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Wizard1393

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Everything posted by Wizard1393

  1. 2.33 Update: Fixed - When a ground assault group reached the depot (cas tasking failed), the mission would not recognize when the following CAS taskings was successfully completed. Added - Notification when an enemy transport helicopter has been seen ingressing into the area. Added - Notification when enemy transport helicopter successfully lands troops on the ground close to the depot.
  2. 1.62 Bugfix update: Fix - After you skipped a task, the mission would not recognize when any following tasking completed.
  3. 1.62 Hotfix update: Fixed - After you skipped a task, the mission would not recognize when any following tasking completed. File updated on ED User Files Thanks goes out to Zarma for identifying and reporting this bug! Good find!
  4. I have verified this bug. After skipping task, next tasking will not complete. I'll try to find the cause and fix as soon as possible.
  5. Copy that. I'll look into it.
  6. 2.32 hotfix update: Fixed - DCS Crash when removing static object that is alive through scripting engine
  7. Copy. Confirmed something is wrong. Looking into it right now. EDIT: Found the issue. Total blunder by me, I had mistakenly taken another missions script into this mission. Fixed now. Fixed in new hotfix version 1.61 now uploaded on ED User Files.
  8. I'm not exactly sure what you mean. I've play tested the mission numerous times without issue. Can you elaborate? Do you not get target info in the menu? Do you not get "skip current task?
  9. 2.21 Update: Added despawn handler of RED AI flights. If a RED AI flight successfully RTB and land. It will despawn. Changed "reaction to threat" behaviour of RED AI Bombers to "Evade Fire". Now they will no longer RTB because scared :) 2.3 Update: Added 2 Huey's and 2 Mi-8 and objectives for them in the briefing Added CTLD functionality 2.31 Update: Every 5-10 minutes, enemy AI will use transport helicopter to try to land boots on the ground in the vicinity of the depot. If successful, red troops will move on foot towards the depot. This can be countered (in addition to the obvious shooting it down :gun_smilie: ) by own transports (player controlled only) landing boots near suspected enemy infantry. Blue troops automatically searches and engages close by enemy. All blue troops landed in the field can be picked up again and relocated. Credit and thanks goes out to Ciribob for his amazing work on the CTLD script and Geloxo for his original work on the CTTS script!
  10. I get "cleared contact" but once connected never transfers fuel and loose connection over and over. Switch tried both ways.
  11. 2.2 Released: Revised the radio menu to use submenus instead of cluttering it all up Changed the CAP tasks to not automatically spawn until someone "checks out" CAP. This didn't work well in public. Added IL-78 Tanker for funnel type aircraft. Added the possibility to respawn all supporting AI flights, including the FACA Reaper 'Pontiac'.
  12. Nevada version of this mission also updated to the same extent.
  13. 1.6 Update: Name changed to CAS / CAP Infinity Georgia West Added manually triggered CAP taskings Added blue CAP slots, F-15's, Mirage 2000C, MiG-21 Added blue tankers and awacs Added ability to respawn tankers and awacs Removed all blue AI CAS flights Added light defense to friendly airbases active in this mission Rebuilt the F10 menu options with sublevels so it's won't be so cluttered Script is reworked, more things are handled in script than by triggers from ME.
  14. I think those are in the server.lua file.
  15. Semi-true. Yes, vehicles in the sand = easy to spot in TGP WHOT BHOT modes. But, some areas are cluttered with cactuses or bushes or whatever and they are just as "hot" as vehicles. In WHOT/BHOT you wont see the difference between cactus/bush and vehicle until you get really close.
  16. Let me just chime in a bit late here on the "human eye/brain can't see/detect/feel above 30fps" thing. This is a very common misconception and is totally untrue. It originates from the statement that the human eye/brain needs 24/30FPS to perceive the images as "motion pictures". Lower than 24 we start to feel that it's still images displayed in a "fast rate" and not as "motion".
  17. This would be sooo effing neat to have.
  18. Probably not. BUT. ED has announced that the FLIR will be reworked this year!
  19. No problem! And if you have any constructive criticism after, bring it!
  20. Thanks guys! Appreciation is always a huge motivator to continue refining and coming up with new ideas and developing new content! My current plans, as soon as I have the time, is to add more content to Defend the Storage Depot. I had transport helis and some sort of task for them in mind. Their task should be meaningful to the mission but the lack of them should not hinder the mission either. I've yet to come up with something good. Do you have any ideas? All suggestions and ideas are appreciated!
  21. Thank you! (I posted a longer "thank you" in the other thread :) :thumbup:
  22. Thank you so much Steggles! Always nice to hear from people appreciating the effort! Yes, I know the mission is not really a realistic war time "scenario". It's more like a"semi casual" war game and practice. I like that the group placement is totally random, within a larger area at least. It does not kill the fun for the mission creator either. I also like how you can choose to use the CDU in the A-10 for entering coords and such and find your targets, or just leave it and go by the Bulls reference and look with MK1 eyeball. Yes, this mission is basically the same scenario as the "CAS Infinity Randomized" and "CAS Infinity Randomized East" which are both in Caucasus but different regions. Again, thanks! And do try "Defend the Storage Depot", another mission of mine which I put alot of effort into. You can play it alone, CAS only, but it might be a little bit cumbersome. I'd recommend beeing two CAS flyers. You can also fly CAP in it if you wish.
  23. +1 was confused. Also thought maybe a resave of the mission would "fix" the waypoints lol.
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