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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. In the "Fighter Sweep" task, I have one default loadout - 6xAIM-9M, 2xAIM-7M, which was obviously from the initial release period and doesn't do a whole lot of good. It is possible you deleted this loadout in which case it would not be restored. I'd advise taking 10 seconds and creating your desired loadout, one time, which will be saved in your DCS installation forever. You've already spent way more time complaining about it and trying to fix the perceived problem than it would have taken to do that in the first place. ;) If it is -not- saving your loadout across sessions after you create a new one, there is some other problem and I can only suggest uninstalling and reinstalling the module via the in-game module manager.
  2. Hi Darcaem. Set a flag when the desired condition becomes true. (UNIT DEAD (player), UNIT INSIDE ZONE (player, wherever) Use this flag as a STOP CONDITION for the bandits' CAP tasking in Advanced Waypoint Actions. In the Triggered Actions tab for the bandits add Perform Command -> Go to waypoint and select their RTB waypoint. Create a second trigger, once the flag is true (or incorporate it into the first trigger) and use AI TASK PUSH to send the bandits back to base.
  3. There are detailed instructions in the first post of this thread. Enjoy. :)
  4. Yep, you can have helicopters haul cargo with both CTLD and vanilla DCS. For CTLD, it's configured in the CTLD.lua file with a few easy options that will be apparent when you open it (use Notepad++ or a similar programming text editor); for vanilla choose an object in the "cargos" category of statics and then select it I. game via the F6. menu if memory serves.
  5. The Tor in DCS is already capable of engaging missiles, as are the Tunguska and most SAM-equipped warships.
  6. By "high unit counts" we're talking hundreds/thousands. Unless you're doing full map scale multiplayer you shouldn't really feel it either way.
  7. Visit the fabulous Murage and Planet Dollymood on the strip. ;)
  8. We are no longer allowed to directly post military documents on these forums, but if one were to search for a joint publication about close air support, one would find a lot of excellent information on the subject in the public domain.
  9. Hi ScopeDope. You'll need to write some .lua in order to make this situation happen. What you're looking for is called an event handler, which will detect the "hit" event every time. HitHandler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_HIT then trigger.action.setUserFlag('86', true) end You can then create a standard GUI trigger looking for flag 86 to become true, indicating either you or the bandit has been hit. 3 SWITCHED CONDITION (Knock it off, NO EVENT) ============ FLAG IS TRUE (86) FLAG IS FALSE (87) ============ MESSAGE TO ALL ('Knock it off, knock it off, return to your hold points.', 10) AI TASK PUSH (*Bandit ROE =weapon hold*) AI TASK PUSH (*Bandit REACTION TO THREAT = NONE*) AI TASK PUSH (*Bandit go to hold point containing an orbit in advanced waypoint actions, with flag 1 as a stop condition*) FLAG OFF (86) FLAG ON (87) RADIO ITEM ADD ('Fight's On', 1) To re-engage- 3 SWITCHED CONDITION (Fight's on, NO EVENT) ================ FLAG IS TRUE (1) ================ AI TASK PUSH (*bandit ROE weapon free*) AI TASK PUSH (*bandit REACTION TO THREAT = EVADE FIRE*) AI TASK PUSH (*bandit CAP*) **note- in your CAP triggered action, check the "stop condition" box and set the stop condition to IS USER FLAG 86 true; this will discontinue the cap tasking on it** RADIO ITEM REMOVE (Fight's On) FLAG OFF (86) FLAG OFF (87) FLAG OFF (1) Add the event handler via a DO SCRIPT trigger at mission start, then after a second call the event handler using a second DO SCRIPT. ***EDIT*** Realized after consideration this could add multiple instances of the radio trigger for multiple hits. Adding a second flag check (FL87) should prevent this. A duplicate FLAG OFF(86) was also added to the "fight's on" trigger to cover accidental hits after "knock it off."
  10. If possible please take a few screenshots or a video illustrating the issue, I'm not 100% clear on what you're saying. There should be a handful of default loadouts so it is possible something is missing or corrupted. If you create a new custom loadout is it saved?
  11. You must be making physical contact with the FARP in order to rearm at it. Also, please post questions of this nature in "Mission Editor Discussion and Questions." This forum is intended for sharing missions.
