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Everything posted by TheTrooper
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Couple of issues. 1. There are three messages at the start of the mission. Would be great if they didn't show? 2. If I set a trigger so that the if the group is destroyed then display a message "MISSION COMPLETE". Issue is here the message appears at the start of the mission regardless before they are hunted down.
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That is a game change! I can't believe this isn't available in DCS without someone scripting it.It opens up a lot of random options to the game.
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Hi All, I've been using the F18 for a couple of years now. Servers I use most are 4YA, however not really ideal for me now. I rather be on a server where no-one gets to use lebels , at least have fog of war. Scenario, looking for a target using HMD and instruments when someone using labels to take it out first is a bit frustrating. Are there any servers out there similar but for more advanced players without the easy aides?
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Hi all. I've tried using Chat GPT to help me out with this one. Scenario: I have a trizzer zone called 'SCUDS-spawn' I have a group of three calld 'Scuds'. I have put them in a bit of a triagle formation. On mission start I would like the scuds to start somewhere within the trigger zone in a random place inside the trigger zone. I like them to keep their formation though. I think it would make a good mission if you had to do a SCUD hunt for example but everytime you played the mission the targets would be in a diffewrent place. This is the script that GPT gave me but it causes an error and I have included the .miz file as well. -- Get the trigger zone local zone = trigger.misc.getZone('SCUD-launchers') -- Get a random point inside the trigger zone local point = { x = zone.point.x + math.random() * zone.radius * 2 - zone.radius, y = zone.point.z + math.random() * zone.radius * 2 - zone.radius } -- Teleport the SCUDs to the new point Group.getByName('Scuds'):getController():setOnOff(true) Group.getByName('Scuds'):getController():resetTask() Group.getByName('Scuds'):getController():setCommand({ id = 'SetInvisible', params = { value = false, } }) Group.getByName('Scuds'):getController():setCommand({ id = 'SetImmortal', params = { value = false, } }) Group.getByName('Scuds'):getController():setCommand({ id = 'Teleport', params = { x = point.x, y = point.y, action = 'respawn', } }) random-group-spawn.miz
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So as the headline states. I have a feeling some of which is in planning. It would be great if crews can start outside of their plane or in a separate area. You could make it social for multiplayer as well where pilots can chat through a push to talk while not mounted and within a range of eachother (hearing) You could take it a step further, such as mounting a vehicle (car or bus) to go to the flight line from accomodation or breifing area.
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That's great. Didn't k now that was a thing. Amazed it's not already included in the editor able to link a trigger to a specific unit or group.
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Ah ok. got it. That's very useful! At thew moment there's messages popping up on the top right. Guessing that's in the script somewhere if wanted to remove?
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Wow, that is a lot of code
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If you have any examples for MOOSE scripting to acheive this (or a .miz file) that could be helpful for now for what I was hoping to do in a current mission.
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Yeah exactly. Dog fight a bandit where it's "Do not fire until fireed upon". After a random time the bandit could bug out, or set a probabability using other methods for the bandit to fire. At which case the ROE for the player would change.
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I'm sure something like this has been mentioned before but I think it should be high up the list to implement. I personally love creating missions in the editor and flying them. The downside is I know all the possibilities and locations. It would be good to have a trigger area linked to a unit where somewhere within the trigger the unit would spawn. A good scenario for this would be something like SCUD hunting.The player would have to look within a given area of which the SCUD could be anywhere within it. That functionality would open the game up to allsorts of possibilities.
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Just been testing things out in 2.8. There's a feature I was really hoping would come out. It would be really good if you could get the AI aircraft to dogfight you but not actually fire. AT the moment if you select ROE return frie or weapon hole they just seem careless. If there was an ioption where they would fight you without shooting opens up more possibilities for air intercept sabre ratling. You could put a probability on it where after a certain amount of time they might either suddenly engage you (Task Push) or bug out (switch waypoint/Task Push).
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I'm thinking that this is quite important. I was thinking it would be great if there was the abolity to turn lights out on a radious. For example, during a night bombing raid city lights would be out either due to power cut or purposely so enemy aircraft are are unable to identify targets by sight.
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Hi I was thinking that maybe be allowed to have 2x sound files to be allowed to play at once. We already have "Sound to...". Why not also have "Music to..." or Sound2 to..." ? That way you could keep one channel for audio comms sounds but also allow music to play the same time? At the moment if you slect a sound, but then a trigger sets off another sound it will stop the first to broadcast the other. One sound could could play over the other.
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Something I thought of which would be pretty cool for two seater aircraft now that the F15 is coming out at some point. Two seater vaients would be good also for this. If you had two VR headsets You could take a friend for a ride with them in the back seat. Maybe experience a player doing a bombing run, do some aerobatics etc. Both can share the same flight experience. You never know, it might get them to decide to invest in DCS and learning themselves.
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Hi, does anyone know what % a SAM radar needs to be at for it to be useless?
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Not too sure if this is a mission editor bug, single player or multiplayer bug. I created a SP mission in Mission editor where the "Player" has to add in their own waypoints in the Planner before flight. Scenario 1 1. Player has no waypoints added 2. Execute mission 3. Go to "Flight Planner" 4. Select Players aircract = unable to set waypoints Scenario 2 1. Player has 1 waypoint added 2. Execute mission 3. Go to "Flight Planner" 4. Select player aircraft 5. Add a waypoint - Waypoiunt 1 becomes Waypoint 2 Able to move Waypoint 1 on deselect and select it Unable to move Waypoint 2
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As in the title. You are able to set internal fuel but not in the external tanks.
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Hi All, can anyone tell me why the SA-11 in my mission file isn't engaging me? I'm a bit stuck here. In this file user is F/A-18C test.miz
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Thanks guys. I thought that may have been the case currently.
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Hi Does anyone know if it's possible for a unit to join a join? ie. Trigger activated so unit 1 join unit 2 to become a flight?
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Hi I was wondering with the release of the South Atlantic map if RASBAM have an appetite for creating legacy Harriers like that used during the Falklands conflict?
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Ah cool, I'll have a look later
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Hi Everyone, wonder if anyone has done this. I'll give the scenario. There's a command centre at an airbase. If it is not destoyed & blue is in a zone then enemy aircraft will spawn at a randon interva (only if the first group is dead)l. If command centre is dead then no more spawns. Any ideas?
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I like this! ok thanks, I'm going to give it a go!