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deadlyfishes

ED Beta Testers
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Everything posted by deadlyfishes

  1. Looks like you figured it out. -- Sorry for the late reply. Yes, aa_tor was in the editor, but not in the spawning pool list because TORs used to cause issues on DCS MP. For you and anyone else who is mission editor savy you can add YOUR OWN TEMPLATE units to mission spawning lists by doing the following: - ADD RED UNIT OF YOUR CHOICE - Preferably SINGLE UNIT - Note the GROUP NAME. - Make sure LATE ACTIVATION is checked - Add a WP Name for a label on the mission editor - In the spawning lists of AA units and ground units add the Group name to the list like this: "GROUP NAME", TemplateTable_AA = { "aa_ural", "aa_shilka", "aa_tunguska", "aa_strella", "aa_osa", "aa_manpads", "GROUP NAME", } These are just for AA, there are more lists, but they are embedded in the Ground Missions.lua file inside the miz, they are hard coded for now but I may enable these for editing.
  2. Glad to hear you got it working. You can add your own blue or red units as you'd like in the mission editor.
  3. Somewhat. You have to ensure airboss is enabled in the mission settings in the section of the trigger list, as described in the readme files. Once airboss is enabled, you can operate the many features of the airboss using the F-10 Other Menu, usually opened with \ There are many things you can do with it, and the menu options should be pretty straightforward. There's a whole documentation on airboss and features here: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html
  4. There's a way to add your own units to the spawning pool of the ground mission sets. It might be a bit risky for making it something that I push to users, especially those not comfortable with the editor. I'd love to help you out with this, could you possibly chat with me on discord? Otherwise I can see if I can write something up here, and possibly include the information in a new text file or something to show this.
  5. As the others have said, that issue stems from very long sessions. Add more WPTs to the carriers as needed. With the statics, this is a known issue with these spawned templates in multiplayer.
  6. UPDATE 06/02/2020 - 1: v1.66e - Fixed typo in Tanker Tacan channels in briefing and kneeboard - Tanker Tacans now properly broadcast callsign, distance, and bearing in the Y/TR/AA mode as intended.
  7. UPDATE 06/02/2020 - 1: v1.66e - Fixed typo in Tanker Tacan channels in briefing and kneeboard - Tanker Tacans now properly broadcast callsign, distance, and bearing in the Y/TR/AA mode as intended.
  8. UPDATE 06/02/2020 - 1: v1.66e - Fixed typo in Tanker Tacan channels in briefing and kneeboard - Tanker Tacans now properly broadcast callsign, distance, and bearing in the Y/TR/AA mode as intended.
  9. UPDATE 06/02/2020 - 1: v1.66e - Fixed typo in Tanker Tacan channels in briefing and kneeboard - Tanker Tacans now properly broadcast callsign, distance, and bearing in the Y/TR/AA mode as intended.
  10. No, I just haven't added them to the list. I can do that next update. If you are lua savy, I can walk you through adding more units to zeus yourself, but just know that with coming updates that you'll have to do any custom work you did again.
  11. It should be 43X CVN-7X - 43X TCN CRS: Varies (Click on unit while in-game to find HEADING) ATC: 225.5Mhz AM ICLS - 5 sorry, CVN-7X makes it easy for me so I dont have to change the CVN number if i switch between carriers.
  12. I am not sure at this time if I can disable it in the mission editor, however I found this... It may not pass integrity check https://forums.eagle.ru/showpost.php?p=4340201&postcount=95
  13. A2A missions are just random bandit spawns in a random location. You can see where they are via: - F10 Map if you have all units visible (this is the default setting) - Call the AI AWACS via 251 Mhz AM - Look at the EWRS Reports that pop up on the top right of your screen that show the bandit's position from you .
  14. Hey Redkite, myself and my community love your videos and all of the content you provide! That being said, with your permission I have added your Super Carrier Deck Layouts to my very popular Dynamic Sandbox PvE Mission - Through The Inferno. You can find my TTI SP Missions here: http://www.throughtheinferno.com/single-player-missions Here's a quick example of how I turned your Super Carrier layouts into an easy-to-install F10 Menu for other missions: If you want to add Redkite's Super Carrier Deck Layouts as a menu shown above you can download this LUA file here: http://www.throughtheinferno.com/wp-content/files/SuperCarrier%20Redkite%20Static%20Spawns%20F10%20Menu.lua 1) Find your Super Carrier Unit's UNIT ID via the (?) button next to the group name when you have the Super Carrier selected in the Mission Editor 2) Add a DO SCRIPT trigger on Mission Start > No Condition, BEFORE you loud the Super Carrier Deck Menu Lua File 3) Add a DO SCRIPT FILE and load the provided lua file for the Super Carrier Deck Menu Enjoy!