  12. On the CDU, press the key along the bottom row of the screen labeled "OSET" Type "BU" into the scratch pad and "BULLSEYE" should auto-complete Press the OSB key that corresponds with your currently selected steerpoint name to select the "bullseye" waypoint as the offset point. Type "03832" into the CDU scratch pad Press the OSB key that corresponds with "MH/DIST" on the CDU Press the OSB key that corresponds with "?<number>" on the CDU to create a new steerpoint Select your new steerpoint for a direct route to the bullseye offset position
  13. Hi HB, thanks for the kind words. Did you install the mods into your saved games/dcs.version directory as opposed to the core game installation folder? Be sure also there are no duplicate items in the core game folder as this will cause them to present as missing. When you try to open or join the .miz it should tell you which object packs are missing. Logistics for helos are my usual "command center" bunker structure with antennas located at the west end of Khasab runway 01 and marked as WP1 in your Garmin/kneeboard. The Delta team is manually scripted so don't worry about them, but grab any extra troops or crates desired from there.
  14. Operation Lead Sky A fully-voiced cooperative multiplayer mission over Southeastern Iran featuring strike, transport, SAR and anti-ship tasking with an optional CAP component.
  15. NOTE: THIS MISSION IS INTENDED TO BE RUN WITH A COORDINATED START TIME BY A GROUP. IT IS NOT INTENDED TO BE LEFT RUNNING ON A SERVER INDEFINITELY AT LEAST ONE ROTARY TRANSPORT (UH-1H or Mi-8MTV2) PILOT IS REQUIRED TO COMPLETE THIS MISSION CAP TASKING WILL OCCUR UPON ENTERING A SLOT LABELED "CAP." DO NOT ENGAGE UNLESS IRANIAN AIRCRAFT TAKE HOSTILE ACTION. MULTIROLE AIRCRAFT SUCH AS THE F/A-18C OR M-2000C MAY BE FLOWN AS STRIKE ONLY AIRCRAFT IF DESIRED (CHOOSE A NON-CAP SLOT) THIS OP MAY BE FLOWN AS STRIKE AND ROTARY ONLY, BUT FIGHTER AND SEAD/ANTI-SHIP CAPABLE AIRCRAFT ARE RECOMMENDED FOR THE FULL EXPERIENCE (AND TO COMPLETE THE MISSION EASILY) A COORDINATED EFFORT IS RECOMMENDED FOR ATTACKING THE COMPLEX. THINGS WILL HEAT UP QUICKLY ONCE IRANIAN AIRSPACE IS BREACHED ADDITIONAL AIRFRAMES MAY BE ADDED FOR STRIKE AS DESIRED. CAP AIRFRAMES MUST USE EXISTING SLOTS LABELED "CAP" DUE TO SCRIPTING, BUT A/C TYPE MAY BE FREELY CHANGED. SAR HELOS MUST USE UH-1H/MI-8 SLOTS BUT A/C TYPE MAY BE FREELY CHANGED MISSION BRIEF: Yesterday afternoon, a UN inspection team in Iran went dark after reporting their arrival at what had been previously believed to be nuclear power plant construction site. The team's final communication indicated that something seemed off at the site; a significantly higher presence of military vehicles and personnel was encountered both inside the facility grounds and in the nearby city of Minab than had been experienced at other inspection sites. Shortly after entering the facility, the team's satellite phone went offline and no further communications have been received. We can only assume the worst. In light of the team's disappearance and Iran's refusal to respond to UN inquiries on the subject, a limited military response has been greenlit to ascertain the whereabouts of the inspection team and, should it be discovered that facility is intended for use in enriching weapons-grade material, to destroy it. Iranian authorities have warned that any incursions into their territorial airspace or waterways will be viewed as a hostile action and responded to with military force. As of this time, UN forces at Al Minhad Airbase in the UAE are being prepared for launch. Oman has granted coalition helos stationed at RAFO Thumrait use of a section of Khasab in prepation for this operation. A US carrier group is also approaching the region from the Arabian Sea. RECOMMENDED UNIVERSRADIO COMMS FREQUENCIES: COMMON CHANNELS ATC: 134.00 MHZ PACKAGE COMMS: 124.000 MHz JTAC/GROUND COMMAND: 289.000 MHz AI AWACS/COMMON CAP: 251.000MHz COMMON ROTARY: 30.000MHz FM NAVAL VESSELS: 127.500MHz FIXED WING F-15C Flights: 252.000 MHz F/A-18C Flights : 263.000 MHz M-2000C Flights : 253.000MHz (Radio 1 Ch3) F-5E3 Flights: 254.000MHz A-10C Flights: 255.000 MHz; 33.000MHz FM if contact is required with a human JTAC on 289.000MHz AJS-37 Flights : 