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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. If you open the Advanced Waypoint Action menu and select Set option -> reaction to threat -> none at the aircraft's first waypoint (WP0 for blue, SP for red) he should stop trying to avoid the collision if memory serves. It may also be necessary for the fighter. Also be sure that the flight regime defined at the waypoints is within tolerances for both aircraft or they will behave strangely.
  2. Surrexen's missions are well suited to the A-10A, as you have direct paths to your targets available via the radio menu and the ability to call AI support when necessary.
  3. Because of the complexity and configurability of multi-monitor and extended screen sim setups, the uninitiated user is offered ample opportunities to shoot themselves in the foot. If you have changed the resolution in a manner that prevents you from using the menu, delete (or edit, if you are savvy) the "options.lua" file located in c:/users/YOURUSERNAME/dcs/config This will restore the default settings which should allow you to access the full UI. If you're playing with resolution and multi-monitor settings, I'd recommend doing some research in the Input and Output forum on configuring complex video setups, or posting a specific question.
  4. Most of the scramble was related to SSE scripting functions; airbase IDs were not consistent with previous versions which broke many dynamic spawn functions used in things like MOOSE's dispatchers. Can't give a blanket "yes" but for the most part, the latest beta has corrected the major SSE problems and things should behave normally.
  5. What you see in the trailers is the same thing you see in aviation film and photography; a camera positioned far from the object, with a lens zoomed in that imparts a tremendous sense of speed as you are only looking at a tiny area of the ground. Press F2 for an external view of your aircraft. Use the mouse wheel to zoom out until the camera position is about a half mile from the aircraft. Press rctrl num* to zoom the camera lens in. Notice now the ground is screaming by in your field of view. The effect is even more noticeable with the F3 flyby view. What you see in the pit has to do with the absence of peripheral vision. Consider when driving your car at highway speed; if you focus on the road at the horizon, you don't appear to be moving quickly at all. If you look to your side you see the ground whizzing by.
  6. You can probably find your answers in here, assuming the engine hasn't changed: https://www.digitalcombatsimulator.com/en/files/2161594/ Any modification will need to be installed by all players.
  7. Terminology is important here: In order to make airframes available to other countries, the .lua edit you described is required. This is independent of the coalition that country is a part of. Coalition is the Red or Blue side as depicted on the game map. To reassign countries to different coalitions, select file -> new from inside the mission editor. You will be given the option to reassign coalitions and choose the desired theater of operations.
  8. No problem! Sometimes it's easy to forget. All of the scripting solutions exist because the built-in function is a relatively recent addition. The scripting stuff still offers some additional flexibility, if you have a more complex need in the future. :thumbup:
  9. EDIT: wrong-o! Didn't read OP thoroughly enough.
  10. The RADIO ITEM ADD actions require a flag to be associated with them. You will select the flag number, and the amount the flag will increase when the action is triggered. Look for that flag to be true, and use that to activate your message.
  11. Just make the whole route, back and forth, then have them repeat it.
  12. DO SCRIPT trigger.action.setUserFlag (X, X)
  13. Another bump. Any plans to make these objects 2.5.6 compatible? My group loves the follow-me vehicles and hospital elements and would love to see them updated to work with the latest patch.
  14. After you exit your mission, one of the buttons you'll see on the bottom of the screen says "Save Track" This will save your control inputs and head movements to a file inside of the mission that can be replayed by others without capturing and uploading video. It's not perfect for reproducing combat flying, but it can be very helpful for basic things like this. :thumbup: If you click "Go Advanced" when making a post, you'll see an option to attach files.
  15. Just to play devil's advocate, you could achieve a very similar result by incorporating SET FLAG RANDOM VALUE and a series of triggers. You can do some complex things in the ME, you just have to think about things in some weird ways. Often scripting will offer a cleaner, faster solution if you have the background knowledge, but you can brute force most of the functions in MiST/MOOSE aside from really complex stuff like the AI dispatchers. As Pikey implied, doing things in the ME can also be less prone to breaking over time. I tend to do everything that I can in the ME for stability's sake, then dip into MiST or MOOSE for the specialized stuff or the major time savers like flag functions and ground patrols, or complex scripts like Airboss.
  16. Hi TH. You can preset certain cockpit elements in the A-10 (such as CCIP Consent and radios) in the mission file itself, which is what you're seeing in the Cold and Dark mission. Airfields are able to be configured with their ordnance limited or restricted. This is a setting someone has to specifically turn on, but if you're starting your missions from someone else's template or playing a tutorial .miz it's possible this setting is enabled. The easiest thing to do would be to save a short track and post it, or upload your .miz for someone to take a look.
  17. Just turn the SAM to alarm state green, ROE weapon hold at WP0 in the example I sent you (which I thought I did but may have forgotten) and the RADAR will be off until the Hornet enters the zone the first time.
  18. Indeed no way to do this without an event handler. Kaba's is exactly the right thing though, all you need to do is detect and reset the flags using the regular old ME.
  19. You know, I was just thinking the same thing...try a little patience. You can add them in-game by clicking the marker icon in the top toolbar (looks like a circle) and clicking on the map. You can add them in the editor by placing a trigger zone and using the MAP MARKER TO COALITION or MAP MARKER TO ALL action. You will assign the marker a value, which you can later reference in the event you later want to remove it.
  20. Give that a whirl. :thumbup: SAM Toggle.miz
  21. There is no random element to the aircraft entering and exiting the unit's WEZ...just look for UNIT INSIDE ZONE and then push your AI or ROE state directly. You are gaining nothing by using a flag in this instance and are clearly confusing yourself. ;)
  22. Newly broken, if broken. It was working a couple months ago. Are you certain all hostile units have been removed from the vicinity?
  23. Your best option in this case is an event handler that searches for guidance type based in the SHOT event. I'll see if I have an example floating around somewhere.
  24. Why do you insist on using flags? Just push the AI state or ROE directly when the conditions are met. You are never setting the flags back to false, so they only work once. You must reset the flag values upon activating the condition if you want to use them more than once. I.E. AI ON and FLAG 1 OFF, AI OFF and FLAG 2 OFF.
  25. Check that the individual units' speeds are correct and consistent across all waypoints. Sounds like there's just an issue with your trailing units' flight plans.
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