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Everything posted by Catweedle
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Please refer to the attached images: (1.jpg) To make a group larger or smaller, click the arrows in the green box. To select a specific unit, click the arrows in the pink box. In 1.jpg the 3rd unit is selected and the group size is 3. 2.jpg shows you the key/axis commands for zoom views. When commanding a unit you can also go into isometric view (see 3.jpg); it will let you control this unit from 3rd person, including a crosshair. The zooming in iso-view is limited, though. If you press LCTRL+F11 while watching e.g. a tank (e.g. in F7 view) you can freely pan and move the camera (via zooming). If you hold (and then release) G while controlling a unit you can place a marker for the rest of the group. Also check your radio menu, you will get ROE and formation options.
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They haven't been attacked at those stages I showed, yet; they silky worm convoy did pretty much the same right from the beginning. I cannot exclude the Syria map being more prone to pathing problems, but the common denominator in both cases is MP with 2+ clients (and lag?). Speaking of which: yesterday, the silky convoy behaved normally until it reached its destination (also without being attacked enroute). It never deployed and triggered the next phase, though, leading to the regular info message ("... destroy it before it reaches the firing position ...") being shown even after its destruction.
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Yep, Assad mission works now -- although I told myself I won't play these kind of missions. :music_whistling: Missed the buggers by ~75m, had to pop some 12.7 on them, bec. Assad. :joystick: Check the two F10 screenies I made within 5 minutes; the scattered units slooowly joined the convoy. At some stage they got stuck again and stood still (last screenie). That's pretty much exactly how the silkworm convoy looked yesterday when it got stuck; with Tungi digging for some oil it seems. Just a heads up, I know this is probably beyond DIY fixing. Syria map shaping up nicely, btw.!
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Wait until the time limited discount expires, or gift a module to the community? - Thanks for this extreme discount, ED -- much appreciated!
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It's pita time again. :music_whistling: The Scud mission on both the Cau. and Sy. server sometimes get stuck. Despite all units being destroyed there is no success message; the regular announcement for the mission keeps popping up. Also, the Scud convoy on the Sy. server seems to get stuck enroute -- after the lead vehicle (BMP?) had been destroyed, they advanced ... but only for a short distance. The Silkworm mission also got kinda stuck, although I am not sure if this is intended: one truck (rest got destroyed enroute) arrived at its destination, but the actual Silkworm site did not spawn.
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By the way, you could also achieve this simple task with TRIGGERED ACTION's on single units or groups and trigger them via AI TASK PUSH/SET in trigger actions. (Learning) Scripting will give you much more possibilities on the long run, though.
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You have to define/load the functions in a DO SCRIPT/DO SCRIPT FILE trigger action and subsequently call the function/-s with the desired argument (0, 1 or 2) in another DO SCRIPT / DO SCRIPT FILE to execute the code in their function bodies. ROE-change of course also works without encapsulating the ROE-change in functions -- that's what you tried, but you have to remove the function definition, i.e. top and bottom line in your example. I have attached a simple mission that defines the functions within the ME (vs. loading a script file) and makes them callable via F10-Other-radio (see SWITCHED CONDITION triggers in the mission). change_roe_test.miz
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Here's an example to give you an idea. --[[ AI.Option.Ground.Val.ROE OPEN_FIRE = 2 RETURN_FIRE = 3 WEAPON_HOLD = 4 --]] function changeROE_openFire([color="blue"]coalitionSide[/color]) local groups = 0 for _, group in pairs(coalition.getGroups(coalitionSide)) do if group:isExist() then groups = groups + 1 local group_name = group:getName() group:getController():setOption(0, 2) --open fire end end trigger.action.outText("[ROE CHANGE] 'OPEN FIRE' activated for "..groups.." groups!",10) end function changeROE_holdFire([color="blue"]coalitionSide[/color]) local groups = 0 for _, group in pairs(coalition.getGroups(coalitionSide)) do if group:isExist() then groups = groups + 1 local group_name = group:getName() group:getController():setOption(0, 4) --hold fire end end trigger.action.outText("[ROE CHANGE] 'WEAPON HOLD' activated for "..groups.." groups!",10) end coalitionSide can be 0 (neutral), 1 (red) or 2 (blue).
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If you want do discuss this bug, refer to the track and explain what that has to do with non-AP capabilities.
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Rick50, I know that the damage and armor modelling needs a general overhaul. In this case it is a bug, and it is the same type of anomaly that I reported and that has been fixed here. Has any of you two actually watched the track?
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What I said earlier: ripoff.
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I was referring to the "pro"-level FF ones that some people posted earlier.
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1400$? What a ripoff. AFAIR I paid around 200 Deutsche Mark for a new MSFF2 (waaay) back then.
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It's actually the same issue that I reported wrt. some artillery units. It got fixed.
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That's not the issue here -- the 20mm can destroy the Cobra just fine, sometimes, and sometimes not. Watch the track and judge again.
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Greetings, I have noticed that the Cobra, which the enyclopedia specifies as being protected against <=7.62 caliber, is somewhat invulnerable to the Mi-8's UPK 23mm HE. I also conducted a test with the Marder 20mm cannon (HE) against the Cobra. Hitting the same spots/sides of the Cobra, and depending on the angle of impact, the projectiles do no damage at all. AP rounds do not share this behaviour. I have attached a track demonstrating the issue. (openbeta 2.5.6.54046) cobra_armor_test.trk
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:thumbup:
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The EZ range did not respawn at the same location but at the previous location in the hills, without notification. I was wondering if this intended.
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Easy target range did not respawn; at ca. 1800h I finished off the last truck after someone else had destroyed the rest. Sometimes it does that, for the most part it works.
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Best Mods and or utilities as juni 2019
Catweedle replied to GulfWarFighter's topic in Mission Editor
Okay. -
Best Mods and or utilities as juni 2019
Catweedle replied to GulfWarFighter's topic in Mission Editor
Care to elaborate why this is so important for mission making? -
Best Mods and or utilities as juni 2019
Catweedle replied to GulfWarFighter's topic in Mission Editor
Any particular reason why it has to be "juni 2019"? I highly recommend starting with the DCS World Wiki mission making section, and doing some small projects to get acquainted with the ME and/or scripting, e.g. a vehicle group starts moving when a player enters a zone, a message and sound is played when a unit has been destroyed, etc. There's also a quite a few mission editor tutorials, from simple to complex, on youtube and other media sites. -
ED's Ka-50 manual corresponds to your assumption. The manual also says "range finder / laser designator"; the further description, however, specifies it correctly.
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NVG's burnt my retinas on the CAU server, have to test Syria with damaged airframe tomorrow. I did see you added an extra tent at the FARP's, though. Should work, the radius seems to be rather large for those. Update: No anomalies detected, repair/refuel/rearm no probs.