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Everything posted by feefifofum
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They all play at once because you're telling them all to play at once. This needs to be three separate triggers. FLAG IS TRUE (4) -> push message 1. TIME SINCE FLAG (4, whatever) -> push message 2. TIME SINCE FLAG (4, whatever) -> push message 3
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The accuracy is night and day, and yes it does solve the maverick slew issue in the F/A-18. The button mapping remains identical so no need to rebind anything; you'll just find you're in the axis tune menu deleting curves and deadzones with a big grin on your face. :)
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What is the best way to get weather into MP missions?
feefifofum replied to Cowboy10uk's topic in Mission Editor
You'll find several pre-configured weather situations in a drop down menu at the bottom of the weather page in the ME. Usually I start with one of these and then modify it to my taste. -
F-15C The Georgian War Campaign Feedback
feefifofum replied to baltic_dragon's topic in F-15C The Georgian War
Thanks for the kind words! :thumbup: -
Recieved and installed, 0 issues, works perfectly! Thanks for a quality product. :thumbup:
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Single player or multiplayer? Post your .miz and myself or someone else will take a look. If multiplayer, last I tried trains were still kind of borked in multi but that was quite a while ago now, and they should still work properly for the host.
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The New Soviet Republic - Cooperative Multiplayer
feefifofum replied to feefifofum's topic in User Created Missions General
Noted. Hopefully whatever that is sorts itself out by the time the .miz is due for an update. -
The New Soviet Republic - Cooperative Multiplayer
feefifofum replied to feefifofum's topic in User Created Missions General
That's deeply strange, I haven't even gotten as far as taking off since DCS 2.5 since the issues with scenery removal are still preventing it from being usable (I have checked with latest OB) as the enemy encampment is 100% covered by forest; unit placement still needs some tweaking for the new map as well. Trees removed by a FARP object show properly to MP clients but those removed using the mission editor trigger do not. Until I see the trees gone as a MP client I'm not going to spend too much energy trying to fix/update NSR3 but I do check every time I see something about object removal in the patch notes. :thumbup: -
Trying to destroy buildings in Caucasus???
feefifofum replied to tmansteve's topic in Mission Editor
Rockets are not likely to do enough damage to bring down a large structure, try putting a couple of the biggest bombs you can carry on whatever you're driving and see if it produces the desired result. :) -
It is not an option in the ME, but works in-game in real time provided you have CA. Click the artillery unit. If you have Combined Arms, a GUI will appear at the bottom of the screen next to the unit info. Click "add target", click where you want them to fire, drag the radius slider to the desired size, then click "start fire." They will take about 2 minutes to sight in and open fire. If you don't have CA scripting is your only option.
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Any campaign released in the DCS 1.5 days should still work; the campaign files should be part of the build and the appropriate version should download. :thumbup:
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That one will not; SUNTSAG put together a 2.5 compatible version but it may have been removed in the great Mod Witch Hunt of 2018 wherein about 3 dozen user-created object packs were purged from the forums.
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Any player with combined arms should be able to use the native interface to direct arty to attack a point and define the radius of the fire zone. :thumbup:
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F18 MFD exports now work with a very quick tweak.
feefifofum replied to Cowboy10uk's topic in DCS: F/A-18C
(1) call to viewport handling (1) viewport name is all you need. You can call it "poop" if you want as long as you define the "poop" viewport in your monitor setup .lua ;) dofile(LockOn_Options.common_script_path.."devices_defs.lua") dofile(LockOn_Options.script_path.."Multipurpose_Display_Group/Common/indicator/MDG_materials.lua") opacity_sensitive_materials = { MDG_font_name(MDG_SELF_IDS.HI), MDG_material_name(MDG_SELF_IDS.HI), "MPD_DMC_OUTLINE", "font_MPD_DMC_outline", "font_MPD_DMC_main", } -- Parameters handling functions dofile(LockOn_Options.script_path.."Multipurpose_Display_Group/Common/indicator/InitParams.lua") indicator_type = indicator_types.COMMON -- for test purposes HUD only added purposes = {render_purpose.GENERAL, render_purpose.HUD_ONLY_VIEW} shaderLineParamsUpdatable = true shaderLineDefaultThickness = 0.8 shaderLineDefaultFuzziness = 0.5 shaderLineDrawAsWire = false shaderLineUseSpecularPass = true -- Parameters to customize common symbology properties writeParameter("MDG_init_specifics", LockOn_Options.script_path.."Multipurpose_Display_Group/AMPCD/indicator/AMPCD_specifics.lua") writeParameter("MDG_init_DEFAULT_LEVEL", -- page specific for the indicator, implements indicator border/FOV BasePage = LockOn_Options.script_path.."Multipurpose_Display_Group/Common/indicator/Pages/MPD/MPD_base.lua" -- Cautions/Advisories and MENU label IndicatorSpecificPage = LockOn_Options.script_path.."Multipurpose_Display_Group/Common/indicator/Pages/MPD/CautAdvAndMenuPage.lua" dofile(LockOn_Options.script_path.."Multipurpose_Display_Group/Common/indicator/Pages/MPD/MPD_AdvisoriesDefs.lua") dofile(LockOn_Options.script_path.."Multipurpose_Display_Group/Common/indicator/Common_init.lua") -- for test purposes HUD only added --ViewportHandling dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") ---------------------------------------------------------------------- local w = LockOn_Options.screen.width; local h = LockOn_Options.screen.height; if LockOn_Options.screen.oculus_rift then local ui_x,ui_y,ui_w,ui_h = get_UIMainView() w = ui_w; h = ui_h; end local size = 0.5 * h if size > h then size = h end if size > 0.5 * w then size = 0.5 * w end dedicated_viewport = {0.5 * w - 0.5 * size,h - size,size,size} dedicated_viewport_arcade = dedicated_viewport ---------------------------------------------------------------------- try_find_assigned_viewport("whatever") -
F18 MFD exports now work with a very quick tweak.
