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Everything posted by feefifofum
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Operation New Detente - Teaser Mission 1- Gazelle
feefifofum replied to SUNTSAG's topic in User Created Missions General
Hey SUNTSAG, I know it sometimes feels like you're playing to an empty room, but don't let that discourage you too much...even though you only get one or two (if that many) people who show up to say thanks, it doesn't necessarily indicate a lack of interest. :thumbup: I see my missions running on MP servers even through in some cases the threads just look like me talking to myself...it's safe to say yours are out there being appreciated, a lot of people just aren't vocal about it. -
The level of the audio file in question has been adjusted. An updated mission will be included in the next patch. :thumbup:
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All reported issues have been addressed and will be submitted to ED for the next patch. :thumbup:
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If sufficiently wounded the AI automatically divert to the nearest friendly airbase. This behavior is hard coded...in order to make the failure more apparent I'll add a trigger that ensures the Yak goes down if damaged.
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I know what you meant. Like I said, agree to disagree...all I can say is with my process the times I've gone to the trouble of recording, processing and adding a VO to a triggered action and then not used it is exactly zero. :lol: In any case, ED has not had any issue with unofficial mods of this nature in the past. If you were to try to charge there may be a problem without their consent, but CombatFlite already offers the ability to auto-generate kneeboards, briefings, and make other modifications to .miz files (including programming them exclusively in the CombatFlite app) and ED has not intervened. You can PM NineLine if you feel the need to ask the team directly and he'll pass it up the chain.
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Or double click on the group to hide/unhide it.
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Q: Where is this function to find unused/disabled trigger actions? Would love to use that, but cannot find it A: This happens automatically. Create a trigger with a name, type, and conditions but no action. Close the trigger menu. Re-open the trigger menu and you'll find the erroneous trigger has been deleted RE: logic tree...we'll have to agree to disagree that it is possible to easily organize these. :lol: Almost every mission in TGW involves branching dialogues and outcomes. I just note flag numbers in the name of the trigger itself, and further subdivide sections with garbage triggers to create visual markers 1 ONCE (===========PLAYER RTB MESSAGES==========, NO EVENT) 1 ONCE (RTB Kutaisi Bombed FL861, NO EVENT) 1 ONCE (RTB Kut Bombed MSG 2, NO EVENT) 1 ONCE (RTB Kut Bombed MSG 3, NO EVENT) etc. 1 ONCE (RTB Kutaisi Defended FL862, NO EVENT) 1 ONCE (RTB Kut Safe MSG 2, NO EVENT) etc. I can simply look back at the previous, well notated section and quickly see which flags were set when each of the conditions were met, build in exclusivity in dialogue trees, etc. RE: VOs You have no way of knowing which texts are associated with which VO files, outside of a radio transmission where they are already in the same place. Speech to text is spotty at best, especially considering you'll be dealing with heavily processed files altered to sound like radio transmissions in most cases. What if you play sound effects as many people do rather than individual voiceover files? Either your tool sends a bunch of false hits because every message is associated with the same .wav or .ogg file, or it simply points to a trigger that already contains a SOUND TO and MESSAGE TO function in the same place...which you can do by clicking the trigger in the ME already. RE: re-ordering hierarchies I can think of as many times where this would shoot you in the foot as times it would help. I did misunderstand what you were saying, but I still personally don't feel any need to re-order tasks added to triggered actions, as they are triggered manually and easily labeled. As far advanced waypoint actions, re-ordering those is easily done with the UP/DOWN button to affect task priorities :dunno: RE: Briefing images there is an arrow icon next to each image that will allow you to reorder them as desired. Q: HOW? I'd love to know how to do that. I usually have to double click manually through all of the groups. How can I do that with just a couple clicks for all the items shown in the unit list? A: For all the groups, no, but you can filter by unit type and coalition so that only red planes that are not already hidden are shown, or all red vehicle groups containing an MBT T-72, for example. As DCS missions do not support millions of units, this is a reasonably fast approach. Q: You mean by scrolling down (again manually) through the extensive list and look for Status column to show HIDDEN or not? A: Click that column that says HIDDEN to sort groups by whether or not they are hidden Q: check for/fix hidden state of trigger zones - Already possible in trigger zone list - Again manually? A: There is a "HIDE ALL" and "SHOW ALL" button in the trigger zone list. If these are things that you feel are major quality of life improvements by all means invest the time, and thanks for your efforts, but to me none of the points you address are particularly grating.
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find/remove unreferenced audio files - this is a default behavior find/remove unreferenced/disabled trigger actions - this is a default behavior find logical issues with triggers/flags (e.g. triggers which will never be true) triggers are often more complex than true/false statements. Not sure how you'd accomplish this build/show tree/path of associated triggers/flags - organizing properly while you build the mission will accomplish this find actions which are triggered by different triggers - such as what? again, organizing and labeling solves this allow to go through all VOs by playing them while displaying the corresponding text - text is not generated by the VO file, it is written separately by the mission's author. Generally one would organize these into the same trigger. For radio transmissions, they are already in the same place process visible mission text data through spell checker - this would be helpful, but can be done externally. copy/paste retains formatting process visible mission text data through translator - same as above allow reordering triggered actions - Already possible by default. allow moving triggered actions to other entities - Not sure why you'd want to do this, but you can copy/paste groups and their actions will carry over allow reordering kneeboard images http://www.dcskneeboardbuilder.com/ or numbering the images will accomplish this remove unsupported files from kneeboard - The kneeboard only supports image files. allow to change hidden state of groups matching specific filter criteria - Already possible using filters/sorting in unit list check for/fix hidden state of enemy entities - Already possible in unit list check for/fix hidden state of trigger zones - Already possible in trigger zone list Most of these features already exist...spend a little more time noodling in the ME. :thumbup:
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Too subjective for me to make a call...for your answer, remove the SEARCH THEN ENGAGE tasking entirely and see if they still go after the F-16s; if so, the issue likely stems from REACTION TO THREAT; if not, there is a problem with the last waypoint stop condition. May also need to investigate whether that means they stop at WP3 or stop once they arrive at WP4.
