toward a full on conventional scenario. -Technical Vehicles: Toyota like truck models with TOWS or Machine guns mounted on them. Both sides use these. -And eventually- the little bird helicopters would be nice. You could create missions representing 160th SOAR accurately.
  11. Has anyone thought about creating more modern Infantry models? Especially for unconventional forces like Special Forces. Every time I start mission building or look at them through my TGP it's like I'm magically transported to the 90's with their k-pot helmets. Skinning won't do them justice. I did a search and it seems there is nothing out there. We need technicals (crappy Toyota like trucks with crew served weapons mounted on them.) A little bird would be nice too so we can recreate 160th SOAR :thumbup:. We're a little past the Cold War days.
  12. I know this terrain is still in development, but I was measuring and it seems Kuwait can easily be added. A little bit more and you can have Iraq. Also Airfields of historical importance. Really I would be interested in this to develop a Gulf War Campaign.
  13. I actually searched the threads before creating a new one on a book recommendation. I second, "Warthog, Flying the A-10 in the Gulf War." The book is amazing as it gives great technical details on load outs, maneuvers, and tactics. I came across a few posts on here on realistic weapon loadouts and that CBU's weren't heavily used. These guys flew heavy. If it could fit, it went on the plane and they used A LOT of cluster bombs and Maverick G's. The only con is that sometimes it jumbles multiple personal accounts and can be challenging to track at times. Plus you get to read about a pivotal moment in how they had to adapt their tactics to desert engagements and exactly when the A-10 came in to its night role. Ever think about using the rocket pod for flares at night for ingress/egress marks? This book gives good examples on how they used flares and totally changed the way I use dumb bombs. I'll have to check out the other recommendations here.
  14. Hello, I was wondering if anyone here can help me out? I have been polishing one of the CA Push campaign missions. Originally it was for learning purposes, but I became heavy handed and put quite of bit of time in it. It's 95% complete except I would really like the JTAC AutoLase function from your script. The mission is attached below. 1. I have attached a screenshot of one of the mist errors I'm getting on mission load. The file name always changes in the error. I might have a small idea on the issue, but wanted to be sure before I went through time to correct it and be wrong. I have tried searching the web...but I don't get enough information on what exactly I need to address accurately. I understand it may have to do with groups or units? The script doesn't like "!" on line 7 next to '<' in the temp files? 2. I am trying to employ JTAC units as a 4 man infantry team that moves with waypoints. From documentation there can only be one unit FAC in a designated JTAC group? Is this that correct?For now I am only trying to get the AutoLase working for the predator. Thank you in advance, Best CA-Push - 8-1-CTLD.miz
  15. I’m glad I found this. I spent a couple hours planning an AI unit routes (Harriers) and they act very broken. I too set perimeters for formations\follow. They sometimes slow to stall speed and randomly fall out of the sky. It’s like they go from fast straight flight to hover. I know for sure they cant really take off properly certically or feom a runway. 2. I’m not sure if this a Harriet problem yet, but I set specific engagement zones for them. They engage targets way outside of them. They expend their entire mission payload on the wrong target. Maybe I need to add a ROE option. Jettison: this is a problem with most AI. I have watched A-10c jettison a perfectly good bomb for a gun run. So most the time I add the jettison -x option.
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