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Barthek

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Everything posted by Barthek

  1. Of course, no hurries. :)
  2. Hello Miguel! You know, like 5 months ago I had no idea what .LUA scripting is. The more I learn about DCE the more fascinating it appears. I tried attaching the .ogg sound sample to the base_mission file but quickly realised it won't work that way as it is only used as a template for the units. Then I discovered the Mission Scripts folder in the ScriptsMod.NG with all the scrips like MIST, CTLD which are copied into the OPS_ALEPPO_first.miz when I create the first mission in the campaign. So... I need to find a way to include my own script and .ogg sound in the mission but I've run out of ideas how to do it. Once the sound file is in the mission itself, it shouldn't be that hard to play it on mission start via script (using mist) I suppose? Thanks, Barthek
  3. Hello, I am slowly finalizing my PVP/PVE helicopter campaign in Syria. There are just some cosmetics left. Is it possible to add a custom sound to the mission? I would like to have some ambient music every time I perform a cold start in the mission. Below some pictures of the available targets. There will be around 13 targets for each side to attack.
  4. Merry Christmas, Sniper! Great job as always. Waiting for the release is killing me.
  5. It's not just a Gazelle problem, all AI helicopters fail to attack designated targets. Maybe it's a dcs bug introduced in one of the patches.
  6. Sure thing! Thank you.
  7. Whoops! I am aware that I'm using slightly outdated scriptsMod, but when I try to update it, here's what happens. The progress bar gets stuck and the update cannot be finished. When I close the window and launch the DCE Manager, it again says I'm using version .269. EDIT: Ok, I managed to update ScriptsMod to .283 (had to manually delate it and install again). I check the mission but the AI still don't engage any targets.
  8. Of course! Here's the link: https://drive.google.com/file/d/1HWl5neSFUF6GjuxD72pw4q02Fc1P7VrP/view?usp=share_link It is very much a testing version - I hope I've packed all the files correctly. Thank you!
  9. Hello, it's me again with another issue I cannot solve myself. The AI helicopters are not willing to perform any kind of attack on the designated targets. Their flightplans are nicely created with different waypoints like JOIN, IP, ATTACK, EGRESS and so on. The helicopters take off according to their tasks, fly towards IP and ATTACK points and instead of performing an attack, they simply turn towards the next waypoint. Interestingly, when I check the ADVANCED WAYPOINT of the IP or ATTACK waypoint, I see 2 entries: 1 Run Script and 2. Attack Group but it is not enabled. I've attached some screenshots to illustrate the problem. Is there anything I can do to fix it? Thanks in advance, Bartheknull nullnull oob_air_init.lua targetlist_init.lua
  10. Miguel, thank you for finding some time to respond. I followed your advice and now it works without any problems, thank you so much! I have no idea which particular solution did the trick as I applied all of them but hey - it is unimportant now. I am happy to continue the development of the campaign which, once completed, I will gladly share. Best, Barthek
  11. Greetings! First of all, thank you for this wonderful campaign engine. I've been using it with my squad for long without any issues and had a lot of fun. Seeing great potential for PVP mission, I decided to create my own helicopter campaign on Syria map, for both BLUE and RED coalition. I used Cyprus_Incident_Hind-NG campaign as a starting point and gradually started changing different parameters adopting the mission to my needs. I got stuck, however, at the point of adding controllable Apache to the mission. Back in the days, it was just a matter of editing "playable_m" parameter in conf_mod.lua. Now, since this parameter is no longer available, I have the following in my oob_air_init.lua and yet I cannot see the Apache available when generating the mission. oob_air = { ["blue"] = { --side 1 { name = "Avengers 1-227th ARB", --unit name player = true, --player unit inactive = false, type = "AH-64D_BLK_II", --aircraft