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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. In its current state the SA page displays every threat not set as "hidden on map." Not sure if this will change in the future but it's not a bug and you can indeed hide them as you guessed.
  2. No need for any of the extra frameworks for something this simple. Everything you need is in the advanced waypoint actions menu. Click on a group; their first starting point should already be selected. For Western aircraft, it is called WP0; for Eastern aircraft, it is called SP. Click the "Advanced Waypoint Actions" button. For TACAN: Add -> Perform Command -> Activate TACAN For ICLS: Add -> Perform Command -> Activate ICLS To create targets that don't fight back: Add -> Set Option -> ROE -> WEAPON HOLD and Add -> Set Option -> Reaction to Threat -> NO REACTION For weather, click the weather icon on the left hand toolbar and select from the list of drop down presets at the bottom of the screen. Click "load" when you've selected the desired weather pattern. Modify to taste.
  3. You can attach images directly to the mission briefing. The native resolution is 512x512.
  4. This is a new feature, called "real time damage assessment" or something along those lines. It can be disabled in the options menu.
  5. When DCS updates, you should be able to purchase and download the MiG. Changelogs are published prior to the patch being available to download. EDIT: The patch just went live for me a couple of minutes ago; it had not been about 15 minutes ago when I checked.
  6. The AIM-120C5 out ranges the R-77 by quite a bit. Try asking your wingman (don't forget to tell him to turn his RADAR on) to engage one MiG specifically (lock MiG, flight -> engage -> my target) and firing a pair of AIM-120s at RPI. Crank hard and let that first pair of missiles force the bandits defensive before you press into their range. Once both the fighters are splashed you can let your wingman loose on everything indiscriminately (within briefed ROE of course.)
  7. The ED team have responded to your report...a little friendly advice: continuing to make demands and set your own imaginary deadlines in large font/bold/caps and posting a series of progressively angrier emojis and snide remarks is in no way constructive and a great way to get yourself ignored.
  8. Have you tried not sucking? ;) Kidding, kidding...
  9. :lol: No worries, you're more likely to get the answers you're looking for in there for sure. Looks like someone else is also having issues with this mission. DLC = DownLoadable Content, also referred to as payware.
  10. Hi Flankerman - try, try again. If you die, you're dead. :angel: It was not intended for you to occupy the wingman's aircraft as it would make no sense for dialogue to continue between a dead guy and other parties...while it also doesn't make too much sense for any dialogue to have occured after your aircraft was shot down, this wasn't something I anticipated people doing and hence didn't build any contingencies. I will look into editing the missions to kick you to the menu on player death as they do with an ROE violation. Should be relatively simple. :thumbup:
  11. https://forums.eagle.ru/showthread.php?t=60164 https://forums.eagle.ru/forumdisplay.php?f=489
  12. This can be accomplished using either MiST or MOOSE if you're not scared of venturing into .lua land. In MiST the function to respawn a group is: mist.respawnGroup('groupname', true) In MOOSE you can do some sneaky stuff and automatically set it to respawn the group whenever the first is destroyed, lands, or shuts their engine down. This example respawns the group whenever it detects it doesn't exist in the game world any longer (such as after being destroyed) Spawn_Plane_Limited_Repeat = SPAWN:New( "GROUPNAME" ):Limit( 1, 1 ):InitRepeat():Spawn() You can read more about MiST HERE and HERE and see some videos on spawning units with MOOSE HERE and If you puckered up looking at those two lines of code, you can brute force it with as many groups as you're willing to write triggers for in the method BD described. :thumbup:
  13. Hi gdotts. Flak is now officially supported by ED with the WW2 asset pack. The old flak mod requires some legwork on your part to get up and running; you'll need to load the file into an existing .miz via a DO SCRIPT FILE command and then place trigger zones around the map with a very specific naming convention to indicate how heavy you want the flak to be in that area. The path of least resistance is probably just to put a few of the real deal in there. :thumbup:
  14. Click on them to toggle them on/off in most modules. The 'M' key is also commonly used in things like the FC3 jets. You can also set a global mirrors on/off option in the main menu settings.
  15. Hi Flankerman, thanks for the kind words. How long did you hang around after the MiG bugged out and you lost sight of the other two Fencers? If possible, can you provide a .trk or .ACMI file of your flight? Some spoilers below about how the mission is specifically scripted.
  16. Gotcha, I misunderstood. When you lift the throttle over the detent, it depresses and button and holds it down, as far as windows is concerned. When pushing the throttle over the detent to the idle position, that button is released. Even with sync controls on, the shutdown command should not be sent when your throttle is in the idle position. To eliminate a hardware issue as the culprit, open the windows game controller properties menu, move all switches to their neutral "off" position (autopilot ALT/HDG, flaps MNVR, etc.) and observe the button presses when you lift the throttles over the detent. With all switches neutral, no buttons should show as pressed until the throttles are in the off position. A button for each throttle should light up in the windows menu as they pass over the detent and settle into the off position. As you push the throttles back over the detent to the idle position, the button indicators should turn off again. If you are certain all switches are neutral, and you still see buttons depressed in the idle position, there is likely a hardware issue. If everything appears to be in order, check that the idle/off bindings aren't somehow reversed in your control setup. If you have not modified the default controls, you can delete the c:/users/username/saved games/dcs.version/config/input/A-10C folder to restore defaults
  17. That is exactly what it is supposed to do. That is the idle/off detent. Lift over it and settle the throttles rearward, and you shut the engines down. These commands are assigned by default in the A-10C, and I believe the F/A-18C as well.
  18. c:/users/YOURUSERNAME/Saved Games/DCS.openbeta (if using beta)/config/input/AIRCRAFTNAME
  19. Try Shapeways. Several other 3D printing services are available, you just need to upload plans which it looks like have been provided. :thumbup:
  20. This is an issue with having multiple clients in a single flight. Create two separate, identical flights of one and your JTAC should talk to everybody. :thumbup:
  21. Just add that code to a DO SCRIPT trigger and see if it works. That was adapted from a gun handler I pulled out of another thread. Instead of your UNIT HIT condition, use FLAG IS TRUE (7777) and then add an action to turn flag 7777 back off in your second trigger. That will allow the handler to turn flag 7777 back on again when the player is hit a second time and repeat the process.
  22. UNIT HIT will only activate once, the first time the unit is hit, not every time. You'll need an event handler to detect the HIT event on the player and toggle the flag every time, then a separate trigger that causes the action. This will require writing some code which is where a lot of people get off the ride. ;) Should be something along these lines. HitHandler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_HIT and event.target == Unit.getByName('PLAYERFLIGHT') then trigger.action.setUserFlag('7777', true) end end world.addEventHandler(HitHandler)
  23. Create two racetrack orbits at the desired speeds. Click the triggered actions tab next to the loadout tab and add -> perform command -> switch waypoint Using RADIO ITEM ADD create options for different speeds Create a switched condition; when the flag from the radio item is true, use AI TASK PUSH to switch the tankers' waypoint to the appropriate orbit and then reset the flag to off so that radio menu items will work more than once.
  24. Continuous action -> unit inside zone -> flag increase (1,+1) Switched condition -> unit outside zone and flag 1 less than 180 -> flag off (1) 1 once -> flag 1 equals 180 -> message to all ('penalty') This uses a flag to store how long someone has been in an area. If they leave before the counter reaches 180, it is reset.
  25. Hi Snappy. Tharos is replying to your second question. As for your first, the bindings are called "scan zone increase" and "scan zone decrease." They are indeed "Rctrl -" and "Rctrl =" When in RWS, you should see the width of the scan change.
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