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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. PART OF COALITION OUT OF ZONE has a very broad reach, and once it "switches on" the entire coalition must all be IN the zone again for the condition to reset. Without seeing your .miz it there are a few possibilities as to the exact issue, but a better solution is to use PART OF COALITION IN ZONE to activate the unit, then ALL OF COALITION OUT OF ZONE to deactivate it. This way, the opposing coalition need only exit the unit's WEZ, rather than needing the whole coalition to enter and re-exit to reset the trigger each time.
  2. Hell, you could have just PM'ed me. I'll re-upload the package, though I'm not certain it's working with DCS 2.5.5. EDIT: Done. Link in the first post should now be working.
  3. You'll need to negotiate with Eagle Dynamics to directly sell the missions for a fixed price. See this thread for how to get started.
  4. I'd recommend against Advanced Waypoint Actions for toggling ROE. They are specific to location rather than condition. The third tab in the group menu (the same place you find Advanced Waypoint Actions) is called Triggered Actions. Click Add -> Set Option - > ROE -> WEAPONS HOLD Click Add -> Set Option -> ROE -> WEAPONS FREE At WP0 use Advanced Waypoint Actions to set the desired starting state for your flight. Now, you can use any normal trigger condition to adjust the flight's ROE using AI TASK PUSH
  5. The third tab in the group menu is called "TRIGGERED ACTIONS" Add your ROE options there, and you will be able to use a broader range of trigger conditions and flip the ROE more than once if req'd. :thumbup:
  6. Search for VSN aircraft mods and you'll find most of those. I believe Patrick and Eric C. just released a downloadable Gripen. :thumbup:
  7. I'd put money on the new Caucasus map affecting unit placements.
  8. Thanks for your support, we hope you enjoy!
  9. Gotcha, thanks! There are a couple of little moments where things can happen just right that multiple dialog branches occur simultaneously...I'll take a look and see if there's anything I can do to tighten up that particular interaction, since it's happened to a couple of folks at this point.
  10. Thanks cuervo!
  11. Hi eddy, We do our best to keep the campaign up to date, but we cannot test every mission with every update for obvious reasons. To the best of BD's and my knowledge, everything is working right now! :thumbup: If you encounter a bug, please try to remember to save a track file to upload, and report your issue here or the Baltic Dragon discord channel.
  12. Hi cuervo, could you be a bit more specific? There were a few different people reporting things in this thread and I want to be sure I'm looking for the right thing. Thanks!
  13. How many times, realistically, do you need this to happen? If it doesn't need to be infinite times on a 24/7 server you can simply copy and paste multiple versions of the same AC or group of AC to your airbase, check late activation, then use a series of GROUP DEAD -> GROUP ACTIVATE triggers to launch each subsequent aircraft/group. If it really has to be infinite times forever then you are firmly in .lua land but it's a relatively simple task in both MiST and MOOSE. Post your .miz and someone will take a look.
  14. If you have an advanced waypoint action that is no longer compatible with the group's overall task that will appear. (I.E. if you change a group from "pinpoint strike" to "CAP" their ground attack tasks are no longer valid)
  15. He might actually be too close. Not sure if there's a min range for the tasking but that would definitely be potentially problematic for a number of weapons.
  16. Look at your picture of the engage group action :thumbup:
  17. @Habu one will automatically repeat each time the plane dies (initRepeat) the other will only spawn the plane once each time you run Spawn() @Orso yes, I think, but you'd need to do some digging. You wouldn't be looking for something in MiST but the native SSE. The SSE documentation on Hoggit is probably a good place to start. The GUI (Graphic User Interface) in the editor generates .lua code read by the SSE...i.e. FLAG ON (1) in the GUI could also be achieved by running the script "trigger.action.setUserFlag (1,1)' MiST and MOOSE are an expanded set of functions to make writing code faster that you'd otherwise have to brute force a bunch of basic SSE .lua to achieve.
  18. 1 ONCE, NO EVENT -> UNIT ALIVE (Player) -> FLAG ON (1). 1 ONCE, NO EVENT -> TIME SINCE FLAG (1, XXX) -> GROUP ACTIVATE (Bandit) As you've noted, it's complicated...there is no fast, easy document or video that explains how to do exactly what you're trying to do. Your best bet is to get in there and experiment. When you hit a roadblock, consult the manual on specific functions or ask a question here. :thumbup:
  19. Most likely the JTAC cannot detect the target. Check the "VISIBLE" box to ensure the AI always knows the location of the target.
  20. Select the unit in the editor and check "HIDDEN ON PLANNER"
  21. Delete the default "CAS" tasking. Add an advanced waypoint action at WP0 - Start enroute task -> SEARCH THEN ENGAGE GROUP Choose the desired options from the drop down menu.
  22. Without looking, change their tasking from "Anti-Ship" to "Close Air Support"
  23. Absolutely Biggs; not trying at all to qualify how the game is meant to be enjoyed, or say that watching Art of the Kill makes you an actual fighter pilot. Just saying that if doings things "right" is what ignites your passion for the sim, there is a lot of bad info out there passed off as tutorials or guides, some willfully and with malicious intent. Stick to real pilots for as much tactical stuff as they are able to legally share.
  24. They're nice for visual learning of systems but the tactical stuff is almost always weird. MagzTV, RedKite, and Jabbers all have very decent systems tutorials. The Reapers' stuff, Growling Sidewinder, and Spudknocker tend to be less grounded in reality. In fact Mr. Spuds recently tried to pass himself off as an actual military pilot, offering paid training to people online and got busted.
  25. They are one and the same; you'll still be able to access user flags set through MiST with the GUI, since you can reference those before they exist. Unfortunately because you have to select your groups/units from drop down menus in the GUI, you can't grab your dynamically spawned units except via scripting.
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