  15. UPDATE 05/26/2020 - 1: v1.66d - Added Super Carrier Deck Layout Menu to TTI Maps with the Super Carrier Big thanks to Redkite for allowing me to add these amazing static deck layouts for the Super Carrier. Layout Scripts Created by Redkite https://www.digitalcombatsimulator.c...files/3309905/ https://youtu.be/XONOFbhwbsU https://www.youtube.com/user/RedKiteRender/
  16. UPDATE 05/26/2020 - 1: v1.66d - Added Super Carrier Deck Layout Menu to TTI Maps with the Super Carrier Big thanks to Redkite for allowing me to add these amazing static deck layouts for the Super Carrier. Layout Scripts Created by Redkite https://www.digitalcombatsimulator.c...files/3309905/ https://youtu.be/XONOFbhwbsU https://www.youtube.com/user/RedKiteRender/
  17. UPDATE 05/26/2020 - 1: v1.66d - Added Super Carrier Deck Layout Menu to TTI Maps with the Super Carrier Big thanks to Redkite for allowing me to add these amazing static deck layouts for the Super Carrier. Layout Scripts Created by Redkite https://www.digitalcombatsimulator.c...files/3309905/ https://youtu.be/XONOFbhwbsU https://www.youtube.com/user/RedKiteRender/
  18. UPDATE 05/24/2020 - 1: v1.66c Caucasus: - Fixed an issue where SA-11 template units were not set to late activation All Maps: - Fixed an issue where WPT/Mission Map Markers were not deleting when a mission was complete. - Added an option to enable/disable JTAC Drones at all A2G Missions
  19. UPDATE 05/24/2020 - 1: v1.66c Caucasus: - Fixed an issue where SA-11 template units were not set to late activation All Maps: - Fixed an issue where WPT/Mission Map Markers were not deleting when a mission was complete. - Added an option to enable/disable JTAC Drones at all A2G Missions
  20. UPDATE 05/24/2020 - 1: v1.66c Caucasus: - Fixed an issue where SA-11 template units were not set to late activation All Maps: - Fixed an issue where WPT/Mission Map Markers were not deleting when a mission was complete. - Added an option to enable/disable JTAC Drones at all A2G Missions
  21. UPDATE 05/24/2020 - 1: v1.66c Caucasus: - Fixed an issue where SA-11 template units were not set to late activation All Maps: - Fixed an issue where WPT/Mission Map Markers were not deleting when a mission was complete. - Added an option to enable/disable JTAC Drones at all A2G Missions
  22. Go into the mission editor and change the slots unit waypoint on the initial slot setting to "Turning Point" instead of take off from ramp. Also here's an update: UPDATE 05/21/2020 - 1: v1.66b - IMPORTANT HOTFIX Caucasus: - Fixed a major issue where a WWII Asset Pack unit was accidentally placed on the map, making the map un-playable and un-editable for those who do not own the WWII Asset Pack DLC. NTTR: - Fixed an issue where the default AI Air Traffic spawns were set to hilariously high spawn rate. All Maps: - Fixed a major issue where setting A2A Carrier Bombers to "true" caused a script error loop. - Added a new method to detect map/terrain type to make better use of shared scripts. This is more of a back-end scripting improvement and won't affect gameplay. - Added reference point ships by the carrier for CASE I recovery procedures.
  23. UPDATE 05/21/2020 - 1: v1.66b - IMPORTANT HOTFIX Caucasus: - Fixed a major issue where a WWII Asset Pack unit was accidentally placed on the map, making the map un-playable and un-editable for those who do not own the WWII Asset Pack DLC. NTTR: - Fixed an issue where the default AI Air Traffic spawns were set to hilariously high spawn rate. All Maps: - Fixed a major issue where setting A2A Carrier Bombers to "true" caused a script error loop. - Added a new method to detect map/terrain type to make better use of shared scripts. This is more of a back-end scripting improvement and won't affect gameplay. - Added reference point ships by the carrier for CASE I recovery procedures.
  24. UPDATE 05/21/2020 - 1: v1.66b - IMPORTANT HOTFIX Caucasus: - Fixed a major issue where a WWII Asset Pack unit was accidentally placed on the map, making the map un-playable and un-editable for those who do not own the WWII Asset Pack DLC. NTTR: - Fixed an issue where the default AI Air Traffic spawns were set to hilariously high spawn rate. All Maps: - Fixed a major issue where setting A2A Carrier Bombers to "true" caused a script error loop. - Added a new method to detect map/terrain type to make better use of shared scripts. This is more of a back-end scripting improvement and won't affect gameplay. - Added reference point ships by the carrier for CASE I recovery procedures.
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