Jump to content

Wizard1393

Members
  • Posts

    982
  • Joined

  • Last visited

Everything posted by Wizard1393

  1. Yes. I don't ever put any kind of bugs in my scripts :smartass::megalol:
  2. This script keeps crashing my DCSW 1.5.5 after a while, and theres nothing obvious about the crash in the DCS.log file. Didn't manage to isolate event that causes crash.
  3. I had problems with this once. For me it was the fact that the kneeboard folder name actually had to be in caps, KNEEBOARD. I don't know if that has been patched away or not.
  4. Jetkid, the problem is not the SU-25T. It's all anti radiation missiles.
  5. Edited a little bit. It works. I thought Follow command worked with "Last WPT" but it doesn't. Perhaps if it follows another AI. Now it's another trigger zone at player WPT2 that sets flag 2 to true when the player enters the zone..So, I used stop condition "User flag is true - 2" on the Follow command. Then comes the Switch Waypoint command that sends the Follower to his WPT3. Open the mission up, look at how I set it up and enjoy :) :smartass: There may be other ways to go about this but this is the way I chose. MAYBE, if the PLayer was another AI and not a player. You would not have to use the stop condition, but the "Last WPT" stop condition set to WPT2 would work as intended. M-2000C.Kobuleti.Follow.miz
  6. I noticed :smilewink: No problem! :thumbup:
  7. Roger that. No problem! Keep up the good work!
  8. I guess I could. I still don't KNOW if what I did is enough. It seems to work now, but there still may be errors. However I'll leave it to MBot to decide if this is OK. Perhaps he doesn't want me to post this publicly for any number of reasons. Since it's his work, I'll PM him and ask if it's ok that I publish my changes for changing aircraft in this thread.
  9. Yeah the "Saved Games\DCS"-path was there cause I had edited it to that from default earlier and forgot to change it back. I've now corrected everything and it seems the mission results indeed works as intended when whimsical people don't mess with your files :doh: :thumbup: Sorry for wasting your time!
  10. I understand. I also took a look at debrief.log saved in "Logs" folder and it show true result it seems: [38] = { type = "shot", initiatorPilotName = "New callsign", initiator = "Pack 2 - 64 FWS - CAS 1-1", t = 33687.8, weapon = "Mk-82 SnakeEye", initiatorMissionID = "100003", }, -- end of [38] [39] = { weapon = "Mk-82 SnakeEye", type = "hit", initiatorPilotName = "New callsign", initiator = "Pack 2 - 64 FWS - CAS 1-1", target = "E-2 Radar", t = 33689.47, initiatorMissionID = "100003", targetMissionID = "209", }, -- end of [39] [40] = { type = "dead", t = 33689.47, initiatorMissionID = "209", initiator = "E-2 Radar", }, -- end of [40] [41] = { weapon = "Mk-82 SnakeEye", type = "hit", initiatorPilotName = "New callsign", initiator = "Pack 2 - 64 FWS - CAS 1-1", target = "E-2 Command Post", t = 33689.47, initiatorMissionID = "100003", targetMissionID = "210", }, -- end of [41] The Command post is hit and starts burning I guess and then eventually: [47] = { type = "dead", t = 33700.591, initiatorMissionID = "210", initiator = "E-2 Command Post", }, -- end of [47] I wonder, is the mission results fetched from this file? Then maybe thats it. Because I discovered that the path to the logs-file were in the "Saved Games\DCS" directory but my installation for 2.0 has path "Saved Games\DCS.openalpha".
  11. Tried it modified for M-2000C. Crashed after ~20 min in air on first mission due to out of memory error. EDIT: Try #2: No crash, but mission result file indicated no destroyed units at all. Ingame debriefing showed destruction of EWR Radar and EWR Command Post along with some AI air 2 air kills.
  12. Also, for anyone else trying to accomplish this, I also had to run DCS as Administrator, otherwise it produced errors at mission end when it tries to edit campaign result files (I guess).
  13. I already did, it made no difference. :( EDIT: I forgot the obvious, I offcourse had to rebuild the MissionFirst.miz after changing the luas...
  14. Sadly doing the changes above did not suffice. It still complains that the F-5 module is missing. I tried changing the 64 FWS and the 65 FWS respectively to M-2000C in the OOB_AIR and all other above stated changes. Tried modifying the 64 FWS flights in the FirstMission.miz to M-2000C groups too, but it still wont go for it. I'd love to try this dynamic campaign I currently don't own the F-5. Any further input on this would be greatly appreciated MBot! :thumbup:
  15. Sorry for my bad Italian ;)
  16. Also affected is the AGM-88C's used by AI.
  17. To achieve what you want, create a new group, increase the number of units in the group to 4, set the fourth unit to "client". Baddabing baddaboom done! :) EDIT: Yes there's a way to set specific formation to each waypoint. It's done under "Advanced (waypoint actions)", using "Set Option" with action "Formation".
  18. This is also posted on lukrops github project page: DCS World 1.5.5 Stable CAP disabled, only GCI enabled for blue Blue GCI flights spawn in correctly (spawn type set to "parking") but do not move, never take off. The only trigger zone related to this script in the mission is a GCI Airodrome marker trigger zone over Kobuleti. This happens randomly. Restart the mission and all of a sudden it's working, restart and it might not be working again. When it works, it works all the way. When it doesn't work, blue GCI flights spawn in but remain on parking and never rolls out. It appear as there's a problem with task-handling with the script and/or DCS. The same issue sometimes happen with 3 other "normal" flights I have set in the mission editor. Two tankers and an AWACS. They don't roll out from parking sometimes in the mission start, though this issue happens much less frequently than the GCI flights issue. The tanker/awacs issue is offcourse not related to the script, but maybe there's an issue with flight tasking at start/spawn in DCS in general? Anyone know why this might be happening?
  19. Actually you can edit the view settings in the config files to alter the view limitations, so you can lean closer in any direction you want . I've done this with several other modules as I've found them too restrictive to my liking.
  20. Yeah sorry about being AWOL ;) I've been really busy with non-simulator life for some time...
  21. You can play it as a single mission. :thumbup:
  22. Nothing yet. Sorry I've had less free time this past week than I thought. Soon™ :smilewink:
  23. I can't agree. Before, I could come in on a relatively shallow angle and high speed and see the pipper in good time. This does not work anymore. Even in really high angles the pipper is not shown until you're basically too close.
×
×
  • Create New...