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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. Hi Rhino, non-DLC missions are unprotected and editable; just remember to make a copy first (or repair your installation if you accidentally modify something unintentionally.) You can find them in the core game directory under DCS World (OpenBeta or no)/Mods/Aircraft/FA-18C/Missions
  2. Hi NS, thanks for the kind words! I haven't tried to run this one in 2.7 yet, but I did replace the "mods" download with my most current version. Let me know if you're still having issues and I'll see what might be causing them. Note that I have -not- updated this specifically for 2.7 yet, so re-saving in the mission editor (and maybe adding one of the beautiful cloud presets ) is in order before flying! I have experienced a few CTD issues with some older mods in 2.7, so please try disabling anything not required by the mission to eliminate possible causes of the issue.
  3. With the recent addition of MP functionality for removing scenery objects in DCS 2.7, NSR mission 3 is finally back up and running! The full suite of missions have been updated to include new airframes, as well as bugfixes and some difficulty tweaking. Happy flying!
  4. On my end, the object ID did match with the one in the script, but the script still didn't function properly due to the apparent absence of the object ID passed to the engine, as shown in my screenshot. Previously the ID number given by the "assign as" function in the ME would match the display in the after-action report in the "Initiator" field. Either something fundamental has changed with the SSE, or there is a bug in the current build. Given the active development state of the DCS core engine, either is a possibility! I also have a ton of mods enabled in my OB installation so I'd need to do some thorough prodding before I could definitively make a bug report. The fact that both of us are seeing some strange behavior here, though, is telling, and this definitely worked when I posted it!
  5. This is probably a bug; I remember an instance recently where airfield IDs were accidentally swapped around. In the editor, you can right click on the object and click "assign as." This will show you the object ID. I'll fiddle around some more when time allows, only had 2 minutes to quickly run the existing .miz and begin wild speculation
  6. Looks like there is some type of bug at the moment. The object ID should be visible in the "dead" event, but it appears it is not being passed to the scripting engine for some reason.
  7. Can't speak to the actual issue, but my first thought for a workaround- Turn a flag on when the player spawns in, then check for both FLAG IS TRUE and UNIT OUTSIDE MOVING ZONE. I've seen occasional weirdness with speed or zone conditions looking for players as they spawn in, particularly in multiplayer, without some additional short timer or check.
  8. I am honestly amazed it has survived through the years. Glad to hear people are still getting enjoyment out of these. If you're hungry for more quality Eagle ops... *cough cough*
  9. As previously stated, there is no longer any "script" dropping your nose. All FC3 aircraft have been using the same full fidelity flight models as other DCS airframes for some years now. The MiG-29 was the last to receive the conversion, the F-15C the first. These days, it is only the avionics which have simplified.
  10. https://www.virtual-airshows.com/performers/ Click on a team to visit their website. For informal practice, you can find several public multiplayer servers labeled for aerobatics. There is a search function in the top right to filter results
  11. Boy are you ever in luck https://www.virtual-airshows.com/
  12. If you are using TrackIR or other external programs with hotkeys, they can sometimes "steal" keypresses from DCS. Do you have other active software perhaps?
  13. NSR1 & 2, and Op Wax Wings of mine would all work well for two. Simply swap the A-10s for A-10CIIs in the mission editor. I'd also recommend looking into Apache600s community missions, and the classic Operation Bactria, all well suited to smaller groups.
  14. I have never encountered a single file of that size in many years playing with mods. While JSGME may occasionally appear to hang with larger mod directories I have found that it will complete the transfer if you simply leave it alone. Don't obsessively click on it a hundred times when the bar stops moving, don't cancel and restart a thousand times, don't try to resize the window or drag it around etc. If you have found yourself unable to resist fiddling with it and the "program has stopped responding" message appears, clicking wait and leaving it alone will still allow it to resolve the transfer. For chuckles, I just used it to enable an 18GB mod package without issue (though I will not make any claim of speed or efficiency.) As Raven suggests, however, OvGME is an update of the concept with several quality of life improvements. https://wiki.hoggitworld.com/view/OVGME
  15. Hi Martyn, I had an opportunity to run the mission this evening and didn't encounter any issues with events failing to progress. Make sure you hit your waypoints (especially WP1, CRP East) and everything should be good to go! I think the events you encountered were a random fluke.