256.000 MHz (USE EXTERNAL RADIO) Su-25A/T Flights: 225.05 (Radio 1 Ch2; Radio 1 Ch1 is used for JTAC) AV-8B Flights: 258.000 MHz ROTARY UH-1H Flights: 260.000 MHz SA-342 Flights: 261.000MHz Mi-8 Flights: 262.000MHz (ch. 1 package comms, ch. 2 common CAP, ch. 3 ground command, ch. 4 flight. one member of the flight should monitor package comms) KA-50 Flights: Shortwave TASKING: Our objective today is twofold. First, we must ascertain the true nature of the facility in ER10. Second, we must locate and extract any surviving members of the UN inspection team. Should the Iranian facility prove to be an illegal site for enriching Uranium, it must be destroyed before it can become operational. ************WEATHER************* Heavy thunderstorms are rolling through the area and are expected to continue for the next several hours. METAR OMDM 180200Z 32008KT TS +RA OVC086 M18 A2835 RMK SLP0960 TSB03 ***********FLIGHT TASKING************* ======================================= TRANSPORT FLIGHTS (PEDRO AND COWBOY) ======================================= Delta teams have boarded your transports and are ready to depart for the AO. Load any additional troops and cargo necessary, then proceed to the Iranian facility in ER10. Once the perimeter is secure, insert a Delta team to secure the interior of the facility and determine the nature of the work occuring there. Deltas will also attempt to ascertain the whereabouts of the missing inspection team. Once the facility is clear, extract the Delta team and any other friendly forces and exfiltrate. Should the inspeciton team's whereabouts be discovered, insert a Delta team to attempt a rescue. ======================================= ROTARY ATTACK FLIGHTS (SHARK, SHOOTER) ======================================= Provide escort for TRANSPORT flights as they cross the Strait of Hormuz and approach the Iranian facility ====================================================== ATTACK FLIGHTS (WOLF, HAWG, VENOM, ROOK, TIGER, CHEVY 2) ====================================================== Neutralize Iranian defenses at the facility in ER10. Once the area is secure, remain on station and provide Close Air Support for TRANSPORT flights and DELTA teams. =========================== ANTI-SHIP (WEASEL, THUNDER) =========================== Engage any Iranian vessels that attack friendly assets or attempt to approach the carrier group. Prevent any Iranian reinforcements from reaching the harbor at DQ98. ======================== CAP (COLT, STING, CHEVY 1) ======================== Establish BARCAP in EQ07. You are cleared to engage any Iranian aircraft which threaten the carrier group or coalition forces. Significant air defenses are expected in grid DR, keep flight activity South of this location. *******FLIGHT PLANS******** =========== TRANSPORT =========== WP 1: Khasab Logistics WP 2: Iranian facility WP 3: Bullseye ============== ROTARY ATTACK ============== WP 1: Khasab Logistics WP 2: Iranian Facility WP 3: Bullseye ====== ATTACK ====== WP 1: Tanker tracks WP 2: Iranian Facility WP 3: Bullseye WP 4: Landing (M-2000C) === CAP === WP 1: Tanker tracks WP 2: Iranian facility WP 3: Bullseye WP 4: Landing (M-2000C) ********FRIENDLY FORCES********* NOTE: Texaco 1 and Shell 1 will launch at mission start. All additional friendly assets must be launched through the F10. Other radio menu! ====== AWACS ====== Overlord - E2D - 251.000MHz (ACTIVATE WITH F10 MENU) ======== TANKERS ======== Texaco 1 - KC-135 - 251.000MHz FL140 - 26Y Texaco 2 - KC-135 - 251.000MHz (ACTIVATE WITH F10 MENU) FL140 - 28Y Shell 1 -KC-130 - 251.000MHz FL160 - 62Y Shell 2 -KC-130 - 251.0000MHz (ACTIVATE WITH F10 MENU) FL160 - 68Y Arco 1 - S-3B - 251.000MHz (ACTIVATE WITH F10 MENU) FL065 - 17Y Arco 2 - S-3B - 251.000MHz (ACTIVATE WITH F10 MENU) FL055 - 19Y 384 - IL-78M - 251.0000MHz (ACTIVATE WITH F10 MENU) FL260 ============= NAVAL ASSETS ============= CVN74 USS John C Stennis 127.500AM, 79X, ILS CH.10 LHA1 USS Tarawa 127.500AM, 72X, ILS CH.8 DDG96 USS Bainbridge DDG91 USS Pinckney DDG67 USS Cole FFG7 USS Oliver Hazzard Perry TAPIR Landing Ship (TRANSPORT pilots may move this ship into the strait for a mobile refueling platform and MASH) **************THREAT**************** RADAR emissions from HAWK and