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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. Return to spectators before re-selecting the slot. In single player you might need a "dummy" aircraft to join if there are only two.
  2. Sure; the easiest way would be to limit the ordnance available at the airfield or boat where the players take off from. Click on an airfield or aircraft carrier in the Mission Editor and you'll see an option to manage its warehousing near the bottom of the information. The exact verbiage escapes me but it should be fairly self evident. You can filter ordnance by type and individually limit quantities or simply remove all stores from the field or vessel.
  3. Create a new folder in that directory named "Mods" Open that folder. Create a new folder named "aircraft" Open that folder Place the "A4-EC" folder inside The file path, al together, will be: c:/Users/Ron/Saved Games/DCS.openbeta/Mods/aircraft/A4-EC
  4. Broadly, yes. Can you be a bit more specific about what exactly you're trying to accomplish?
  5. No math required. :) Create a waypoint along the route and drag it to see the ships ETA at that point.
  6. The same infrastructure is required, you're just varying the number of objectives. The short answer, I'm afraid, is "no" for the time being though ED have stated in several posts and interviews that features like this are being actively worked on.
  7. Tells you a lot more than shouting into an empty thread full of your own patch notes, which can feel supremely discouraging. ;) The free F-15 campaign I built way back in the day has thousands of downloads logged. Of those thousands of people, maybe 10 or 15 of them said something in the thread. Most of my big complicated-ass MP missions have empty or near-empty threads but I see people hosting them from time to time. There is very little reward for the massive amounts of time and patience required to design and upload compelling missions. All we're generally looking for is an "attaboy" but usually even those are hard to come by. At least with a DL count you can still feel like your work is being appreciated even though most people won't post. That's all I'm saying.
  8. Probably, but about 0.01% of the people who play your missions will interact with you on here, at least based on my own experiences. ;) Don't sweat it too much; if you want a better idea, uploading to the user files section or directly into the thread will give you a download count which is a little more telling than asking for written feedback.
  9. Airfield frequencies are listed on the F10 map view when clicking on an airfield. That said, to speak to the ground crew you only need to either A) have cockpit door open and engine off or B) set the selector dial to interphone
  10. Lctrl ' Ensure radios are set properly.
  11. There is something it looks like we all overlooked previously in this discussion: a SWITCHED CONDITION type trigger only activates when the condition changes. Since the mission starts with all of the coalition out of the zone, the condition doesn't "switch" until the coalition enters then re-exits. START with the AI/RADAR/ROE/whatever set to ignore targets as their default state. Switch them on when the coalition enters the area; switch them back off when the coalition exits.
  12. Efforts are ongoing per news agencies. Anyone wishing to help fund the search effort can do so here.
  13. I don't believe the penalty was related in any way to this thread. Everyone walked out of this one alive and happy.
  14. Glad you got it sorted. :thumbup:
  15. No short answers here, I'm afraid. You'll have to learn some very basic code to respawn groups. Look up mist.flagfunc.unitsinzone() and/or trigger.action.setuserflag() to get an easy way to toggle a flag when units enter/exit the trigger zone. You could also brute force it with switched conditions checking for any player aircraft in/all player aircraft out of the zone. To respawn groups, you must use third party scripting expansions; MiST or MOOSE can both get the job done. Look up mist.respawnGroup() and the MOOSE SPAWN class to see what your options are. Good luck!
  16. This particular adventure was 8 months ago and the result of the user copying his control bindings to multiple aircraft. I believe you do have to engage NWS on the A-10A as well...you should see a green advisory in the top left corner of the front panel indicating it is enabled.
  17. I thought you wanted the player to control each spawn...that's a little bit different but the basic idea is still the same..didn't test your .miz but this should work. sequential random spawn.miz
  18. You are changing the start time of the aircraft, not of the mission. You can use this intentionally to delay the activation of a group without using trigger. In your case, changing the aircraft's start time has caused the aircraft to be unavailable. Change mission time using the briefing window.
  19. A functional IFF is modeled on every AA RADAR equipped aircraft. The problem is the people flying them. ;) All you need to do is place the AWACS on the map and set the desired radio frequency and flight plan. The "AWACS" and "EPLRS - on" waypoint actions will be added automatically.
  20. You could export the Hornet's displays from day one; you just had to add a line of code to enable the feature manually. Since you're already playing in .lua land setting up custom exports it should be no big deal. :thumbup:
  21. Fire an illumination bomb over the target area. That will get their attention. Placing a Sborka in with the AAA may also help coordinate their fire; can't remember if that's only Shilkas or everything. Ditto MANPADS commander.
  22. SWITCHED CONDITION (player activates radio, NO EVENT) - FLAG IS TRUE (1) - SET FLAG RANDOM VALUE (100, 1,6) FLAG OFF (1) -- it's important to turn the flag back off or the radio item only works once ================ SWITCHED CONDITION (re-roll, NO EVENT) - FLAG EQUALS (100, 1) FLAG IS TRUE (101) OR FLAG EQUALS (100, 2) FLAG IS TRUE (102) etc. - SET FLAG RANDOM VALUE (100, 1, 6) =============== ONCE (Group 1 spawn, NO EVENT) - FLAG EQUALS (100, 1) - GROUP ACTIVATE (Group 1) FLAG ON (101) ============== Repeat above for each group. ============== 1 ONCE (Mission Complete, NO EVENT) - FLAG IS TRUE (101) FLAG IS TRUE (102) FLAG IS TRUE (103) FLAG IS TRUE (104) FLAG IS TRUE (105) FLAG IS TRUE (106) - MESSAGE TO ALL ('All groups have been activated', 10) RADIO ITEM REMOVE (Activate Group) FLAG OFF (100) That's the quick & dirty version. A flag to act as the random number generator, a set of flags to check if a group has been spawned already and re-roll, and a trigger to check when all groups have been destroyed. Hope that gets you there. :thumbup:
  23. Oooh...soil thread part II! I hope everyone bookmarked their examples of planes stuck in the mud and also their examples of planes not stuck in the mud from last time for fast reference.
  24. You'll need to venture into the wonderful world of .lua if you want to repeatedly respawn/despawn the same group. Check out the following functions for the start down the path - group.getByName() group.destroy() mist.respawnGroup()
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