feefifofum replied to Cowboy10uk's topic in DCS: F/A-18C
The issue you are having is likely due to repeated calls to viewporthandling and multiple viewport names. At the top you have: dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("F18_AMPCD") Halfway down you have ------------------------ added by Capt Zeen dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("F18_AMPCD") ------------------------------------- end of added by Capt Zeen And at the bottom you have try_find_assigned_viewport("CENTER_MFCD") Basically looks like you used a workaround from before display exports were officially supported, plus ED's official inclusion of exports, plus maybe something you tried to add yourself. -
F18 MFD exports now work with a very quick tweak.
feefifofum replied to Cowboy10uk's topic in DCS: F/A-18C
TEWS init file located at DCS World OpenBeta\Mods\aircraft\FA-18C\Cockpit\Scripts\TEWS\indicator Add the following lines using Notepad++ or other programming-related text editor dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("F18TEWS") Create the F18TEWS viewport in your monitor config .lua at the desired position. NOTE: by default, the lines are not clearly visible in both the cockpit and export. Default settings are fine in the pit, but don't show well on the export screen. Setting line thickness to 7 works well for my export screen, but becomes illegible in the cockpit. This was a non-issue for me as I reference my export screen exclusively for these instruments but just something to keep in mind. AMPCD init file located at DCS World OpenBeta\Mods\aircraft\FA-18C\Cockpit\Scripts\Multipurpose_Display_Group\AMPCD\indicator Add the following lines using Notepad++ dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("F18CENTER") Add the F18CENTER viewport to your monitor config lua at the desired position. IFIE init file found at F:\Games\DCS World OpenBeta\Mods\aircraft\FA-18C\Cockpit\Scripts\IFEI\indicator Add the following lines using Notepad++ dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("F18IFEI") Add the F18IFEI viewport to your monitor config lua at the desired position. -
Negative, no way to change that option in real-time.
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You must add the FAC - Assign Group action to your predator in order for him to designate targets. You will assign a callsign and frequency in that menu, as well as what type of mark he will place on the target. At that point you should be able to go through the motions. One other quick tip, check the box that says "visible" in the assign group menu to make sure your predator always "sees" the target. Set up his orbit directly over the target area to ensure he is able to lase effectively.
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Randomizing unit spawns, am I doing this right?
feefifofum replied to moespeeds's topic in Mission Editor
Yep, just wanted to clarify for moespeeds;. I understand what your intent was with the specific scenario but that appeared to be a general question. -
Correct Baaz; the HIDDEN option will hide the unit in the mission planner and summary of forces in the briefing window. Units will still be visible dependent on the server's F10 map settings; a "hidden" unit visible on the F10 map will have an opaque icon. My personal preference is a combination of hiding all enemy positions and the "fog of war" F10 map settings, which will only show enemy units detected by a friendly.
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Randomizing unit spawns, am I doing this right?
feefifofum replied to moespeeds's topic in Mission Editor
Any value greater than 0 is considered on/true. -
You could probably rig something up in conjunction with Ciribob's simple slot blocker.
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Set a flag when/if your bombers spawn. FLAG ON (1) Check if that flag is true; FLAG IS TRUE (1); if true, include GROUP DEAD (bomber) along with any other criteria for success So 1 ONCE (Mission Complete, NO EVENT) ==== <success criteria> FLAG IS FALSE (1) OR <success criteria> FLAG IS TRUE (1) GROUP DEAD (bomber) ==== SOUND TO GROUP (PlayerGroup, You-are-super-awesome.wav)
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Sounds like this might be your problem.