

doodenkoff
Members-
Posts
435 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by doodenkoff
-
[MOOSE] RAT - Random Air Traffic
doodenkoff replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
Do you have the Civil Aircraft Mod installed? https://forums.eagle.ru/showpost.php?p=3268436&postcount=89 -
This one? https://forums.eagle.ru/showthread.php?t=220825 Looks undeleted.
-
Help- Triggers are triggered on missionstart?!
doodenkoff replied to MarkP's topic in Mission Editor
This Wiki has an in-depth look at randomizing missions. It can't be easily explained in a single thread post unfortunately. In a nutshell, a "flag" is value that can be evaluated to trigger an action or not. Flags can be considered as 'ON/OFF', 'TRUE/FALSE', or they can have some numerical value. In that first image I attached, I set Flag 3 once, at mission start with a slight time offset, and I'm allowing for a random choice of values 1 to 10 inclusively. In the second, I've evaluated Flag 3's value, and if it is Flag 3 = 1, I trigger a script file to run. You'll see I evaluate 1 - 5. Why not all the way to 10? Because I want there to be a chance nothing spawns at all. -
Help- Triggers are triggered on missionstart?!
doodenkoff replied to MarkP's topic in Mission Editor
I changed the behavior of your Escorte group. Instead of the mission "escort", I created waypoints parallel to the Dictator group. When they tried to fly the "escort" task, they had a tendency to fly into mountains. Test this iteration. I added a blue commander. I use them for testing purposes. Also, you can add a blue AI with a flightplan that flies it into the trigger zone for testing purposes. Just remember to edit the trigger to include the AI group as another 'OR' choice. Start the mission, choose the commander seat then watch what happens. Intercept Dictator_edit.miz -
Help- Triggers are triggered on missionstart?!
doodenkoff replied to MarkP's topic in Mission Editor
Offhand, I'd say unless you have all 8 seats filled for the Banshee and Prophet group, the scripting engine is treating the unchosen client plane(s) as "out of zone". Nonetheless, instead of looking at it as a trigger for when a unit leaves a zone, how about when part of a group enters a zone. It looks like you already know about where you want the engagement to take place so I removed your "Leave Airspace" zone and established a "Start Intercept" zone in the attached edit. I dumped the sound files out of the .miz for size considerations. I think your second trigger, for mission success, is unnecessarily convoluted. If the mission is successful when the Dictator is dead, just make that the condition to trigger the messages. 1 ONCE GROUP IS DEAD (Dictator) MESSAGE TO ALL There's also some cool stuff you can do with random flags to spawn different compositions of opfor aircraft. Intercept Dictator_edit.miz -
Trim and pitch balance - How does it really work?
doodenkoff replied to Wyverex's topic in DCS: L-39 Albatros
I generally find that I can hit a balance between power and trim to where I can 'nearly' fly hands-off. I like to get it to a point where corrections to course are done with the trimmer switch. -
I've been fighting this too, but here's something I've learned; when you're working your throttle, don't wait to see the velocity vector and/or the E bracket respond before going the other way with the throttle. It's like holding a hover in a Huey, you should feel like the airframe is reacting when you're already on to your next adjustment.
-
"Client" aircraft slots are offered at the beginning of the mission as choices. If a slot is not chosen by a pilot, the plane does not spawn. "Player" slots are filled by the pilot when the mission is started. Generally speaking, client slots are used to offer choices to players in multiplayer missions, and player slots are for single player, single aircraft missions. The distinction is not set in concrete. The single player missions I build for myself use "client" slots because I want the single player to have a choice of aircraft to fly. I've never tried, but I don't think you can mix the two in a mission.