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I would speculate that this is by design. The tracker appears to limit the ability to expand topics, though it does show some chatter on a few. My guess is that they are limited to developers and official testers in order to keep the clutter to a minimum. It's as important to have a place free of clutter as it is to have a place where you can get community feedback. =DECOY= has done a fantastic job making sure issues get to the ears of the people that need to know about them, provided an easy-to-access tracker that both the community and developers can use to check the status of things, and has openly stated several times to PM him if you feel an issue has been overlooked. For my .02, let the guys breathe a little, this is a big step in the right direction. :thumbup:
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Is the surface Go still a windows OS PC? You should actually be able to install DCS on there. Failing that, check out CombatFlite. It's not exactly what you're asking for but it will export a .miz file you can use later. This has been mentioned as a wishlist item a couple of times as well.
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Also: if using toe brakes on pedals, most need to have the axis inverted.
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Understanding ME : victory conditions (scoring)
feefifofum replied to CougarFFW04's topic in Mission Editor
Here ya go. https://wiki.hoggitworld.com/view/MIST_Mapobjs_dead_zones -
Thanks, I'll look into their flight path and see if tweaking some altitudes can help avoid the issue. Due to the secretive nature of their mission though flying NOE is a bit of a necessity if this is the op I think it is. :)
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Ordered B-A they will not break their orbit unless directly threatened; ordered A-B they will break their orbit to attack the target if it is detected. The stop waypoint should prevent executing the specific engage tasking, but they will still attack a unit that poses a direct threat. By default REACTION TO THREAT is set to ALLOW ABORT MISSION. Adjusting this option can further affect behavior in a number of ways. Experimenting with ROE and REACTION TO THREAT should produce the desired result.
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Understanding ME : engaging moving area ?
feefifofum replied to CougarFFW04's topic in Mission Editor
There is but not in a context that would allow you to dictate engagement behaviors on a basis that wasn't per-group/unit... A combination of UNIT INSIDE MOVING ZONE, ROE: ONLY DESIGNATED, AND SEARCH THEN ENGAGE UNIT would work but it would require a set of complex triggers and flag toggles for every unit you wanted to be involved in the process. -
Understanding ME : engaging moving area ?
feefifofum replied to CougarFFW04's topic in Mission Editor
I see what you're saying now. I don't believe there is a feature that specifically does that and a script would be pretty work intensive...to my thinking, the best way to go about it would be to start with all planes set to WEAPON HOLD and build a table of all red a/c and blue a/c in the area, then compare the positions of each a/c to each a/c on the opposite coalition. If a hostile aircraft was within X distance, you could flip the ROE to WEAPON FREE and they should engage. Steggles' EWR script would probably be a good place to start to see how to get the BRA from unit A to unit B. -
Downloaded, thanks for the report. No issues with his wingman though? No time acceleration? I remember you specifically having issues with this in the past.
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I remember it having a noticeable effect in the DCS 1.2 days, for sure. Probably worth reporting.
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Understanding ME : engaging moving area ?
feefifofum replied to CougarFFW04's topic in Mission Editor
Dude I know you love .lua but look in the GUI for Christ's sake. :lol: Under advanced waypoint actions for an aircraft with the CAP or CAS you will find SEARCH THEN ENGAGE IN ZONE which does exactly what you're saying. Define the zone radius then drag the center to wherever you want. -
In order to attack a group the ship must have either line of sight or a sensor capable of detecting the group. Here, the Normandy attacks both a tank within LOS with guns and an enemy corvette beyond visual range with anti-ship missiles. Normandy test.miz
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Is there a way to change airfield ownership
feefifofum replied to Capn kamikaze's topic in Mission Editor
The presence of coalition ground units within a certain radius will cause ownership of the airfield to switch. If both coalitions have ground units in the vicinity the airfield is considered contested and will become neutral, which will prevent players from either side from rearming aircraft there. So not directly, but with a few sneakily activated/deactivated groups it can be done. :thumbup: -
High pass filter at 300Hz. Low pass filter at 3.0KHz. Compression to even out the volume. Look up a video on what a compressor is and how it works, that will be easier than my trying to explain it. A little distortion to create the tone of speaking into a headset mic. Not sure if audacity has a plugin built in for this butbIm sure you can find an amplifier simulator for guitar for free somewhere that would do the trick. Adding radio squelch sounds to the beginning and end of the transmission and open channel noise mixed in with the voice will also help make the effect believable. There are plenty of free sound libraries out there containing audio like this.