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deadlyfishes

ED Beta Testers
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Everything posted by deadlyfishes

  1. UPDATE 03/02/2019 - 1: HOTFIX - Fixed a critical scripting error that broke mission spawns. All works now. - AWACS Frequency returned to 251mhz AM as listed in the kneeboard and briefing.
  2. New update everyone! UPDATE 03/02/2019 - Added MiG-19P - "Refreshed" units that affect the new F/A-18C Data Link Update - Fixed incorrect frequency listing in the custom kneeboard.
  3. New update everyone! UPDATE 03/02/2019 - Added MiG-19P - "Refreshed" units that affect the new F/A-18C Data Link Update - Fixed incorrect frequency listing in the custom kneeboard.
  4. New update everyone! UPDATE 03/02/2019 - Added MiG-19P - "Refreshed" units that affect the new F/A-18C Data Link Update - Fixed incorrect frequency listing in the custom kneeboard.
  5. New update everyone! UPDATE 03/02/2019 - Added MiG-19P - "Refreshed" units that affect the new F/A-18C Data Link Update - Fixed incorrect frequency listing in the custom kneeboard.
  6. Okay ill take a look into that for the next update. Hmmm.... I'm using the normal DCS scripting to get menus up. Try making each plane its own group, the squad units 2/4 3/4 4/4 of the group will make the menus buggy. Try that for now if you haven't. Provide me more detail if you can later. I'll be adding the mig19 soon as it just came out today! great, I've added that to my list of fixes thanks for the help!
  7. What are your specs? Are you running the latest version of DCS OpenBeta? Does it work in non VR?
  8. In the editor, the ships placed for anti-ship are pre-placed, you can edit their properties as you like. Remove all their ROE/alert settings or change it to RED and WEAPONS free if need be. Did you make any changes to the mission at all?
  9. Enemy AI cheat very much so. See if you can go in the mission editor and remove the setting on the carriers that hold fire, if they aren't shooting back.
  10. Ah right, so you need to request the intel of which mission is up. F10 other > Intel reports > Request mission location intel The pop up will tell you which mission is up with a WPT number.
  11. Thanks for the info, I now realize this is a good workaround, however it's still a problem for the combined arms module... If you set a unit as uncontrollable or disable player can drive... then they still should not be able to use combined arms AT ALL, especially from spectators....
  12. There are no such options in the mission editor. Also there are no such options in the "options" file in the miz. : I can easily reproduce this bug, here's how to do it: Join a MP server with enemy unit set to "uncontrolable" - If an enemy unit was already there before you joined, you cannot control them in spectators - If a new enemy unit is spawned in AFTER you joined, even if they are set to "uncontrolable" they can be controlled and told what to do using the combined arms module.
  13. I don't see any such options for that on the server options screen
  14. There is seemingly an exploit with Combined Arms and multiplayer, where a spectator can go to Briefing > Fly > F10 Map and can control/command units even if they are not in a Game Master slot. Apparently, only the units spawned in after the player has joined can be controlled. This is a huge problem for MP servers since it allows for players to take control of any unit and cause a ruckus. Our server has seen a few people take control of tanks to drive them to the airfields to shoot at players while they are starting up/taxiing/takeoff/landing
  15. New update everyone! UPDATE 02/12/2019 - Added a new "A2A Intercept Bombers" mission type. - Added new config options to set time for enemy bomber auto spawns and options to enable/disable them. Find the download link on the first post of this thread. Also, by popular demand; We recently opened up a Patreon page for those who wish to support all TTI projects: Support Through The Inferno on Patreon!
  16. New update everyone! UPDATE 02/12/2019 - Added a new "A2A Intercept Bombers" mission type. - Added new config options to set time for enemy bomber auto spawns and options to enable/disable them. Find the download link on the first post of this thread. Also, by popular demand; We recently opened up a Patreon page for those who wish to support all TTI projects: Support Through The Inferno on Patreon!
  17. New update everyone! UPDATE 02/12/2019 - Added a new "A2A Intercept Bombers" mission type. - Added new config options to set time for enemy bomber auto spawns and options to enable/disable them. Find the download link on the first post of this thread. Also, by popular demand; We recently opened up a Patreon page for those who wish to support all TTI projects: Support Through The Inferno on Patreon!
  18. New update everyone! UPDATE 02/12/2019 - 1: v1.24 - Added a new "A2A Intercept Bombers" mission type. - Added new config options to set time for enemy bomber auto spawns and options to enable/disable them. Find the download link on the first post of this thread. Also, by popular demand; We recently opened up a Patreon page for those who wish to support all TTI projects: Support Through The Inferno on Patreon!
  19. You can do either, just make sure if you're making a new group you set them to "CLIENT" Also, if there are errors from making a new group, try copy+pasting an existing client slot group with CTRL C CTRL V to ensure its parameters are copied over, avoiding any crashes or errors.
  20. There's a section in the "DEFINE MISSION SETTINGS" where you can add a -- before the aircraft listed to essentially remove them from the spawning pool. It's explained in great detail in the readme on how to do this. Let me know if you still have any further questions. Try running Open Beta, and try it without mods if you have any, just to see if it will work.
  21. Basically this is the list of AA vs SAMs. I know some are still SAMs in the AA group, but I consider the "standalone" units that don't require a separate unit to be an AA threat alone. TemplateTable_SAM = { "sam_s3", "sam_s2", "sam_s10", "sam_s11", "sam_s6", } TemplateTable_AA = { "aa_ural", "aa_shilka", "aa_tunguska", "aa_strella", "aa_osa", "aa_manpads", } Also, don't forget you can edit these units in the editor under the section where I allow you to edit these units. You'll have to add a -- before the ones you DON'T WANT appearing. Initial spawn is a hardcoded time value for now... however; Look at the Trigger List Persian SP.lua file embedded inside the miz (you can use 7zip to extract it) Go to line 2525 You'll find this timer.scheduleFunction(function() main_ambient() end, nil, timer.getTime() + 240 ) That number value is the time in seconds for when the auto-spawning A2A starts. 240 seconds is 4 minutes into the mission start. You can change this if you'd like, I might make it an option in the near future. Just remember that the auto-spawning A2A won't begin until after this time.
  22. Yeah, you can make a new slot, or copy + paste an existing one and change the airframe type if you have issues with new slots crashing your game.
  23. I believe it's because the game is blocking their spawn because it cannot launch 4 at the same time. Also, because the line of code is blocked, the script breaks and won't get to the point that prevents looping. Glad you figured it out.
  24. Hey I'll add these to my to do list, and check it out. Easy enough to move tankers, and the A2A is pretty random. Their search zones, initial spawn and more attributes are all randomized. I'll see what I can do
  25. Yeah I found that in all my missions, pushed an update this morning: UPDATE 01/29/2019 - Fixed an issue where some A2G Hard Missions were not applying player defined settings for number of SAMS on A2G Hard Missions
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