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Everything posted by deadlyfishes
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I don't get this error. Are you on the latest OpenBeta? Did you make any other changes other than the defined settings in the trigger list? This happens when something in the editor map changed and the code is unable to find something. Additionally, update for TTI: UPDATE 01/29/2019 - 1: v1.31a - 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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UPDATE 01/28/2019 - Added a new setting to configure where users can now adjust more A2A spawns (the ALL RANDOM set) - Added a new setting for A2A random spawns where users set a minimum and maximum time to make the time in which a2a spawns occur much more dynamic, random and unpredictable than they already are. - Added new settings that made TTI Standard vs TTI Alive redundant since now users can configure which missions are enabled for auto-spawned. If you want to revert to a TTI Standard setting where all missions are spawned manually, most of these auto-spawn settings should be set to "FALSE" as they are set to TRUE by default. -These changes bring a fully custom experience to TTI, encouraging players to adjust the mission as their skills increase. 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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UPDATE 01/28/2019 - Added a new setting to configure where users can now adjust more A2A spawns (the ALL RANDOM set) - Added a new setting for A2A random spawns where users set a minimum and maximum time to make the time in which a2a spawns occur much more dynamic, random and unpredictable than they already are. - Added new settings that made TTI Standard vs TTI Alive redundant since now users can configure which missions are enabled for auto-spawned. If you want to revert to a TTI Standard setting where all missions are spawned manually, most of these auto-spawn settings should be set to "FALSE" as they are set to TRUE by default. -These changes bring a fully custom experience to TTI, encouraging players to adjust the mission as their skills increase.
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I just added a new update tonight with an option for this, and much more! There are helo missions with that in mind, and they are no further than 25nm from their starting point. I believe there is still a FARP. Either way, you might not even need a FARP. Additionally new updates here guys: UPDATE 01/28/2019 - Added a new setting to configure where users can now adjust more A2A spawns (the ALL RANDOM set) - Added a new setting for A2A random spawns where users set a minimum and maximum time to make the time in which a2a spawns occur much more dynamic, random and unpredictable than they already are. - Added new settings that made TTI Standard vs TTI Alive redundant since now users can configure which missions are enabled for auto-spawned. If you want to revert to a TTI Standard setting where all missions are spawned manually, most of these auto-spawn settings should be set to "FALSE" as they are set to TRUE by default. -These changes bring a fully custom experience to TTI, encouraging players to adjust the mission as their skills increase.
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UPDATE 01/28/2019 - Added a new setting to configure where users can now adjust more A2A spawns (the ALL RANDOM set) - Added a new setting for A2A random spawns where users set a minimum and maximum time to make the time in which a2a spawns occur much more dynamic, random and unpredictable than they already are. - Added new settings that made TTI Standard vs TTI Alive redundant since now users can configure which missions are enabled for auto-spawned. If you want to revert to a TTI Standard setting where all missions are spawned manually, most of these auto-spawn settings should be set to "FALSE" as they are set to TRUE by default. -These changes bring a fully custom experience to TTI, encouraging players to adjust the mission as their skills increase. 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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Thanks for your input here epoch. I guess my "default" settings are quite intense, but you can easily adjust the A2G Hard missions to fit to your liking. You can simply: - Change the amount of SAMs at A2G missions - Change the amount of AA threats A2G Missions - Change which SAMs are allowed to be spawned in the spawning engine - Change which AA units are allowed to be spawned in the spawning engine by doing this, you can make these A2G missions your own. There's a doc detailing how to edit these mission settings and you won't have to worry about SAM CON 2019 if you don't want to.
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ah, I see. You're correct that it doesn't affect the alive version's auto spawns. I'll put in an update for this. I'm also considering consolidating both versions and making the alive auto-start missions optional, having them on by default.
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UPDATE 01/26/2019 - Added a new "DEFINE MISSION SETTINGS" section where users can now adjust and change which units are spawned in the random spawning pool of A2A and A2G (AA Threats) missions. This is especially useful if you want to prevent certain units from being spawned for A2G and A2A missions.
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UPDATE 01/26/2019 - Added a new "DEFINE MISSION SETTINGS" section where users can now adjust and change which units are spawned in the random spawning pool of A2A and A2G (AA Threats) missions. This is especially useful if you want to prevent certain units from being spawned for A2G and A2A missions.
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UPDATE 01/26/2019 - Added a new "DEFINE MISSION SETTINGS" section where users can now adjust and change which units are spawned in the random spawning pool of A2A and A2G (AA Threats) missions. This is especially useful if you want to prevent certain units from being spawned for A2G and A2A missions.