SA-10 sites have been detected in the vicinity of Bandar Abbas. UN Inspectors reported a significant military presence near the Iranian facility including numerous personnel and armored vehicles Several military facilities are in the immediate vicinity of the AO. RADAR emissions from an Iranian frigate have been detected in the harbor near the facility in grid DQ98. J-7 (MiG-21) , Su-24, F-4, F-5, and MiG-29 type aircraft have been detected in Iranian airspace. **************MODS INFO***************** Two versions of this mission are included, one which includes user-created objects and one which has been simplified for persons unwilling or unable to install additional units. The following mod packages are required for the standard version: Gun and Patrol Boats by WW2 ADC ***this mod has been removed from the ED forums. Please use the "NOMODS" version if you do not already have these units*** Tapir Landing Ship by Automod Civil Aircraft Mod by cdpKobra, popChar, and seth0s Harrier Field Ops Mod (unit pack only, FARP mod not required) by BFVG This mission uses MiST, CSAR, and CTLD. Special thanks to Ciribob, Speed, and Grimes for their amazing scripting work! This mission uses a modified version of P. Arnold's Realistic Persian Gulf SAM and Infrastructure Template *************DOWNLOADS**************** Download the standard version HERE Download the NOMODS version HERE ************CHANGELOG***************** 11-18-18 - v1.0 change 1
  16. Essah sums it up nicely. +1 to all of that.
  17. Just include both versions in a single post. :thumbup: And thanks for sharing!
  18. Ensure easy communication is set to off and that you are pressing the correct comm switch on the in-game HOTAS.
  19. Like, they're never all the way dead, or they never take damage at all? If the latter, this is a bug and should be reported. If the former, create a trigger to detect damage and then either destroy the aircraft using an explosion or simply use a damage check to determine if the mission has been accomplished. To destroy them: 1 ONCE (explode Parked AC 1, NO EVENT) --------- UNIT DAMAGED (Parked AC 1) --------- EXPLODE UNIT (Parked AC 1, 200) If instead you just want to consider the objective accomplished: 1 ONCE (Parked AC 1/2/etc. damaged, NO EVENT) -------- UNIT DAMAGED (Parked AC 1) UNIT DAMAGED (Parked AC 2) UNIT DAMAGED (Parked AC 3) -------- MESSAGE TO ALL ('Parked aircraft have been destroyed!', 10)
  20. Click "new" and name and create your own loadout
  21. Hi Chopper. It's best to update and bump your original post so that people don't accidentally grab the wrong thing months (or years) later. :thumbup: I'd recommend asking a moderator such as BigNewy or NineLine to delete your old post.
  22. You can also just change that in the in-game options menu.
  23. There was a "DEACTIVATE STATIC" trigger in for a while, tho8gh it didn't do anything, so I believe the feature is planned but not implemented. You could try object.Destroy :dunno:
  24. Hmmm...might be able to work something out using flags, that is a bummer though. Could have sworn there was.
  25. A flag is a variable that represents either a boolean (true/false) or numeric value. There can be any number of flags from 1-99999 in your mission. All flags have a default value of 0, or false. Any value greater than 1 is true. Flags can also be used as a counter and incremented or decremented by a trigger. As an example, let's say once your group enters a zone, they deactivate and in that event you do not wish them to be considered "dead." You would need two triggers. First, set a flag when they enter the "safe" zone. Then, check for their status and display a message only if that flag is false. So: 1 ONCE (MyGroup safe, NO EVENT) _______ PART OF GROUP IN ZONE (MyGroup, safezone) _______ FLAG ON (1) GROUP DEACTIVATE (MyGroup) ======================== 1 ONCE (MyGroup killed, NO EVENT) _______ GROUP DEAD (MyGroup) FLAG IS FALSE (1) _______ MESSAGE TO ALL ('MyGroup destroyed', 10) The message is only displayed if the group is destroyed before reaching the safe zone. Spend a little time experimenting and it will become clear and open up another level of possibilities with regard to mission design.
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