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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. You know nothing, John Snow.... ;) Unfortunately there is no native function to respawn a group once it is destroyed. Even if you used a simple respawn script, it would only work once because the GROUP DEAD condition would only be activated when the original group ceased to exist; any respawned units are considered a different group by the simulator. Good news, though, both MOOSE and MiST can achieve the desired effect. Of the two, I think MOOSE is the easier solution for this purpose. Check out FlightControl's video on YouTube about the SPAWN object class for a detailed breakdown of how things work plus example missions.
  2. Little mistake. We have to reset flag 10 prior to rerolling; otherwise, if the same number is generated twice, the switched condition will not activate because flag 10 didn't "switch" but remained the same. Fixed the pseudo trigger in the previous post.
  3. First set up a radio item, on flag 1, to spawn a fighter. When flag 1 is activated by the player, set another flag to a random value 3 SWITCHED CONDITION (player activates radio item on flag 1, NO EVENT) === FLAG IS TRUE (1) === SET FLAG RANDOM VALUE (10,1,5) Each value corresponds to a group like so- 3 SWITCHED CONDITION (activate fighter group 1, NO EVENT) === FLAG EQUALS (10, 1) FLAG IS FALSE (101) === GROUP ACTIVATE (fighter group 1) FLAG OFF (10) FLAG ON (101) Then a check to see if the group has already spawned and re-roll the RNG if so 3 SWITCHED CONDITION (fighter group 1 already spawned) ===== FLAG EQUALS (10, 1) FLAG IS TRUE (101) ===== FLAG OFF (10) SET FLAG RANDOM VALUE (10, 1, 5) Lastly, a trigger to remove the radio item once all five groups are activated 1 ONCE (fighters down, NO EVENT) === FLAG IS TRUE (101) FLAG IS TRUE (102) FLAG IS TRUE (103) FLAG IS TRUE (104) FLAG IS TRUE (105) === MESSAGE TO ALL ('All fighter groups have been spawned', 10) RADIO ITEM REMOVE ('Activate fighters')
  4. You should be able to edit labels.lua in order to produce the desired character at the desired distance. Should be in DCS game directory/config/view if memory serves.
  5. MGRS/UTM coordinates can be any between 2 and 10 digits depending on the level of precision required. The computer should format automatically (i.e. entering LN162243 should produce LN1620024300) A 10 digit grid gets you within 1 meter, 8 digit within 10 meters, 6 digit within 100 meters and so on. Remember when in mountainous regions (such as the one in mission 3, if I'm remembering correctly) there's a very good chance that the point you actually should be looking at will be masked by terrain when you first put the sensors on it.
  6. It's under options, called BDA reports or something along those lines.
  7. Hi rephiled, in the gameplay options for DCS you should be able to set avionics language to English. In the special options for the KA-50 you should be able to select English cockpit gauges and buttons.
  8. If naming & saving is off the table you could open the .miz in the CombatFlite app. That would bypass all the ME stuff.
  9. Heatblur will be releasing a Forrestal class carrier for the F-14.
  10. There is no native ability to fly with an AI lead in that sense. The closest approximation would be to create a separate, 3-ship flight consisting of the lead and other two wingmen. All dialogue and behavior pertaining to the flight would need to be manually scripted...possible, but definitely time consuming. Probably depends on your level of commitment to the project. Good luck!
  11. Click the plane icon on the left side of the screen, then select "Russia" from the country drop down and the desired airframe from the type menu.
  12. The full file path should be: c:/users/YOURUSERNAME/Saved Games/DCS/Missions for the stable release or c:/users/YOURUSERNAME/Saved Games/DCS.openbeta/Missions for the Open Beta. You will find those missions in-game by clicking on "Missions" in the main menu, followed by "My Missions" to view the files in that directory.
  13. Unzip the file. DCS will only detect .miz
  14. Hi Phantom - As noted, you'll find the F-15C in the USAF Aggressors country. To assign this country to a coalition, hit "file" then "new" then select the country and click the colored arrow to send them to a coalition. If you've already started building your mission, Grimes and Uboats' coalition update mod will allow you to change this, then save and re-open the mission and continue normally. You can find the mod HERE
  15. New modules do not use Starforce Keys. ED are in the process of transferring older modules to their new keyless DRM. No more Starforce. :thumbup:
  16. It can't, because track files/object states etc. don't interact with the triggers. Also, .trk are just recordings of your control inputs so the whole file has to run in order to reach the same point (and indeed with the element of randomness to countermeasure susceptibility there's no guarantee the same thing will happen twice. But tracks are a whole other conversation...) Hypothetically, let's say your mission involves attacking an enemy base. When the enemy base is attacked, a late activated flight of fighters scrambles. On the way home, you are tasked with destroying a convoy. You complete the airfield attack and destroy the enemy fighters, but have to exit before engaging the convoy. Since there is no way to automatically remove triggers from the mission once they activate, the entire trigger set is reinitialized when you load the new .miz; this is the biggest obstacle with a saved game as DCS is written now, and would lead to some wacky behavior in the example above: The damage at the airfield persists. All units there are destroyed. The late activated group is triggered based on destroyed objects. Since they do not exist until spawned, a save state will not catch that these units were destroyed as they don't technically exist at mission start. Since the airbase objects are still destroyed, the bandits re-activate and scramble immediately on mission start. You will receive overlapping messages about damage states etc., the convoy being sighted, etc. because all prior trigger conditions will be met immediately when the mission starts. If there were triggers that happened as you left the carrier they'd happen as you RTB'd instead, etc. etc. It would likely require a huge effort to implement some sort of meaningful function of this type into the sim. As a person with a 9-month old baby myself, I do truly empathize, but I wouldn't count on this making it in any time soon unfortunately.
  17. Set the waypoint type for WP0 to "takeoff from ramp." After placing your flight, you will see "UNIT 1 of 1" on the right side screen in the group menu. Change that "of 2" to add a wingman to your flight. Do the same for your pair of Tomcats.
  18. Here you go. Just swap in (or add) the A-4E. https://forums.eagle.ru/showpost.php?p=3355901&postcount=9 Static and moving ground/naval targets Helos, medium altitutde, and high altitude aerial drone targets You may use the radio menu to activate a JTAC to lase targets for you. The option is in F10. Other
  19. Why limit yourself to one? :) If you're taking requests...something along the lines of a compound where you need to thin out some basic perimeter defenses with guns and rockets then insert troops to secure the area would be nifty.
  20. Damn dude you're popping these out faster than I can play them. :lol: Keep up the great work!
  21. Neat, but it never touched the suite of A-10 we have simulated so it's unlikely to make it's way into DCS.
  22. Yes, there seems to be an issue with CA control of ships introduced with 2.5.4. MP Clients are unable to issue any type of command through the in-game interface; I have not tested in single player but I gather that's where you're having the same problem?
  23. I have also encountered this, and it seems to be specific to multiplayer
  24. Try doing a search (there should be a place to type when you hit the windows key) for *.miz That will find any .miz files on your PC and tell you where they are.
  25. Each SAM system's equipment must be part of the same group.
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