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Everything posted by feefifofum
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The old payware versions sold directly through Maple Flag, and the even older freeware versions are no longer current and I would expect to run into problems, especially with any trigger relating to altitude as the weather and map has changed quite a bit since DCS 1.x The Maple Flag campaigns that are now for sale through the ED store should be up-to-date and good to go. I second the votes for both Operation Piercing Fury and The Enemy Within. Those are the only two I have experience with.
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Op Wax Wings fully updated for DCS 2.5, including: - reassignment of parking positions to conform with new airfield layouts - inclusion of F/A-18C. Note: CAP tasking will NOT be triggered unless Colt Flight is active. If you want to fly CAP in a Hornet, change the F-15s of Colt into F/A-18Cs! -inclusion of Mi-8 module -Adjustments to AI pathing to conform with new map Original post has been updated with the new version. Enjoy!
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:thumbup:
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I believe Chromium took DAWS down for the time being due to compatibility issues. I had a bunch of issues with other scripts using tables while DAWS was enabled.
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Understanding ME : Uncontrolled / Delayed activation
feefifofum replied to CougarFFW04's topic in Mission Editor
Uncontrolled - aircraft will appear at mission start, on the ramp, cold and dark with no pilot. Upon recieving the command to start either through triggered actions & AI TASK PUSH (or theoretically, per MadDog, by setting a delayed start time for WP0) the aircraft's pilot will spawn in and it will start up and perform its programmed tasking. I have no personal experience with MadDog's method, as I mentioned. Late activation - aircraft will not appear in the mission until a GROUP ACTIVATE trigger is used, at which point the aircraft will spawn in and immediately begin performing its programmed tasking By delaying the start time at WP0, WITHOUT checking either late activation or uncontrolled, the unit will not appear in the mission until the start time, at which point it will be spawned in and immediately perform its programmed tasking. Hope that clears things up a bit. -
Understanding ME : Uncontrolled / Delayed activation
feefifofum replied to CougarFFW04's topic in Mission Editor
Leave all time etc. options alone. Check uncontrolled, do not check late activation. These two methods are mutually exclusive. Perform the start command using AI TASK PUSH in the triggers menu. In your case, if you want him to start 30 seconds after unpausing the .miz: 1 ONCE (Start F5, NO EVENT) ========== TIME MORE (30) ========== AI TASK PUSH (F5, 1. Start) -
Understanding ME : Uncontrolled / Delayed activation
feefifofum replied to CougarFFW04's topic in Mission Editor
I've never tried to delay a startup with an uncontrolled aircraft using the start time for WP0, though if it's not working I'm inclined to think that might be a bug as MadDog is a pretty smart cookie. Failing that, however, there is another way to achieve a visible but delayed start. To start an "uncontrolled" aircraft, go into its triggered actions tab and click add, then select perform command -> start. You can then command the aircraft to start using an AI TASK PUSH trigger, activated by any normal ME condition. -
ROE and Dispersion Under Fire are two different options. Alarm State is also a factor For ground units' ROE: WEAPON FREE - Units will engage any OPFOR they encounter RETURN FIRE - Units will engage OPFOR but only after being fired upon WEAPON HOLD - Units will not engage, even if being fired upon Dispersion Under Fire is a separate option witg an on/off setting with a user-configurable timer for how long the group disperses before resuming their route/original position. You cannot adjust the formation the group disperses to in this menu. Alarm state is another behavior-related option that affects different units in different ways. RED: Infantry will go prone, SAMs will turn their RADAR on, AI reaction time appears increased GREEN: Infantry will continue at a normal pace along their programmed route. SAMs will turn their RADAR off. AUTO: Units will begin with a GREEN alarm state. If hostiles are detected, the alarm state will automatically flip to RED. If you want a group to disperse to a specific pattern, create a custom template then use the GROUP ALIVE LESS THAN or UNIT'S LIFE LESS THAN condition to activate a STOP AND DEPLOY TO TEMPLATE action. I beleve you can still use a GROUP RESUME trigger when you're ready for them to continue along their route.
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Switched condition for AI to report when it takes damage/hits?
feefifofum replied to moespeeds's topic in Mission Editor
As I said, you need to include a LIFE GREATER THAN and LIFE LESS THAN value so that there are mutually exclusive ranges of damage. This will prevent multiple instances of the trigger from filing simultaneously. ======================== 1 ONCE (Unit 1 hit, NO EVENT) -------- UNIT'S LIFE LESS THAN (Unit1, 100) --------- FLAG INCREASE (1,1) MESSAGE TO ALL ("Unit1 Hit",10) ======================== 1 ONCE (Unit 1 80-90 Health, NO EVENT) --------- UNIT'S LIFE LESS THAN (Unit1, 91) UNIT'S LIFE MORE THAN (Unit1, 79) TIME SINCE FLAG (1, 20) --------- MESSAGE TO ALL ("Unit1 hit again",10) FLAG INCREASE (1,1) ======================== 1 ONCE (Unit 1 70-80 Health, NO EVENT) --------- UNIT'S LIFE LESS THAN (Unit1, 81) UNIT'S LIFE MORE THAN (Unit1, 69) TIME SINCE FLAG (1, 20) --------- MESSAGE TO ALL ("Unit1 hit again",10) FLAG INCREASE (1,1) The trigger only ever fires once because the unit's life will only be between those values once and the flag timer must complete. If it takes sufficient damage to reach a life level less than one of the percentage triggers prior to the flag timer completing, it will bypass the trigger where the values were not met because not all conditions of the trigger were not met. Make sense? -
AI "Transmit Message" does this work or what?
