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Everything posted by EasyEB
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Yes, sure. It'll take a while for me to isolate just those functions from the script though. If you want to see how they play out try the mission Operation Titan Angel in user files and fiddle around with it. If you don't have the A-10C just open the mission in the editor and just replace any of the Hawg flights with an aircraft you own.
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There is. I'm using Moose spawned unit and let the player command an AI plane (Moose spawned) to attack a group (also Moose spawned), or a specific unit in the group with a weapon of the players choice. I'm sure you could use the same method to give the same order to your wingman.
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Late reply to original question: A feature complete one.
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Depends on the mission. Some use scripting that does not allow for more than one player for different reasons.
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Rename the file from .miz to .zip. Then you can extract any sounds or scripts or whatever. Or use 7zip and just open the .miz file.
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Many (all?) ai planes do this after shut down. Not possible for player so stand outside the plane (except for ejecting then walking back to the plane).
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Make one group drive in the opposite direction of another group.
EasyEB replied to EasyEB's topic in Mission Editor
That was it! Thanks a lot! -
Make one group drive in the opposite direction of another group.
EasyEB replied to EasyEB's topic in Mission Editor
I'm failing with this. The unit always drives almost straight north (heading between 003 and 005). -
Make one group drive in the opposite direction of another group.
EasyEB replied to EasyEB's topic in Mission Editor
I... did not think of that. Thanks buddy! I'll give it a whirl. I'm using whatever method works and my missions tend to be a hodgepodge of Mist, Moose and regular old straight to the API scripting. -
Hi! I'm looking for a way to make a group retreat from another group. I know how to make them drive to a point in a set direction for a set distance. Now I need to get the direction to be the opposite direction of another group. How do I find that? I guess I need the bearing from GroupA to GroupB, and then flip it 180 degrees. But how do I get the bearing between those two points?
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Update 1.9.8.1 Hotfix. Unborked a couple of things that got borked. Update 1.9.8.2 Hotfix. Ground units will no longer open fire on confirmed civilian units (!). Update 1.9.8.4 Hotfix. Infantry will despawn when a new Atlas detachment is available.
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Any way to determine if a point is over water or land?
EasyEB replied to fargo007's topic in Mission Editor
I'd like a function for knowing if a point is in the woods or not. -
There is now! Update 1.9.8 -A new type of task is thrown into the mix with target units that may be civilian vehicles. On those tasks the ROE will change to hold fire until ground units can determine if the civilian vehicles are hostile or not. -mBots (modified) dismounts script is now implemented on all the target units. They will adapt in numbers by vehicle type (more in troop transport trucks, and fewer in APCs), and in true OTA fashion they may or may not have MANPADS with them. -Laser designating units (Alpha and the Reaper) can be ordered to designate vehicles only, troops only or all targets. -Tasking is may now also be in Abkhazia. -Also bug fixes. Enjoy!
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How to get F6 weapons view working in a custom mission?
EasyEB replied to leg_iron's topic in Mission Editor
External view is probably disabled in the mission settings. Or can you view yours/other aircraft from F2? -
I don't have the ww2 packs so I can't test it myself it sounds like it's a unit type name issue.
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Open the script in a text editor, find the unit type names that you want to replace (for example "Infantry AK"), and type in the unit type name that you want.
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Why? If we as mission designers can get ideas of what works and is fun couldn't that work to all our favour? I'm not trying to push your buttons here or anything. We constantly try to make your employers product better, so I just don't see the point of Voldemorting other games that we can draw inspiration from. I spend all of my gaming time in DCS, either playing it or making missions so I'm in the dark on what people do in other games, and any input on what the players want is valuable to us. There's very few things that straight up can't be done in DCS so it's really up to our imagination. Why not help it in any way we can?
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Update 1.9.3 -Lots of small boring bugfixes and tiny changes to existing functions. -Georgian SU-25s can now join up on either each other or the player. They can still be ordered around individually at any point, but if not ordered to fly to a specific point they will rejoin their previous wingman after they have performed an attack. Download here: https://www.digitalcombatsimulator.com/en/files/2504663/
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Be lazy or whine. Don't do both. You're saying that you won't do what you expect others to do for you. Besides, there's enough randomization possibilities to make missions fun to play even for the mission creator.
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A bombastic video briefing won't help much if the mission is just five tanks in the middle of a field waiting to be bombed.
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Feef, dynamically spawned. Grimes, thanks! I'll give it a shot. I just need to get a tiny zone on the enemy group but that shouldn't be a problem.
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I've hit a wall. I'm trying to make an AI plane fly to a spawned ground unit groups position and perform the SEAD task (engage air defences) but I can't for the life of me get anything to work. I've lost my mojo. I need help. If anyone has gotten this to work, please share with me how.
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Yes, of course! I want you to use it however you want. I have done the same but I find the wingman AI to be enfuriating. That's why I added the SU-25s and gave them the "Engage specific target"-menu. Out of sheer frustration :)
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I'm really glad to hear you are enjoying it. I make this mission for myself to play and sometimes I forget that other people are also enjoying it. How do you play? Do you use all assets (air and ground) all the time or do you do most of the warhead work yourself? --- I have an update out just now. There's a lot of boring under the hood bug fixes that I won't go into, but should make it a lot more stable. But some of the gameplay changes are: -The Georgian SU-25s will report their range to target repeatedly while rolling in, this will make it a lot easier to coordinate with them when you want to strike a target simultaneously. If you find this feature annoying, you can disable it in their ROE submenu. -The Georgian SU-25s can now be ordered to anchor at your current position. This way you get a little more control over where they roll in from. -If neither Alpha, Bravo, Charlie nor the Reaper has eyes on the enemy you can no longer order the SU-25s to attack specific targets. This is to better go inline with the availability of intel of the enemy units. They can still be ordered to "attack any target" though. I'm no monster. -Laser code switching (for when Alpha or the Reaper designates targets) does not require you to turn off their laser and then turn it on again. Simply choose the code you want them to use, and they will start using it immediately. -Not new features really, but changed workflow: Alpha, Bravo and Charlie will now automatically hold when they are within 2.5 nm of the target, and once again when they are danger close. This is so they won't just drive into their death if you forget to stop them while you wait for all the other things to fall into place. When they have stopped you can just order them to move and they will do so. This behavior can also be disabled in their ROE submenu. -The Player Settings menu will no longer show up when switching slots/joining late. Download here: https://www.digitalcombatsimulator.com/en/files/2504663/