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Naj-Treg

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Everything posted by Naj-Treg

  1. Thank you for your reaction :) I know how you want to setup this. But am struggeling how to setup the flags in the triggers. can you give me an example or explain how to setup the 'TYPE' 'CONDITIONS' and 'ACTIONS' Naj-Treg
  2. Hi, I am working on a multiplayer mission wich needs to do a recon first to get targets visible. I know how to make the targets visible when a given unit enters the zone. But what i want to achieve is that a plane, (in my case a TF-51) fly through the given zone, then returns to base and lands. When the plane lands the targets will spawn so they can be attacked. Basicly i need to know how to spanw an object when a given plane lands. Is this possible? If so can someone explain me how to achieve this? Ps. I am a noob @ scripting....:cry: I searched alot on this but cant find an answer. Naj-Treg
  3. Question 1: Are the flak units ever destroyed? - since you test for them to be alive. Answer: I use these as a static object together with the flak script. I set it up this way so that the moment the object gets destroyed the flak from that zone also is disabled. thats why i have so many flakzones/trigger area's. Question 2: What do these events do? do addtgt('red', 'flak zone airfield 2','high',1) Answer: This is the flak script. - Red stands for the coaltion entering the zone. - Flak zone airfield 2 stands for the triggerzone that needs to be entered were the flakburst should apear. - high stands for the accuracy of the flak. this can be set to low, medium and high. - 1 stands for the amount of flak pieces. for example. when i set it to 3 it represents 3 flakunits. You can see this as 1 unit fireing as much as 3 units. question 3:I don't think you need all the 'flack zone harbor..' zones since they are all right on top of each other, maybe one will do. answer: sames as answer question 1. this way i can take out 1 flak piece while the other flak pieces still working. this is not possible with 1 trigger zone. Question 4: I'd heard that if a convoy's path crosses itself the convoy will go the shortest route; don't know if that is really the case though. Answer: Convoy is only there to practise moving targets. Not a problem if they take a shortcut. But i did not know this so worth looking in to it:thumbup:. I am new when it comes to scripting missions and I was very happy the moment I succeded to get the flak script working. but now I want more :devil_2: English is not my native language so sometimes it is hard to understand the manuals or to make myself understandeble :doh: @ FlightControl As for the MOOSE script..... I spend all saturday evening and sunday to watch the tutorials and did some testing. But for now it's a bit to hard to understand. But I saw your from Belgium and i believe you speak dutch.... I am from the Netherlands, so maybe we can setup something privat and speak ducth wich makes things much easier. Naj-Treg
  4. forgot to attach the mission... so here it is. multiplayer test.miz
  5. Thanks for the reply! I want them to deactivate because when activated they do their flightpath and land at the base. Mission over for this group. I want a zone where there will be cap fighters at the moment i enter the zone so it gets hard to destroy the grond objects, or for a dogfight. Maybe i need to mention that it is a mission for WWII planes and to practice skills. I know i can create cloned groups and set it up to load next group when group gets killed or when an other command occurs. but there for i need to create alot of groups and triggers. Thats the reason i want to create a loop. I want this mission to start once and people can come in even if the mission is playing for an hour or so. When joining late, planes are already at there base or on the way home. Delayed planes requires alot of timing so basicly is a no go for this kind of mission. I hope you understand what am trying to say and to create, because it's hard to explain it this way. At the moment it's a basic mission(still under construction). In this version am done with the blue side. I need to create the triggers and objects for the red side. Both sides needs to perform a recon with an unarmed plane to unlock some targets. When everything is according to my wishes i want to expand the mission. Both bases have flak zones to make it a bit more harder and more realistic. Thank you for the reply. Gonne have a look at it. One question...Is it possible to use MIST and MOOSE in one mission or does it create conflicts? Naj-Treg
  6. Hi all. I am trying to create a multiplayer mission. It's a mission you can play as red or blue force. Goal for each side is to destroy the enemy base/ territory. To have some competition when there are not much players in the game i want te create a zone were some fighters are patroling. I want them to be activated when enemy forces enters the zone, and to be de-activated when all enemy forces left the zone. To this point there is no problem. I can achieve this with the triggers. now for the problem. when i leave this zone and re-enter it the figthers will not re-spawn. I searched alot an read a couple of instructions on how to do it but i just dont get it:cry: Can someone give me a step by step instruction or a simple mission on how to setup my triggers and mist Also running mist with the flak script (wich works great). Can this create problems? Naj-Treg
  7. Got it working as you explained in the post above :thumbup: Thanks for sorting this out. still one little problem left....this works if the formation is on the same level...But the planes in a combat box had different heights... so it's very hard to get all the waypoints right and to keep the formation. But thank you very much to get me this far :thumbup: now i need to find out how to setup mist and FLAK mod. next challenge :helpsmilie: :music_whistling:
  8. Thats very weird. I think it has something to do with the triangle you get when setting up your bombing waypoint. I now working with scripted explosions on the ground. much work and not as beautiful as when u see the bombs getting dropped. But the mission is about escort/intercept the B-17. So for me it's not a big problem. Also for some reason the B-29 does not work any more.... or makes DCS not wanne startup when mod is enabled. P-38, DC3, PBY, G4M Betty, Raiden HE-111 and the B-17 are working well. tried to re-install the B-29 mod without any luck. BTW i use the DCS 1.5 with the latest offical update. I did not try any mission in the Nevada map so I cannnot compare things.
  9. Thanks for your reply. Gonna try if i can make a work around. not much fun having a formation at 2000 mtr.
  10. Hi, I recently discovered the b-29 and the b-17 mod wich i really love! Now am trying to create a simple mission where a formation of bombers drop their payload on a assigned waypoint. I am not very good mission builder but i can create simple missions. now my problem. I created a formation of b-17's. Give them a ground attack function and set the waypoint (with the triangle) where i want the attack. If the altitude is 2000 mtr or lower the planes drop their bombs as i want it to. in real life b-17's dropped their bombs from 8 to 10 km high. When the altitude is above 2000 mtr the bombers turn away from the target and dont drop their bombs. Am i doing something wrong? With the high altitude i made a longer attack waypoint because the bombs need to be released farther away from the target because of the long drop. This did not work either. Does anyone know a solution for this problem? I did find some threads on how to set op bomb runs but they did not help. Some help will really be apriciated. Naj-Treg
  11. Hi. Is it a option to use the steam version of DCS? This way u can use DCS on both pc's under one account. I dont know if it is possible to transfer all the serials to steam. Good luck
  12. Thanks! Will try this out tonight. Naj-Treg
  13. Hi. I got a little question here. As a tripple screen user i find it very hard to read the messages that are coming in the upper left or right corner from the screen(radio & command menu messages). In my case it's in the corner of the left or right screen. So my question is. Is it possible to get the messages on my middle screen? If so how can i achief this? Naj-Treg
  14. Thanks for the reply's. So the waiting begins. I use the kneepad for my controls....cant remember them for the different planes and other games..:joystick:
  15. Hi all first post here, although i've been on the forums for some time. Anyway I have a problem with the kneepad on the BF-109. I use the kneepad tool described in the kneepad thread and it works perfect for my other modules (P-51, FW-190 and F-86) But on the 109 it does not work and it switches off my gunsite and can't turn it on any more. I googled on the subject and searched on the forum but i couldn't find a answer. Is this a know bug? I know it's a beta version so no complains just wondering about it.:) Is there a solution or do i need to deal with it at the moment? Greetings Naj-Treg
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