feefifofum replied to moespeeds's topic in Mission Editor
In a multiplayer mission, all clients must be in the mission prior to the start of the transmission in order to be able to hear it. Even then I've still seen spotty results from time to time, but there is also potential for user error. Ensure no one in your group has the easy comms option turned on. -
How to check if a smoke/WP rocket is in zone?
feefifofum replied to Don Rudi's topic in Mission Editor
Maybe a dumb question, but did you check MISSILE IN ZONE to see if the rocket is in there? I'm pretty sure at least some of them are. -
That's a double nope. Check out the Random Air Traffic script though. :thumbup:
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The easiest way would be to set a flag on when he enters a zone that encompasses his orbit, then check for him being outside of that zone while the flag is true, then launching a second tanker when that occurs. If you want to get a little more precise, you can determine the fuel level at which he RTBs by noodling with some .lua.
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Switched condition for AI to report when it takes damage/hits?
feefifofum replied to moespeeds's topic in Mission Editor
They keep reporting because they have been hit, I'm guessing..it's not ON hit but rather that they have been hit. If you're a .lua inclined individual you could probably write an event handler that would take care of this for you. If not, I'd try approaching this with a series of UNIT'S LIFE LESS THAN/UNIT'S LIFE MORE THAN triggers; with a narrow enough value band it should prevent multiple erroneous reports in rapid succession. If you find it's still a problem, you can incorporate your flag plan and the LESS THAN/MORE THAN conditions should prevent multiple instances of the trigger firing simultaneously. -
RE: tanker he should stay until low on fuel, but in the case of the S-3 or KC-130 that can happen reasonably quickly. RE: ordnance I forget the exact verbiage, but there should be a menu that allows you to set the types of ordnance anbd quantity available on the ship..while you won't be able to completely block a player from altering their loadout, you can remove items such as AIM-9Xs and AIM-120s if you're planning on creating an 80s scenario. Generally, including a note in the briefing should be enough to stop most people from altering their loadout if they're not supposed to.
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I don't think so...the closest thing you can do as far as I know is make something invisible to AI and ROE restricted using the perform command advanced waypoint action, or triggered action, then flip the invisibility and ROE when you want the unit to become hostile.
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Here I am again. :) Looks like you've already got the CTLD script and MiST loaded properly, as the crates are deploying. You can remove whatever trigger you've placed to spawn the FOB crates; those are transportable crates you can ultimately use to build a FOB but you want to create the logistic center itself. Place a static object at the desired pickup point on the map (I recommend using something large and easy to spot such as a Command Center or Ammo Depot) Name the object "logistic1" Name your transport helicopter's PILOT (not the group name, but the individual unit) "helicargo1" You should now be able to spawn crates using the F10. Other radio menu when you are within a few hundred feet of the structure. If you want to be able to pick up infantry as well, place a triggerzone of the desired radius at the desired location and name it "pickzone1"
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Wrong forum. Questions of this type should be posted HERE
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Resource for Hornet/Harrier/Tomcat Callsigns and Modex Numbers
feefifofum replied to Nealius's topic in Sim Research
The old Mission Builders' Corner subforum has been renamed to "Mission Editor Discussion and Questions" and moved to the main "DCS World Topics" area in what I assume is an attempt to stop users from posting questions about mission design here and use this area for its intended purpose. Thanks for sharing the document, though perhaps ask a moderator to move the thread. :thumbup: -
Lss mode in tgt can not pick up láser from fac
feefifofum replied to mosqui's topic in Bugs and Problems
Please attach a track file so we can see what you're doing. In general: With an MFD set to display the TGP, select the AG page followed by the CNTL page. Type the desired 4-digit laser code into the CDU scratchpad using either the UFC or the CDU itself. Press the OSB corresponding to "LSS" to store the desired laser code. You should see the 4-digit code you entered appear under "LSS" on the screen. Exit the CNTL page by pressing and return to AG. Slew your TGP into the general target area. Press the OSB labeled "LSS" to search for the laser code. -
Open the mission and change the player aircraft's waypoint type at waypoint 0 to "take off from parking hot" instead of "take off from ramp"
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This is a shot in the dark, but try adding a call to viewporthandling.lua and a try_find_assigned_viewport command to \Mods\aircraft\NS430\Cockpit\Scripts\NS430_page.lua or NS430_init.lua? Looks like that's what's rendering the screen at a glance. If that's not it, the answer is probably somewhere in that directory
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You can certainly repeat those triggers 20 times with different groups and flag numbers for each time, but the trigger will only work once per aircraft unless you dip into the world of scripting.
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I'd recommend purchasing directly through the ED store...you will typically receive earlier access to updates and new modules. Once you go down one road or the other, you're stuck there. If you still want the steam overlay in-game, you can add DCS as a non-Steam game via the "Games" menu item at the top of the screen and have access to Steam chat etc.