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Everything posted by deadlyfishes
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Alright, so I've fixed A2A easy mode. Asking for a second A2A easy, will get you an A2A easy mission. Requesting secondary tasking works, as far as I've tested it. I did an easy A2A, asked for a second A2A easy, requested a secondary multirole task, and I saw both the A2A easy and multirole enemy groups spawn. You can only start a secondary at the start of a mission task. I give players 30 seconds to decide if they want one before the request disappears. The idea is that you want all tasks to be given at the same time. The version now is 1.14
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Hah, I rage-quit DCS/A-10C for almost a year because I couldn't get the flow down of SOI/SPI/China Hat Forward Long. It finally hit me a few weeks ago on how it all really works and now I'm really loving it.
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Wow thanks for that! I was going to post a reply saying I tried approaching from another angle, and it seemed to work out better... So, should I set SPI on the TGP when it is in LSS/LST mode? (Can't slew the TGP in this mode) The only reason I felt that I didn't need to do that is because it was tracking the lase from the JTAC. **EDIT: I guess the SPI is where the boom points to...** Anyways, thanks for the help, the image and diagram was very useful.
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Yeah, they're both 1688. The bomb doesn't act like it's responding to the lase from JTAC. It does respond BEFORE I say "SPOT" but it doesn't seem to respond to the laser after I do "Spot", and then "IN" I've attached a trk file, hopefully it doesn't glitch or anything. Failed LST GBU.trk
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So, I have a JTAC setup to do a laser designation, but I'm confused a bit with how it works; So this is what happens: Call JTAC Get target position, etc Mark target data on TAD as SPI Move TGP to look at SPI Tell JTAC LASER ON LSS Mode on TGP, found laser says "DETECT" and now it's tracking Tell JTAC SPOT Tell JTAC "IN" Cleared hot Release GBU 12, doesn't appear to even try to find the laser from JTAC Miss So what actually worked, is to ask for LASER ON and then not tell JTAC "SPOT" and just go ahead and firing the GBU-12 at it, and the bomb attempted to hit the laser, unlike before. I was able to hit the target this time. Yeah, this worked, but I don't think this is the right protocol... I understand how to do self and own lase, but I'm trying out to fire off of JTAC's lase this time.
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I've been updating the file and in my mission editor, easy comms is not enforced but enabled on my own game options. However, I did turn off easy comms in my options and it appears to not have easy comms anymore in the mission. Download the file again. I put a "last updated" date on the beginning of the mission description before you hit "fly" it should read 10/30/2016, but I guess you're using my latest versions with JTAC 1,2 - Good to hear the JTAC is working well, I literally spent all of today learning all about it so I could implement something that at the very least works. I'll be improving on the JTAC as I progress in my studies on it. 3 - Well, I did put in the message that "there are enemy helos in the area" however, I wasn't aware about AWACS not saying anything because I'm so used to these missions that I already know where they are anyways... Maybe I can look into this to make either messages pop up or figure out how to get AWACS to see them... 4 - do you plane to add more than 1 wingman per plane type ? -- Yeah, this is pretty easy to do, and I already went ahead and added 3 more wingmen for each plane type :) Again, only LEAD can activate mission triggers and whatnot. 5 - Not sure of what the scramble is, but I can look into repeating the easy mission again, it seems that it's calling the normal A2A when you're coming off an easy A2A... I'll try to replicate this, but I checked the triggers and code, doesn't look like spawning the x3 Su-27 group is possible after the A2A Easy mission. You might've asked for a regular A2A... As per the crash, I'm not so sure how that could've happened, code and script looks intact for that as well. 6 - Thanks for spending some time playing it, I'm still spending a lot of time improving and making it more enjoyable. My goal is to make it a go-to mission if you just want to play casually without any particular goal, plane or weapon employment.
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- Hard to figure out what to do about those kill messages for friendlies, probably lua script, but for now it's not priority. - I removed the randomized event that an air to air enemy may spawn for a ground attack since some of the ground attack missions already have air units to go with them - I added an option to continue with a new task if you want without RTB - I added an option to take on more tasks at once if you'd like - JTAC is my next goal unless there are any other issues that come up. Let me know what you think if you get a chance to try out the latest file.
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Alright, so all the options are all optional, so you'll have to turn all those things off in your settings. I just updated the file in the post. I'll see about adding cords, but I'm really thinking about implementing JTAC and figuring out how to do that since for now it seems pretty hard for the A-10 to find targets without labels or the F10 Map with enemy units on it.
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I'd love your feedback on how the helo missions workout for this, I didn't make this mission with helos in mind since I'm not really flying them as much, but I added them per the request of many. The missions are kind of dumbed-down a bit because I still want to keep working on adding more and/or making the current ones more interesting. Making everything work to be randomized/dynamic and endless took up the bulk of my time and effort on this. The system works great, but now I need to just improve on the missions/tasks to make them more enjoyable and hopefully add more for better replay value.
