Jump to content

Wizard1393

Members
  • Posts

    982
  • Joined

  • Last visited

Everything posted by Wizard1393

  1. Ahah! Thanks! You don't have knowledge about the "spawn delay" I'm asking about? :)
  2. Can anyone shed some light over what "A2ADispatcher:SetIntercept( number )" does? I'd like to have a certain interval where GCI would spawn. As it is "by default", the GCI logic "replenishes" up to the overhead value right away when an active GCI is shot down, if the GCI target is still detected.
  3. Thats what I'm doing isn't it? A2ADispatcher:SetSquadron( "HDR", AIRBASE:FindByName('[b]Havadarya[/b]'), { "RED GCI MIG-23" } ) Edit: Nevermind, I just got what you meant. Changed it to this works: A2ADispatcher:SetSquadron( "HDR", 'Havadarya', { "RED GCI MIG-23" } )
  4. Can moose be used Persian Gulf? Since AIRBASE has .Caucasus .NTTR and .Normandy I tried using the line A2ADispatcher:SetSquadron( "HDR", AIRBASE:FindByName('Havadarya'), { "RED GCI MIG-23" } ) but MOOSE throws error "attempt to concatenate local 'AirbaseName' (a table value)" in the DCS.log Help!
  5. Thanks for answering Stonehouse :) Yeah I've since I asked this question started looking a the MOOSE equivalent, got it working, but ran into another issue. But FYI, no I hadn't set a Blue Airbase and/or EWR. As you see, the script does not complain "No airbase for red found", so I assume it found the red airbase. Also double, triple, quadruple checked template names in the ME and in the script and they are the same. :/ Do you think Blue Airbase and EWR would be required for the script to work even though I'm not going to use it?
  6. So I just got into MOOSE a little bit and set up a simple GCI test mission modded a little from the example mission "AID-013 - AI_A2A - Intercept Test". Now when/if friendly CAP reaches the airbase where RED GCI spawns, they will engage them on the ground. Now I got 2 damaged and idle (pilots standing outside aircraft) red GCI aircraft blocking the taxiway. Is there a built in function to handle these situations, like "if standing still and not taking off for xx seconds then despawn"? EDIT: I found the CLEANUP_AIRBASE class but I don't want to disable blue AI engaging anything around the airbase. I just want to remove spawned AI aircraft that has not moved for a certain amount of time since spawn.
  7. I think they would use another SR from another group but there probably is a rangemax to this other SR. Totally guessing though.
  8. I've been trying to set up a test with red GCI flights only but I can't get any GCI to spawn. Can anyone help me out? I must be missing something. :) The red EWR unit detects the blue aircraft but does not spawn a red GCI. Trigger Zone placed over Sukhumi-Babushara with the same name. Sukhumi made red. Placed a late activated template fighter named "__GCI__red1" as per default. All I get from the log is: 2018-06-27 07:33:06.116 WARNING SCRIPTING: GCICAP|getAirfields|937: No airbase for blue found 2018-06-27 07:33:06.117 WARNING SCRIPTING: GCICAP|getAllActiveAircrafts|958: No active aircraft for red found 2018-06-27 07:33:06.117 WARNING SCRIPTING: GCICAP|getAirfields|937: No airbase for blue found 2018-06-27 07:33:06.117 WARNING SCRIPTING: GCICAP|getAllActiveEWR|991: No active EWR for blue found 2018-06-27 07:33:13.344 WARNING SCRIPTING: GCICAP|getAllActiveAircrafts|958: No active aircraft for red found 2018-06-27 07:33:13.344 WARNING SCRIPTING: GCICAP|getAirfields|937: No airbase for blue found 2018-06-27 07:33:13.344 WARNING SCRIPTING: GCICAP|getAllActiveEWR|991: No active EWR for blue found 2018-06-27 07:33:13.344 INFO SCRIPTING: GCICAP|checkForAirspaceIntrusion|1066: New Airplane Group (Pilot #001) intruded airspace of red detected by New Vehicle Group (Unit #001) 2018-06-27 07:33:13.344 INFO SCRIPTING: GCICAP|getClosestFlightsToUnit|1291: No CAP or GCI flights of side red active
  9. Awesome mission Hamburgler! I had an idea to to this kind of mission myself but you beat me to it. I might still do my own version of this "gametype". A bugreport, though you might not have an idéa whats wrong. I played your mission v0.3 MP with a friend last night. Crashed DCS after ~30 minutes. Played again the SP version v0.3 and it crashed DCS within 20 minutes. :( On another note, what of the mentioned "save state" feature? I'm much interested in the code of this, been wanting to have this kind of feature myself in some missions but don't know how to do this. Would you care to share?
  10. Another road break at LAT 27 2'13N LON 54 12'1E
  11. My money's on the Mirage aswell. The F-5 is fun, but is very limited on the battlefield.
  12. I think one can also add custom beacons into this file: C:\Program Files\Eagle Dynamics\DCS World\Mods\terrains\Caucasus\Beacons.lua But I also suspect it will only work in SP or be client side only in MP and probably not pass integrity check if joining MP server.
  13. When using mist.respawngroup, if respawning a tanker callsign Arco placed in the ME, the unit respawns as Texaco. Does this function not copy callsign?
  14. The Hornet module and accompanied carrier are in Early Access state. I'm sure this behaviour will develop over time.
  15. Post a screenshot or two from in game, and also a screenshot from your settings->system page so we can see your graphics settings.
  16. I sometimes get the AUTO PILOT advisory when pressing the paddle to disengage it. But if you first turn off all modes currently on, and then use the paddle, it won't throw the advisory.
  17. Yeah the MK151's fires all of the rockets at once, but the Zuni's doesnt I think. Those u can fire single rockets at a time.
  18. Not if you have "Synchronize Cockpit Control with HOTAS Controls at mission start"-option checked in Options under Misc.
  19. I'll pay it forward if I remember, got the tip some someone else in another thread here on the forum yesterday :)
  20. No just open the canopy and it will work without easy communication. Use the communications key and then the normal ground crew->rearm/refuel option. (The communications menu key works on the ground, not in the air.)
  21. Attention! BALT and RALT modes won't engage unless you have absolute zero input on the stick. Easily sorted by putting a 1% deadzone on your stick (as many joysticks will not be at the exact centre when centred, not even the TM Warthog).
×
×
  • Create New...