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Gambit21

ED Closed Beta Testers Team
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Everything posted by Gambit21

  1. Cool...but I'm not talking about replicas. I saw 2 flying at once at the Flying Heritage Museum a handful of years back.
  2. There are several flying/flyable Oscars around.
  3. BAh....The A6M was a dangerous opponent in the right hands up until fairly late in the war - and it's a Zero...gotta have it...there's just nothing like it. The Hayate lacks the mystique.
  4. I'll add my voice to the "texture re-work" wish. This is a great module, and it would be nice to see the texture work brought up to standard with the newer releases. I'd also like to see soldier models added with animations to enable insertion/extraction of operators.
  5. I might be missing something - but this seems fairly simple just in the editor itself never-mind scripting - however I’m not exactly clear on what you’re trying to pull off. Assuming a static zone, and known units in that zone...seems like simple editor logic to me. Again, I might be missing something.
  6. The "Once" trigger operates this way as I said - no need for the flag.
  7. I'm only a few weeks into the editor, but at the moment if I was doing this I'd set a flag condition as well. That way both "in zone" and "flag is true" condition is required for the output. If the player passes through the zone again, both conditions will not be true. Maybe also a 'time is less than' condition for the flag, but not sure exactly what you're doing. Actually - scratch all of that... I think just setting the "once" trigger will do it for the zone...no need for the flag logic etc.
  8. That's exactly it. There's reality, and there's how long we have to actually fly. So I try to strike a balance, skewed toward the "it takes as long as it takes" side. The group I'm used to has a fairly short tolerance for ingress/egress times, however here, and especially on the Syria map etc, things are going to take a bit longer. DCS also allows me a lot of flexibility to script events that might add time. In the end it comes down to design/artistic decisions on my part as ever, but I'd like to get a general feel nonetheless as I haven't been hanging out here before now.
  9. With a few campaigns in early development on the Syria map, I need some community feedback. Give me your "I don't want the mission to be any longer than XX" preference. Keeping in mind that these piece works will be skewed toward more realistic operations,/sorties, and not catering to the 'quick mission only' types. So if that's you, please don't comment.
  10. I got it. The problem wasn't my logic...it was me not knowing yet how to operate the radio properly. Thanks for the help.
  11. Thanks Rudel, I'll check it out. I think I found my problem...I'll have to test again. As per the above thread, I didn't add a flag and "time is more", so as soon as the conditions triggers, the flag is 'false' thus the message doesn't fire...that's my current though anyway. Out of test time for tonight. A bit confused about "cockpit param equal to" vs "cockpit param equal to another" as I've seen advise instructing both. I'll check that mission out as well, thank you.
  12. I can't seem to get this to work, and I can't see what I could possibly be doing wrong...but my debug text doesn't fire. I'm using COMM1_FREQ/COMM2_FREQ in conditions, doubled checked the pre-sets etc. I've come 80% of the way in the editor in maybe 30 hours, just trucking along, and this is my first real snag. I need to be able to detect the player's frequency/change. If anyone could make me a quickie demo for the Viper I'd be grateful.
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