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Everything posted by feefifofum
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:thumbup: You can also direct them to engage specific targets in a large group of enemy units, or prioritize the order in which they engage different groups or units.
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The New Soviet Republic - Cooperative Multiplayer
feefifofum replied to feefifofum's topic in User Created Missions General
User created objects have now been replaced with vanilla game items for the public version of this mission. :thumbup: -
Post your .miz and I'll take a look. On the surface everything sounds like it should work.
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The New Soviet Republic - Cooperative Multiplayer
feefifofum replied to feefifofum's topic in User Created Missions General
Ah yeah forgot I stuck a medic tent in there for the helo guys, we use a large mod pack in my group. I'll replace that with a vanilla object for the public version, thanks for the report. -
Delete the default CAS tasking. In Advanced Waypoint Actions, add -> start enroute task -> search then engage in zone. Define the zone radius then click and drag the little triangle in the center to place it.
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No idea what Heatblur did. They're way beyond what I'm capable of over there. :lol: Unfortunately you cannot load a preset into another player's list, but I assume you know you can load the AC yourself in the .miz so that it will be armed whenever a player enters? Furthermore, that loadout will remain as the default selection whenever the player brings up the rearm/refuel window unless they deliberately change something so it's not too far from what you're going for. Never underestimate the power of a simple text message or line in the briefing either. Most players like to play by the rules and those who don't are going to change things no matter how you spec it. :thumbup:
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Afraid not in a way that clears multiplayer...this is essentially what Heatblur did with the Viggen but it only works in single player.
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:music_whistling: You're a funny guy. The F-16 also has more than one afterburner setting. See TO GR1F-16CJ-1, page 1-29
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Your words. You go on to suggest that AB engage only when the throttle is pressed all the way forward. Not sure how I'm supposed to get "I understand there are multiple stages of afterburner" out of that. :lol: The aircraft already respond in distinct stages when appropriate. Watch the nozzle position gauge in the F15. Watch the indicators in the Viggen cockpit. There's nothing to address.
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Is there a way to fuel aircraft on a road?
feefifofum replied to moespeeds's topic in Mission Editor
There is a mod, the BFVG Harrier Pack, that adds a flat FARP object which means you could get a tire on it while on a roadway, but it also alters every standard FARP in the game so it's only a good solution if a: you're willing to mod core game objects and b: you aren't using the "vanilla" FARPs in your mission already. -
This is a good place to start if you don't want to use voiceovers. :thumbup: https://freesound.org/search/?q=radio+beep
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The F-15Cs stages of afterburner can be determined from the cockpit by the nozzle position gauge. On what experience are you basing this assumption that all aircraft with afterburners exhibit solely on/off behavior? Do you have documentation to back up your assertions? You don't, because ya don't know what you're talking about. ;) Here are flight manuals for two airframes that directly contradict your assumptions. TO 1F-15A-1, page 1-4A, change 5. 5 stages of afterburner in the F-15. A1-F18AC-NFM-000, page 1-2-2. Sure sounds like an "analog" response to me. EDIT: And what the heck, here's another one. Notice the reference to MIN and MAX afterburner, and that thrust modulation is provided "throughout the afterburner RANGE" TO 1F-5E-1, page 1-15.
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How to get AI wingmen to Taxi after the leader?
feefifofum replied to Rudel_chw's topic in Mission Editor
The simple answer is don't request taxi until you're ready to taxi. -
Well, you can get clearance to taxi before you're ready to go, so that wouldn't help...you can also have the engine up and not be ready. Basically you'd need a pretty exhaustive list of cockpit argument checks (and remember these only work in single player with a "Player" aircraft) if you wanted to detect when a player has properly completed startup. If it's not a startup focused training, my advice would just be to have the player report they're ready to go via an F10 menu item with a UNIT'S SPEED HIGHER THAN trigger as a backup for the I-don't-read-the-briefing-or-listen-to-the-messages crowd.
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Place the plane over the carrier and select "take off from ramp"
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Place two waypoints. At the first, set an orbit in advanced waypoint actions. Select "race track" as the type and set the desired speed and altitude. The tanker will orbit between WP1 and WP2.
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Wanted: a mission designer to help with a series of missions
feefifofum replied to BlacleyCole's topic in Mission Editor
Sorry BC I just don't have the time for anything of that scope. Best of luck on the project though. :thumbup: -
No, as far as I know there is no way for the end user to access ATC. What's your end game? What does detecting a request to the AI tower for startup allow you to do that you couldn't otherwise? UNIT'S SPEED HIGHER THAN or UNIT INSIDE/OUTSIDE ZONE should cover most of those bases, should it not?
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Understanding ME : user input (How to) ?
feefifofum replied to CougarFFW04's topic in Mission Editor
Create custom radio items (RADIO ITEM ADD trigger) that will appear in the F10. Other menu. Each item will set a different flag value. A second trigger looks for the flag value then uses RADIO ITEM REMOVE to delete the entries and activate whatever action is desired. If you want a more complex menu, both MiST and MOOSE have some built in functions for building complex menus that are faster than the GUI. As for a user entering a parameter, not sure if there's an easy way to go about that. -
In that case... :dunno: I'd have to see the original but since you got it sorted let's all just back away slowly. :lol:
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Was this an old .miz? Around 2.2 parking space numbers were reassigned for the NTTR map (about the same time when the last batch of airports were added) so the tanker may have been in a spot in the ME it didn't consider to have an acceptable taxi route. Even if it was dynamically assigned a new space I've seen things get weird when parking wasn't manually updated in both NTTR and Caucasus.
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Post your .miz and I'll take a look.
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Is there a way to fuel aircraft on a road?
feefifofum replied to moespeeds's topic in Mission Editor
The short answer is no, unfortunately. -
Problems with the Huey... No guns? No CoPilot Mouse?
feefifofum replied to Snacko's topic in DCS: UH-1H
Sure is. :lol: Classic PEBCAC. Problem Exists Between Chair And Computer. Gun selector to BOTH Armament switch to ARMED Armament selector to 7.62 Pilot's weapon release (space bar by default) As razo+r says, the copilot's sight must be disabled but unless you've gotten in that chair and clicked it, or set the copilot to weapons free in the crew controls, that should not be activated when you first enter the helo. -
Sound files are embedded inside the mission once added, there is no need for anything besides the single completed .miz