-
MOOSE, MIST, CTLD, CSAR, AutoGFT, and others, are the "framing" that others have developed to provide additional functionality in DCS. All of them have threads on this forum devoted to their use. You should avail yourself of them. Do not expect to become expert in their use right away. Each has a community that is generally happy to help someone else understand them. In a nutshell, each of those previously mentioned tools, are .lua script files that are loaded at Mission Start using the Mission Editor. There are numerous how-to's describing how that is done. Once they load into the game, they then provide the support for additional, detailed scripts that perform some function you want to see by pre-defining functions and classes. You can write your scripts directly into the text box in the ME. That's good for short concise actions or effects. Or like I prefer, write your script as a standalone file and run it with a Do File trigger. I've attached one of my amateurish missions you can look at for examples. You will need to extract the .zip archive to use the files. Notepad++ is an excellent choice for editing any type of script. You can set the 'language' to lua and it will alert you to errors in syntax by changing the color of text. To your item #3--You have to consider the AI and the client planes as almost being in different environments. AI is AI...clients are clients....and never the two shall meet. Except to shooty shoot at each other. Once an object (aircraft) in the game is marked as AI, that status cannot be changed. Same for client planes. A slot for a plane is a client slot and will always be a client slot. Just forget the idea that they can change horses mid-stream. Missions run in a multiplayer environment can have all of the aircraft available and clients can fly any plane/helo for which they own the module. Maps are different; if I do not own the map module for a particular mission on a server, I cannot fly on the that particular server. The WWII asset packs are that case as well. If I don't own the WWII asset pack, I cannot participate in a MP mission featuring those assets. You do not need a separate machine to test multiplayer missions. Set your aircraft slots to "client" and run the mission. You are then effectively running a Multiplayer mission just as a server would. In DCS, the "server" is no more than a computer running the same software the client is running. Gori_Valley_insurgents.zip
-
For the basic, get-started, stuff, these are fine. There's no significant difference between the versions as far as the mission editor is concerned. The biggest difference comes into play if you have more than one map installed. Then, you just have to be aware of choosing the correct map.
-
Someone has a script that will simulate an artillery barrage on a zone. It may be a MIST or MOOSE based script. I'll dig around. There should be a thread right here on this forum.
-
The first link has short 'n sweet tutorials, whereas Ranger gets a little more in depth. Both of these are useful.
-
I think lighting has a bunch to do with it. I changed the start time on a mission recently by one hour so I could intentionally get some interesting shadows in the AO. Turned out, I eliminated my ability to get target lock. One hour back the other way, and it works fine.
-
I'm not positive, but reading this and thinking about it, I have the feeling that when the targeting box starts moving by itself, that I had previously been locking a moving target and the shkval maybe acted like it was still tracking that moving target. I don't think mine starts slewing on its own when I've been locking and exploding stationary targets.
-
Yes. I have not detected any issues with it in 2.5.
-
How to see mission waypoints in flight (Huey)?
doodenkoff replied to FlyBaby's topic in User Created Missions General
Mark II Eyeballs. Put your waypoints at visually recognizable landscape/building features. -
Create a small trigger zone right at the waypoint. Then--and the details might depend on if it needs to repeat, or can be a single occurrence--create a trigger: TYPE: 1 ONCE CONDITIONS: UNIT INSIDE ZONE Then the unit's name (pilot's name) Then whatever you named the zone. ACTIONS: SOUND TO GROUP The group name for that particular pilot Click 'OPEN' and browse to whatever audio file you're looking to play. This will play a sound file to that particular pilot group ONE time, when they enter the zone. You can get trickier with flags etc. later and have it be a re-occurring trigger. But Doodenkoff, what sound file should I use? Make your own. Turns out, it's pretty easy with a piece of software like Audacity (it's free). Record yourself or have someone with a good voice do it, and export the resulting clip. Audacity by default exports as an .ogg file which happens to be what DCS likes. soundfile_test.zip
-
No kidding? Well that 'splains a lot.
-
Ask the owner of splashonegaming.com to correct their certificate.
-
No offense, but....no. What you're describing is impossible given the way the environment is coded now.
-
I'm not sure that a written tutorial works well for the user interface of DCS's mission editor. Look up on YouTube. I think he does a fair job explaining how to get started and then expands into triggers and zones.
-
That would be roughly 85kg per rack. Does that sound right? Seems kinda heavy to me. But, I'm not an expert.