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HAHA I guess it's just the AI being dumb again, glad you're having fun! Thank you for your notes, I've made the following updates today: UPDATE 01/26/2019 - 1: v1.13 - Added a new "DEFINE MISSION SETTINGS" section where users can now adjust and change which units are spawned in the random spawning pool of A2A and A2G (AA Threats) missions. This is especially useful if you want to prevent certain units from being spawned for A2G and A2A missions. - Adjusted wind to account for variable carrier positions. - Fixed an issue with mismatched airframe slots
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New update here: UPDATE 01/22/2019 - Added waypoints to all missions except anti-ship for F/A-18C, AV-8B, A-10C and M-2000C. The intel reports will specify which waypoints to use to go to an active mission zone. - Fixed "AI friendly A2A Backup" logic. They will now properly patrol and will also takeoff from the runway directly. - Fixed the spawned in "ZEUS" aircraft to not just fly straight and/or RTB. They will now do CAP and orbit. - Fixed the SA-2 unit group to be more active than to just be an extremely close range SAM site. - Added an SA-11 battery to the unit pool of SAMs. - Changed frequency presets in the F/A-18C. If you decide to add A2A wingmen to the hornet slots, they will speak to you on 305mhz AM - JTAC Autolase script now tells you when units are destroyed and when new units are being lased.
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New update here: UPDATE 01/22/2019 - 1: v1.29 - Added waypoints to all missions except anti-ship for F/A-18C, AV-8B, A-10C and M-2000C. The intel reports will specify which waypoints to use to go to an active mission zone. - Fixed "AI friendly A2A Backup" logic. They will now properly patrol and will also takeoff from the runway directly. - Fixed the spawned in "ZEUS" aircraft to not just fly straight and/or RTB. They will now do CAP and orbit. - Fixed the SA-2 unit group to be more active than to just be an extremely close range SAM site. - Added an SA-11 battery to the unit pool of SAMs. - Changed frequency presets in the F/A-18C. If you decide to add A2A wingmen to the hornet slots, they will speak to you on 305mhz AM - JTAC Autolase script now tells you when units are destroyed and when new units are being lased.
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Sorry about that, there was some logic for units to not do that, but that is dependant on DCS' game logic and engine. The only fix is to make sure zones do not overlap within the city or buildings, but this is something I can't control as much other than that since the units spawn randomly inside the circle. Feel free to move the circle and their drone slightly or change the size. I'll look into fixing this but it will take some work and/or we'll have to wait and see what ED does with spawning units. At least they don't spawn hidden inside the buildings anymore or underground... I'll keep you posted! ALSO: New update here: UPDATE 01/22/2019 - 1: v1.29 - Added waypoints to all missions except anti-ship for F/A-18C, AV-8B, A-10C and M-2000C. The intel reports will specify which waypoints to use to go to an active mission zone. - Fixed "AI friendly A2A Backup" logic. They will now properly patrol and will also takeoff from the runway directly. - Fixed the spawned in "ZEUS" aircraft to not just fly straight and/or RTB. They will now do CAP and orbit. - Fixed the SA-2 unit group to be more active than to just be an extremely close range SAM site. - Added an SA-11 battery to the unit pool of SAMs. - Changed frequency presets in the F/A-18C. If you decide to add A2A wingmen to the hornet slots, they will speak to you on 305mhz AM - JTAC Autolase script now tells you when units are destroyed and when new units are being lased.
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New update here: UPDATE 01/22/2019 - 1: v1.29 - Added waypoints to all missions except anti-ship for F/A-18C, AV-8B, A-10C and M-2000C. The intel reports will specify which waypoints to use to go to an active mission zone. - Fixed "AI friendly A2A Backup" logic. They will now properly patrol and will also takeoff from the runway directly. - Fixed the spawned in "ZEUS" aircraft to not just fly straight and/or RTB. They will now do CAP and orbit. - Fixed the SA-2 unit group to be more active than to just be an extremely close range SAM site. - Added an SA-11 battery to the unit pool of SAMs. - Changed frequency presets in the F/A-18C. If you decide to add A2A wingmen to the hornet slots, they will speak to you on 305mhz AM - JTAC Autolase script now tells you when units are destroyed and when new units are being lased. - Adjusted tanker paths.
