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Everything posted by TEMPEST.114
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as title says. This sucks for helo landing on rooves of buildings.
- 6 replies
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- mission editor
- trigger
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I wanted to make a roadblock with lots of vehicles waiting to cross. I had to add them one at a time because you won't allow groups of static units. This is very frustrating. Add to insult is the lack of group select/rename/change hidden etc, this becomes VERY tedious very quickly.
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Civilian Objects And Vehicles
TEMPEST.114 replied to Eight Ball's topic in Static/AI Mods for DCS World
@Eight Ball Hey! So, how hard or is it impossible would it be to make the liferaft (the hexagonal one) a movable unit, such that we can give it a speed and waypoints - to emulate drifting on a current. I'm thinking of scenarios where we have to pick up people but too many for one helo trip, then the trick will be to find them when you come back because they will have moved with the 'current'... Is this something I could do with some lua changes or is it a WHOLE big thing to change? -
Is it possible to place a stationary vehicle with engine running?
TEMPEST.114 replied to sirrah's topic in Mission Editor
Actually the SA13 mobile unit has headlights working too. At least. -
It's long been known that this trigger is unreliable or dysfunctional for most applications. There has been comments made that this maybe be a placeholder or has some 'unknown' workings. However, it's exposed in the DCS Scripting Engine API. Therefore it SHOULD be documented and fully working. As it's the ONLY possible event trigger relating to units/groups ENTERING or LEAVING a trigger zone, this is a truly crucial and valuable event to hook into. Kindly, like the 'menuItemsForUnits' and the broken ' S_EVENT_PLAYER_ENTER_UNIT for MP Dedicated servers, consider this an urgent fix that would enable a huge amount of efficiency and power to the scripting engine and functionality for all mission designers.
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So there's the great function DCS func setUnitInternalCargo - DCS World Wiki - Hoggitworld.com But that overrides the existing amount. If you are picking up 3 passengers at different times/locations, you need to add them incrementally. So ideally you need to know the helo's current cargo mass to add on each pax as they get picked up. But there is no 'getUnitInternalCargo' for some really, really crazy reason... The only thing I've found is the 'getDesc()' that has a: ["massEmpty"] = 34000, So, is this the only way? DCS func getDesc - DCS World Wiki - Hoggitworld.com And use the empty weight and then add on each 'passenger'? Which unfortunately means you have to remember how many pax it loaded and how much their individual masses are...
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I couldn't get it to work. I saw someone on these forums somewhere had two columns of soldiers marching in formation - all allegedly done by a custom formation - but everytime I've tried as soon as they can they all spaz out and go in different directions and then original spacing. The video that showed this was working *on a road* and not 'off road' I wonder if it's to do with inclines and vegetation etc that causes them to freak out and lose cohesion. Either way, it doesn't seem a simple quick fix...
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Thanks anyway. Yeah the default distance is way too big. I've been thinking about writing my own pathing algorithm with each infantry as it's own unique group and the spacing based off it's own 'leader'. A lot of work sure, but it would solve the problem... And maybe stop them wandering off and going AWOL during a directly line path like they do now...
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Hey. Do you have any secret sauce on making your infantry stay closer to each other? Are you writing your own pathing algorithm or have you found some way to get the 60+ft between them down to just 3ft somehow?
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Can you show the triggers for the menu items? Not them being used? Why are you adding them individually and not all at once in one ACTION? Are they being added depending on other conditions? These screenshots don't show anything useful right now. As far as my understanding goes, the LUA environment gets parsed once per second, and if you are adding all these menu options on their own individual triggers then it just depends how these are being triggered during it's 'run' through every second. Just add them all at the same time in the order you want.
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I had thought it was the order they'd been created, but it's not. It's also not (AFAIK) the objectID number. Is there a known logic behind this that can be manipulated? I have large missions with dozens if not hundreds of units (static and AI) and I need to quickly get to watch the ones I need to and not have to cycle through all the ones I don't care about. PS It would be lovely to cycle forward AND backwards too.
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https://www.digitalcombatsimulator.com/upload/iblock/ed6/87v22jwd1xh51i3rgki944xsf503istq/DCS_User_Manual_EN_2020.pdf @BIGNEWY Can we pin this please?
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- mission editor
- mission
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https://www.digitalcombatsimulator.com/upload/iblock/ed6/87v22jwd1xh51i3rgki944xsf503istq/DCS_User_Manual_EN_2020.pdf
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Screenshot?
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Really? A Smoke Effect is a static - just go into the mission editor and scroll down all of the items and see what's there. That's what everyone else does. Then drop it into the world and see that properties the inspector on the right side of the screen has. It's really that simple. Or drop a trigger zone down and make a new trigger and in the action 'smoke effect' or 'smoke marker' or 'signal flare' then you can pick your trigger zone and change the effect. As for switched conditions, either the DCS manual on the mission editor or youtube is your best bet. Trying to type it out sounds way more complicated than it really is. Just have a play.