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Everything posted by feefifofum
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You are an awesome dude Element! Really appreciate all your contributions to the community here!
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Deactivate SAM group after all weapons exhausted
feefifofum replied to BrzI's topic in Mission Editor
Awww Sedlo beat me to the quick event handler....that's my new favorite answer that everyone seems to need -
DCS Campaign Builder Help
feefifofum replied to Elwood_Blues's topic in DCS World Tutorial & Help Requests
You'll need to add scoring events to your missions to progress the campaign. Set a flag on when an important event occurs, then assign it a point value in the Mission Goals menu, which can be accessed from the Mission Editor. A score of 49 or less will cause the campaign to step backward one mission in the progression. A score of 50 will cause the mission to be repeated A score of 51 or higher will cause the campaign to advance to the next mission. -
In the Sukhoi jets, you should see your flight plan when in the navigation (ENR) HUD mode on the datalink display. This display is scalable as req'd. Hit the NAV mode button a second time to enter RTN mode, which will take you to the initial approach fix for the airbase you have designated as your landing field in the editor; you can also cycle to any other base. While they are not named, you can see their physical locations on the display. On reaching the IAF, the HUD should automatically switch to landing mode and display glideslope indications if the field supports them, if memory serves. :thumbup:
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Take a look at some departures/approaches for an idea of what those points are and some ways they're used: https://www.airnav.com/airport/KLSV The folks over at the 476th have been kind enough to reproduce the RW navigation charts for our maps in DCS if you'd like to practice some of the real approaches/departures: http://www.476vfightergroup.com/downloads.php?s=b48be2825f30bdb5ad550647130ec04b&do=cat&id=54
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1.5.7.11476 Update broke voiceover triggers in Mission 13
feefifofum replied to Hornetone's topic in Bugs and Problems
Post a link to your track file and I'll take a look :thumbup: -
I had something handy that was 90% of the way there from another recent thread, so here you go! Replace "ArtilleryUnitName" with whatever the name of the individual artillery gun in your mission's name is. Run that code in a DO SCRIPT container at mission start. When the gun fires for the first time, flag 1 will turn on. You can then use the FLAG IS TRUE (1) condition in the regular mission editor interface to trigger your dialogue. :thumbup: ArtyShotHandler = {} [indent]function ArtyShotHandler:onEvent(event)[/indent] [indent=2]if event.id == world.event.S_EVENT_SHOT and event.initiator:getName() == ArtilleryUnitName then[/indent] [indent=2]trigger.action.setUserFlag('1', true)[/indent] [indent=2]end[/indent] [indent]end[/indent] world.addEventHandler(ArtyShotHandler)
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Hi Rich, how comfortable are you with writing code? While I don't think there would be an easy way to calculate ToF without some major legwork, a simple event handler will be able to detect the shot from that specific unit. As a workaround, if unit positions in the mission are fixed, you could simply do a test run to calculate ToF for your rounds. The attacks can be triggered via the mission editor GUI by using the group's "Triggered Actions" tab combined with an AI TASK PUSH trigger
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Paste that text into a DO SCRIPT container, and replace the object and flag IDs with the desired value. You can also create a .lua file using Notepad++ with that text, and use DO SCRIPT FILE instead. Here's an example using a building at Sukhumi Static Handler Example using DO SCRIPT.miz
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The default directory structure for user campaigns is: c:\users\YOURUSERNAME\Saved Games\dcs.OPENBETA (if using OB)\Missions\Campaigns\en\AIRCRAFTNAME\CAMPAIGNNAME i.e. c:\users\Bob\Saved Games\dcs\Missions\Campaigns\en\F-16C_50\Falcon over PG The modification you are required to make to MissionScripting.lua is universal across all DCE versions. You should only need to revisit that file after a DCS update. :thumbup:
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Hey, I've put the complete mod list which causes the conflict in the previous page. :dunno: I'll explore the issue when time permits, appreciate the attention.
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Ditto here; new entry.lua did not correct the issue.
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Hey dim, the only other thing that produced this error on my end was the Cuestas' Rafale mod. I believe this is the version that caused the issue, but I've since trimmed it from my own packs so I'm not 100% sure. I should have time to test with the new entry.lua in a couple hours, I'll let you know when I do.