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Big game changing update for TTI SP!! UPDATE 01/17/2019 - Added 'configurable' mission settings for TTI SP. Check the readme file on editing mission settings for more details. Find the download at the ED userfiles link on the first post. EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS! You can configure and personalize the many attributes of Air to Ground Missions, Air to Air spawns and JTAC settings within the mission editor easily. There is a tutorial readme file on how to do this. You can also just look here to see what kind of mission settings are editable and what they change: HOW TO CHANGE MISSION SETTINGS: GO TO THE TRIGGER LIST IN THE MISSION EDITOR (3rd icon under MIS on the LEFT PANEL) On the FIRST TRIGGER, look in ACTIONS > DO SCRIPT. There you can edit the number values for adjusting the mission properties. AFTER EDITING, SAVE MISSION!!!!! DO NOT CHANGE ANYTHING EXCEPT FOR THE NUMBER VALUES!!! This is what each setting does:
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There is a bug with the scripting that doesn't allow for this unfortunately. I've gotten it to prioritize before, but it breaks many other important aspects of the mission. Also: Big game changing update for TTI SP!! UPDATE 01/17/2019 - Added 'configurable' mission settings for TTI SP. Check the readme file on editing mission settings for more details. Find the download at the ED userfiles link on the first post. EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS! You can configure and personalize the many attributes of Air to Ground Missions, Air to Air spawns and JTAC settings within the mission editor easily. There is a tutorial readme file on how to do this. You can also just look here to see what kind of mission settings are editable and what they change: HOW TO CHANGE MISSION SETTINGS: GO TO THE TRIGGER LIST IN THE MISSION EDITOR (3rd icon under MIS on the LEFT PANEL) On the FIRST TRIGGER, look in ACTIONS > DO SCRIPT. There you can edit the number values for adjusting the mission properties. AFTER EDITING, SAVE MISSION!!!!! DO NOT CHANGE ANYTHING EXCEPT FOR THE NUMBER VALUES!!! This is what each setting does:
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Big game changing update for TTI SP!! UPDATE 01/17/2019 - Added 'configurable' mission settings for TTI SP. Check the readme file on editing mission settings for more details. Find the download at the ED userfiles link on the first post. EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS! You can configure and personalize the many attributes of Air to Ground Missions, Air to Air spawns and JTAC settings within the mission editor easily. There is a tutorial readme file on how to do this. You can also just look here to see what kind of mission settings are editable and what they change: HOW TO CHANGE MISSION SETTINGS: GO TO THE TRIGGER LIST IN THE MISSION EDITOR (3rd icon under MIS on the LEFT PANEL) On the FIRST TRIGGER, look in ACTIONS > DO SCRIPT. There you can edit the number values for adjusting the mission properties. AFTER EDITING, SAVE MISSION!!!!! DO NOT CHANGE ANYTHING EXCEPT FOR THE NUMBER VALUES!!! This is what each setting does:
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Big game changing update for TTI SP!! UPDATE 01/17/2019 - 1: v1.28 - Added 'configurable' mission settings for TTI SP. Check the readme file on editing mission settings for more details. Find the download at the ED userfiles link on the first post. EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS! You can configure and personalize the many attributes of Air to Ground Missions, Air to Air spawns and JTAC settings within the mission editor easily. There is a tutorial readme file on how to do this. You can also just look here to see what kind of mission settings are editable and what they change: HOW TO CHANGE MISSION SETTINGS: GO TO THE TRIGGER LIST IN THE MISSION EDITOR (3rd icon under MIS on the LEFT PANEL) On the FIRST TRIGGER, look in ACTIONS > DO SCRIPT. There you can edit the number values for adjusting the mission properties. AFTER EDITING, SAVE MISSION!!!!! DO NOT CHANGE ANYTHING EXCEPT FOR THE NUMBER VALUES!!! This is what each setting does:
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Sadly that's a client-side thing. You'll have to mod it or reduce the trees out on your end. It's on the first post, linked at the top but here it is: https://www.digitalcombatsimulator.com/en/files/3063233/index.php
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Try version 1.27d, just fixed it for you: UPDATE 01/05/2019 - 1: v1.27d - Fixed an issue with the 'standard' version where ground missions were not working.
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Yeah, just use 7zip to open the miz file as if it were a zip folder :) Go in the mission editor and add wingmen to the slots you want wingmen for. Just make sure they're not set to CLIENT or PLAYER. --- Additionally, new update here guys: UPDATE 01/05/2019 - 1: v1.27c - Added a fix to optimize online stability.
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New update which fixes some crashes when playing for a while: UPDATE 01/05/2019 - 1: v1.27b - Fixed an error in the scripting that would cause crashes occasionally.
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There shouldn't be. Let me know if there is. Use the unlocked liveries mod from my site here to use any livery you want with any aircraft: https://throughtheinferno.com/mods/
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UPDATE 12/17/2018 - 2: v1.03a - Fixed CV-Stennis ATC Frequency to be 225.50Mhz AM which was on another frequency that didn't work with the Hornet. :thumbup:
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