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Everything posted by feefifofum
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Downloaded. I'll look into it, thanks.
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Does Radio Transmission trigger not work in Multiplayer?
feefifofum replied to ScopeDope's topic in Mission Editor
What did you use to schedule the loop? -
Trigger "GROUP DEAD" and "GROUP DEACTIVATE".
feefifofum replied to Padonis's topic in Mission Editor
GROUP DEAD detects if a group has been destroyed either by a unit or by despawning them through the scripting engine. GROUP DEACTIVATE is an action which destroys the group on the scripting environment and removes them from the game world without an explosion. So, when you deactivate a group it will trigger the group dead check because they no longer exist. If you want to avoid triggering something when the group is removed via DEACTIVATE GROUP, set a flag prior to deactivating them and incorporate that flag into your GROUP DEAD check. -
Hey draconus, thanks for the report. Are you able to provide ACMIs or tracks of either mission by any chance? Re: M03 once the VO indicates they are bugging out a trigger should force their ROE to weapon hold, very odd that they continued to drop bombs, even more so that only one of the pair did. I actually just ran this mission myself about two weeks ago with no apparent issue but I'll double check my ACMI. Re: M06 I'll double check that the AWACS is set to invisible. They should bomb Kutaisi if left alive but not go after the US assets. Did you order your wingman to engage bandits? The VO suggests it but you must give the order yourself. As far as the CFIT goes, there's not a whole lot of control we have once the AI are given an attack task which they are at that point. I'll also double check that the callsigns match the briefing...most missions were built on a template from the previous one, as the front lines of the ground war move throughout the campaign even though they only serve as eye candy, so it is entirely possible I forgot to update a callsign.
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I think you can find them in GROUP DEACTIVATE? Pretty sure I've done this in the past with vehicles without scripts. If not running Object.getByName('whatever'):destroy in a DO SCRIPT container should do the trick.
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Because they are uncontrolled, the invisible property does not take effect until they receive the start command which runs their advanced waypoint actions for WP0...your best bet is to use static objects instead. If you need them to activate eventually, change the AI flight to late activation then deactivate the static group, and activate the AI...you might see a slight shimmer but it should be pretty discreet.
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Does Radio Transmission trigger not work in Multiplayer?
feefifofum replied to ScopeDope's topic in Mission Editor
Yes and no...it will work, but the client must be in the server at the time the transmission initially starts so you'll run into problems with a looping message like ATIS. -
That's everything you need to know for what you're trying to do. Download the file HERE (right click, save as) and follow the instructions in that post. :thumbup: It's one of those things that looks scary if you try to understand everything at once, but Grimes & Speed have really done all the heavy lifting already and you just need to run a few simple lines of code for most situations, most of which is very well documented in the wiki.
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Seems like you haven't done a lot of research into how any of this works. I'd advise browsing the manual or watching a tutorial series on youtube. SUNTSAG and Ranger79 have both done quite a few videos going into detail. :thumbup: Click the trigger zone button, then click the map to place a trigger zone and type in the desired radius and name. Add a second condition checking for the player in the trigger zone. 1 ONCE (group 2 activate) ======= UNIT INSIDE ZONE (whomever, wherever) GROUP DEAD (group 1) ======= GROUP ACTIVATE (group 2)
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Really no need to dive into lua land for this unless you really want to. Check the box labeled "late activation" on your second group and create the following trigger in the regular ME trigger menu: 1 ONCE (second group, NO EVENT) ========= GROUP DEAD (group 1) ========= GROUP ACTIVATE (group 2)
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Help needed - mission after action report screen disappeared
feefifofum replied to BillyBoyFloyd's topic in General Bugs
Here's a guide https://forums.eagle.ru/showthread.php?t=114030 -
Here ya go: Smarter SAM.miz
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You have to add something to triggered actions first or there are, as you may have put together now, no actions to trigger. ;)
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Assuming by "SA" group you mean some type of SAM system, you can switch their alarm state & ROE via triggered actions and an AI TASK PUSH trigger which will cause them to shut down when a player leaves the zone.
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Try connecting directly via IP.
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No, but if the water is shallow enough the convoy will bypass the bridge. As a workaround, you can check if the bridge is dead then issue a GROUP STOP command to the convoy. EDIT: Like so- mist.flagFunc.mapobjs_dead_zones{ zones = {'bridge'}, flag = 86 } Place a trigger zone over the bridge called "bridge." Download MiST and add it at mission start via a DO SCRIPT FILE trigger, then run that line of code using a DO SCRIPT container and flag 86 will become true once the bridge is destroyed. You can then use the native GUI to complete the effect - 1 ONCE (Bridge destroyed, NO EVENT) ==== FLAG IS TRUE (86) ==== GROUP STOP (Convoy) With GROUP STOP, the convoy will still engage hostiles that approach them, but will no longer continue their route.
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Something with autolase, obviously. :lol: Hold the nose wheel steering button to manually fire the laser, or turn on latch in the AG control page to use it as an on/off toggle. No way to know what your problem might be without seeing what you're doing.
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It should but it will also fire if the engine shuts down due to damage...maybe have the event handler toggle a flag and mate that with a check that the helo is actually at home plate.
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Yes. You should be able to specify the type of mark he uses with the FAC- Assign group waypoint action. You must also use a unit capable of lasing (for example an unarmed humvee) and ensure he has a clear line or sight to the target
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Place a unit capable of lasing (the unarmed humvee is one example) in the mission editor. Select the unit and observe the menu that appears on the right side of the screen. In the Advanced Waypoint Actions, click add. Another menu will appear. Select "perform task" and "FAC - Assign group." A submenu will appear below that will allow you to select a callsign, radio frequency, mark type, and target group. If multiple assign group tasks are added, they will be assigned in the order they were added. I'm not sitting at the PC right now so some of the verbiage might be a touch off but that's the general idea. :thumbup:
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Mission 8, small issue with the "little friends"
feefifofum replied to Eviscerador's topic in Bugs and Problems
:lol: That's new...they definitely used to leave! We'll send them packing for the next update. Thanks for the report! -
Responded in your other thread as well...I just tested Mission 1 and heard the briefing from the CO as expected. I didn't fly the whole thing but I didn't appear to be having any issues. :dunno: Left some suggestions in your other thread.
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Missions not progressing
feefifofum replied to Gatchaman's topic in A-10C Operation Piercing Fury Campaign
I just launched the first mission and received the brief as expected. Try deleting the "A-10C Piercing Fury" directory from DCS World/Mods/Campaigns and then running a repair. This will re-download all the campaign files so you can ensure you have the most current version. -
There seems to be a bug at the moment where AAA specifically will not fire with a cloud density higher than 8.
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Slammer is a colloquialism for the AIM-120. Yes, you should be able to equip the Hornet with up to 10 AMRAAMs; they have been available for a couple of months now. Many servers restrict the usage of the AIM-120 so if you're playing public multiplayer that may he the issue. If you are unable to load the AMRAAM in a single player environment, try running a DCS repair and ensure you have updated.