type helicopter = true, country = "USA", --unit country livery = {"Avengers 1-227th ARB"}, --unit livery base = "Minakh Airbase", --unit base skill = "High", --unit skill tasks = { --unit tasks ["CAP"] = false, ["Escort"] = true, ["Fighter Sweep"] = false, ["Strike"] = true, ["Anti-ship Strike"] = false, }, tasksCoef = { --unit tasks coef (optional) ["Strike"] = 2, -- coef normal : = 1 ["SEAD"] = 1, ["Laser Illumination"] = 1, ["Intercept"] = 1, ["CAP"] = 1, ["Escort"] = 1, ["Fighter Sweep"] = 1, ["Anti-ship Strike"] = 3, }, number = 8, reserve = 24, }, I also added this to UTIL_db_loadouts.lua: ["AH-64D_BLK_II"] = { --Apache pilotable-- ["Escort"] = { ["Escort"] = { attributes = {}, code_loadout = {"Crisis", "PG", "Cyprus"}, weaponType = nil, expend = nil, day = true, night = true, adverseWeather = true, range = 80000, capability = 1, firepower = 1, vCruise = 55, -- vAttack = 55, -- hCruise = 50, -- hAttack = 50, standoff = 7000, tStation = nil, LDSD = false, self_escort = false, sortie_rate = 10, stores = { ["pylons"] = { [1] = { ["CLSID"] = "{M261_OUTBOARD_AB_M151_E_M257}", ["num"] = 1, }, [2] = { ["CLSID"] = "{88D18A5E-99C8-4B04-B40B-1C02F2018B6E}", ["num"] = 2, }, [3] = { ["CLSID"] = "{88D18A5E-99C8-4B04-B40B-1C02F2018B6E}", ["num"] = 3, }, [4] = { ["CLSID"] = "{M261_OUTBOARD_AB_M151_E_M257}", ["num"] = 4, }, }, -- end of ["pylons"] ["fuel"] = 1438, ["flare"] = 60, ["chaff"] = 30, ["gun"] = 100, }, }, }, ["Strike"] = { ["Strike"] = { minscore = 0.1, support = { ["Escort"] = false, ["SEAD"] = false, }, attributes = {"soft"}, code_loadout = {"Crisis", "PG", "Cyprus"}, weaponType = nil, expend = "Auto", day = true, night = true, adverseWeather = true, range = 80000, capability = 1, firepower = 1, vCruise = 55, vAttack = 55, hCruise = 50, hAttack = 50, standoff = 7000, tStation = nil, LDSD = false, self_escort = false, sortie_rate = 6, stores = { ["pylons"] = { [1] = { ["CLSID"] = "{M261_OUTBOARD_AB_M151_E_M257}", ["num"] = 1, }, [2] = { ["CLSID"] = "{88D18A5E-99C8-4B04-B40B-1C02F2018B6E}", ["num"] = 2, }, [3] = { ["CLSID"] = "{88D18A5E-99C8-4B04-B40B-1C02F2018B6E}", ["num"] = 3, }, [4] = { ["CLSID"] = "{M261_OUTBOARD_AB_M151_E_M257}", ["num"] = 4, }, }, -- end of ["pylons"] ["fuel"] = 1438, ["flare"] = 60, ["chaff"] = 30, ["gun"] = 100, }, }, }, }, Is there any chance I can make the Apache available? Best regards, Barthek
  12. You outdo yourself every time I check this thread. Looks bombastic!
  13. Greetings! Do you use low terrain textures option in your game settings by any chance?
  14. Hello! Make sure you use REV2. I've dealt with this problem there and the hangars no longer need this mod. Woah! What a great comparison, thank you! Btw, did you use reshade (recommended in the installation notes) when taking those shots? Compare these two: This is where reshade shines and makes the difference. I highly recommend trying it out - you won't regret it.
  15. Thank you guys, comments like that keep the whole thing spinning!
  16. Should work with 2.7.
  17. Yes, changes I've made to terrain.cfg in the SNOWLESS version affect the far distance textures for winter. Those are normally adapted for the snowy winter (vanila) and needed to be tweaked to represent snowless conditions (they were basically changed to autumn ones).
  18. If you guys are wondering whether or not install the sweetfx shaders, below you can see some comparison screenshots. SWEETFX OFF SWEETFX ON SWEETFX OFF SWEETFX ON SWEETFX OFF SWEETFX ON SWEETFX OFF SWEETFX ON Enjoy!
  19. Pick the better one!
  20. Yes, it works without reshade but I highly recommend giving it a try.
  21. The first post has been edited. Have fun with CAUCASUS REDONE REV. 2, guys!
  22. Doh. Sorry guys, the mod won't make it today. I've encountered a bug while testing all four seasons for the last time. I'll publish it as soon as possible - tonight or tomorrow morning, depending how fast I'll fix it.
  23. Ok, snowless winter is done and below you can see a sneak peek of it. I spent many hours adjusting the mod to 2.8 lighting, making sure target spotting would be possible. The REV2 will be published tomorrow, so stay tuned! I have some good feelings about it!
  24. Why not have both to chose from?
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