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Use the handy new right click tool to retrieve the object ID, then write a simple event handler to detect when it is destroyed. StaticHandler = {} function StaticHandler:onEvent(event) if event.id == world.event.S_EVENT_DEAD and event.initiator:getName() == 72455195 then trigger.action.setUserFlag('1', true) end end world.addEventHandler(StaticHandler)
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It is quite an expansive list...I will admit I have a problem :D ...currently, without issue we are using a combination of the following aircraft and objects: Aircraft ======== Objects =================
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Hi Dimitrov, There seems to be an issue with FrenchPack v3.5.1 and the SuperCarrier module. My group was previously using v3, combined with Ze Dims' Static Pack 0.4, without issue. I noticed you included the Static Pack objects in the updated French Pack, and I removed both the old French Pack and the Static Pack from my installation before installing French Pack 3.5.1 The issue we are encountering, is that with FrenchPack 3.5.1 enabled, many 3D models (most notably any variant of the SuperCarrier) will not appear in-game, despite being visible in the mission editor. Aircraft that attempt to spawn on the carrier deck will simply fall into the water, killing the pilot. This behavior is identical to what we saw with the (unrelated) Rafale mod by the Cuesta brothers. Has anyone else been experiencing these types of issues with FrenchPack 3.5.1? It is also noteworthy that rolling back to the old v3 version and including Ze Dims' Static Pack 0.4 separately seems to solve the issue. I am tempted to go start hacking things up in .lua land to see if I can find the culprit but I figured I'd check in here first and see if anyone else has already done the legwork
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I'd recommend waiting a month. Looks like anything decent is marked up to 3x its value at the moment, likely due to the fact the DCS A-10C-II just released last week. I expect things will return to normal, at least with regard to HOTAS prices, pretty soon.
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Ahhhh yep there it is. All should be well when the current beta patch pushes to stable.
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Hi cfrag. That trigger logic should work, as you describe it. Keep in mind that aircraft must be fully destroyed (burnt-out husk, no intact fuselage at all) in order to activate a DEAD condition. This can be particularly tricky with jets that are parked, as they will often require multiple direct hits. A different solution might be to increment a flag as each aircraft is damaged a certain amount. UNIT'S LIFE LESS THAN (Plane 1, 90) -> FLAG INCREASE (1, 1) You can then check for that flag's value, as Breaklight suggests.
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Hmm..odd these particular jets are acting up again so soon after their flight plans were just adjusted, but it certainly sounds like a consistent problem. I'll do some testing with my current master version, to make sure an older file wasn't accidentally included in this patch, and if the issue persists I'll adjust their flight plans and send ED a new version to include in the next update. I'll keep an eye out for the subtitle issue as well. Thanks!
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Hi N22YF, Thanks for the report. These guys seem to be having a hard time lately, I had to adjust their flight path a couple weeks ago as well. Can you confirm whether or not you were using time acceleration at the time when the crash occured? If you attempted a second playthrough, did the same aircraft crash on additional attempts? Thanks!
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All Modules mission and A/C gone
feefifofum replied to FOXFIRE TWOONE's topic in Payment and Activation
Are your modules available to install via the module manager? Make sure you are signed in to your account. -
Will stand alone fix the offline authorization requirement ?.
feefifofum replied to KillEmAll88's topic in Steam Support
Hi Killemall. I don't work directly for ED, but from what I understand Steam uses its own DRM. It is likely ED is unable to offer the same offline support as they can for their own self-contained system. The good news is, your modules -ARE- transferable to the standalone, and it's very easy to import your controller settings. Most likely, they won't be affected at all as the Steam version of DCS still uses the c:/users/USERNAME/Saved Games directory for your controller files. You can also manually point each controller to its file in that directory within DCS itself, should it fail to locate them, by entering the controls menu, clicking on the column of the controller you'd like to edit, then clicking the "load profile" button. HERE is a guide from ED on how to transfer your files to the standalone ED version. Happy flying! -
Trigger multiple radio transmissions to mimic com with wingman
feefifofum replied to Lookiss's topic in Mission Editor
What I would consider the easiest way would be to create multiple triggered actions for the group that will be sending the messages. When the event that initiates the dialogue occurs, set a flag. Then use TIME SINCE FLAG to determine when it is time for the next piece of dialogue, and use another AI TASK PUSH trigger to send the second message. If you want branching dialogue, use RADIO ITEM ADD and create different flags for each choice and time out the next action from that new flag after the player chooses.