  16. Perfect, thanks! I'll take a look ASAP and see if I can find where the issue occured. From your description, it sounds like you did everything properly. I don't want to spoil things for you but "stuff" should happen when you reach your anchor point. EDIT: After taking a look in the mission and your track file, I'm not entirely certain what went wrong. It appears you flew the flight plan as briefed. I'll give it a test run myself when time permits but for the time being, I would suggest simply trying again, being sure to hit CRP East when leaving Kutaisi and your anchor point when arriving on station. This may have been a weird fluke! If the issue occurs again, I would love to take a look at a .TRK file and see exactly which dialogue is and isn't playing if you think to save one. This is a bit of a head scratcher!
  17. Lalt + C will transition between the cockpit cursor for interacting with the cockpit, and mouselook. If you have mouselook enabled while using TrackIR or VR, you effectively disable your cockpit cursor with no visual indication, which sounds like what may be happening to you.
  18. Hi advari...funny story, I literally just cleared this yesterday after no activity for quite some time. Serves me right The links should be up again
  19. Hi Martyn, could you provide a .trk or .acmi files for us to view? Definitely some funny business, the Frogfoots should have been much chattier and some things should have happened as you arrived on station.
  20. Welcome! All content can be purchased through the DCS E-shop. Some third parties also operate independent storefronts as well, and offer incentives to purchase from them directly (Heatblur, for example, gave away T-shirts with their internal F-14 preorder.)
  21. There is an included template for an SA-10 system built into the vanilla game. For other sites and units, you can find several user-created templates floating around that you can add to your own editor. You'll see an option to create a new template from an existing group within the menu. Also means that once you've created your own configurations, you can also save those for easy deployment in future missions.
  22. This is unusual; units should not report dead until they are "born" for the first time, and if the airframe is never occupied it should never spawn. A workaround would be to simply set a flag when the player selects the unit for the first time, then check the condition of that flag as well as the "DEAD" condition. I.E. 1 ONCE (player chooses F16, NO EVENT) -> UNIT ALIVE (F16) -> FLAG ON (1) 1 ONCE (player F16 killed) -> UNIT DEAD (F16) + FLAG IS TRUE (1) -> End mission Repeat this for each flyable airframe; until the player chooses that plane and it physically exists in the mission, it will not activate the flag and thus cannot falsely trigger your mission end conditions.
  23. You just have to either earn or buy the premium currency. An AIM-120 costs 17 Golden Eagles. You can earn Silver Stars (100 Silver Stars = 1 Golden Eagle) through normal MP participation with tier 1 weapons, or purchase a "Roost" (10 Golden Eagles) a "Nest" (100 Golden Eagles) or a "Sanctuary" (1000 Golden Eagles) for $5.99, $25.99, and $59.99 respectively (best value!) ..or, call the ground crew with the radio button "\" by default, and request to rearm and refuel. Right click on the empty squares below the picture of the jet, and select the desired ordnance for each station.
  24. Hi Martyn, As long as your score is higher than 50 you'll progress in the campaign. We must have just missed adding a success message for that particular option...I'll make sure to add that in to a future update. Enjoy the rest of the campaign!
  25. You don't strictly need to write any .lua for this. You can brute force it with the GUI, it just isn't especially pretty. You basically add another layer of checks when a flag is called from your random roll to see if the group has already been activated (add another unique flag when a group is activated to reference.) If so, then re-roll the RNG and try again until eventually you're out of groups. SWITCHED CONDITION -> FLAG EQUALS (1, 1) + FLAG IS FALSE (1001) -> GROUP ACTIVATE BANDIT 1 + FLAG ON (1001) plus a second SWITCHED CONDITION -> FLAG EQUALS (1,1) + FLAG IS TRUE (1001) -> FLAG OFF(1) + SET FLAG RANDOM VALUE (1, 1, 15) Note that it is important to turn the flag back off before you re-roll, in the event the same number comes up twice the condition will not "switch." If you want groups to be available more than once, though, you do indeed need to write some basic .lua code; fortunately there are some great user-created scripting libraries that make doing this exact thing a snap if that's the road you decide to go down.
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