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Yeah, I think maybe today or tomorrow, I'll try making tasks specifically for helos. Also, as someone who never usually flies helos, or the KA50 at least, are jets a common adversary in multi-role helos? Just wondering since maybe I can reuse some spawn points for helo specific missions. Ever since last night, there were many changes and more should be coming before the weekend. I'm in San Jose, close to Cupertino :)
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Thanks for the feedback! That's pretty funny haha, but I think these airports have a nice distance between other airbases. Not too far, not too close. I did say that it's best to ready up first before choosing a task :P Also, I probably should spread out the A2A groups to start a bit further anyways, they pop up close enough to RWR to pickup from Krasn-Center. Glad you were able to enjoy it with the helo, since I kind of just added those on a whim, I'll be working on this for a while. I seriously freaking hope that this mission can carry over to 2.5....
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The message popups on the top right and the comms menu overlap almost everytime, especially with custom radio items:
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So I've got my mission working how I like it, but I'm trying to understand why some conditions seem to have the same properties. I've posted a tiny portion of my RPG-like endless mission here. I'm just trying to understand why this particular condition fires as true when the same thing happens. Essentially this is how my mission works: - Player is at airport. - Choose to accept a task; An A-A, A-G, or Multi-role mission. - Once a mission type is chosen, a random task is generated. (Tasks can be repeated thanks to MIST grouprespawn) - Once that task is generated, no new tasks can be accepted or generated until the current task is completed and the player has RTB'd. Here's what has me confused: I have my mission detect if a task is active if RED COALITION is inside my Trigger Zone which takes up the entire area of the mission. I don't expect anything to happen outside of it. What I want to happen (which works fine in my miz file) is for the mission to detect a task is COMPLETE when any RED COALITION unit is no longer in the Trigger Zone, so basically you destroyed everything that is RED COALITION. When I do this: **CONTINUOUS ACTION> PART OF RED COALITION OUTSIDE OF ZONE > Set Flag 1 OFF it has the SAME EXACT RESULTS as this: **CONTINUOUS ACTION> ALL OF RED COALITION OUTSIDE OF ZONE > Set Flag 1 OFF **note: If I make this switched action, it won't work correctly. So, why when I choose PART OF COALITION, it still has to wait until ALL the units are destroyed. Isn't that supposed to fire true when ONE unit is destroyed? Not every single one? I am not using group dead or unit dead conditions because it messes with the grouprespawn script from MIST. I'm okay with this, but I'm just wondering if something is wrong with that trigger condition. Attached is my miz file. Try changing the PART OF COALITION OUT to ALL OF COALITION OUT, they do the same thing. Also, if you make those into SWITCHED CONDITION instead of CONTINUOUS, it won't work. Why? I don't know, but it works and I'm okay with that haha. Anyways, I appreciate any help. I'd love to share a completed and full mission with you all once I got this working out. Thanks! EDIT: Okay, you might be wondering why there is a stupid amount of F-15C's in the sky. That's so the enemy AI can be destroyed faster. The AA on the ground helped, but didn't guarantee the enemy jets would all go down. Testing What works.miz mist_4_3_74.lua
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Easier way to get messages/sounds on killing an enemy?
deadlyfishes replied to deadlyfishes's topic in Mission Editor
The issue with that is that different planes have different values when you kill them. So if an Su-27 is worth 15 points, the whole system can get out of whack if each increment is by +10 points -
Easier way to get messages/sounds on killing an enemy?
deadlyfishes posted a topic in Mission Editor
So I like adding a bit of immersion by adding a message/sound like "Splash one!" or "Good kill!" with one of my custom audio clips I sampled from youtube videos or flight recordings. But, it gets a bit tedious to set a trigger FOR EVERY SINGLE ENEMY: Unit Dead - [uNIT NAME] - PLAY SOUND TO ALL , MESSAGE TO ALL/COALITION Is there a way I can just get a trigger to activate when you kill any enemy? I can pretty much set it up so I can randomize the sounds/messages. Any insight on this would be great, thanks! -
[Help] Question about randomization spawning
deadlyfishes replied to deadlyfishes's topic in Mission Editor
Very helpful! Thanks! I think this opened up a can of worms because I'll be thinking of ways for the game to now pick either Commander A or B for each location, so it will be a random spawn and also a random Commander :D Eventually I will be doing a sort of "capture" each base sort of mission that you can keep playing for a long time. But, for now I'll see what I can do with these variables. Thanks again. -
So I am working on something that is a bit more dynamic. A key to my mission that I'm making is randomization. I get you can set a % of the possibility of a unit spawning, but I want to do something a bit different; I have enemy 5 bases on the map, and they only appear if their commander appears. I want there to be only 1 base active at a time, so I need 1 out of 5 commanders to spawn after a certain event. Is there a way or script I could do for the game to randomly choose 1 out of the 5 commanders in my mission? Making each commander having a % of chance to spawn would possibly result in more than one base being active at once. Any insight on this? Thanks!
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I'm in Windows 7 Ultimate 64-Bit. I have tried ticking the option for the game to DISABLE AERO INTERFACE. Does not work. I have also tried setting the option on the RUN.EXE and the DCS.EXE files to "Disable Desktop Composition" I need to disable Windows Aero mode because I have two screens with different resolutions and refresh rates. If I do not disable Aero Mode in-game I get major performance drops. All the above settings and options work perfectly on the DCS World Version currently on Steam, with no issues at all. Also, I CAN make Windows 7 run in Aero Mode by doing the "Disable Desktop Composition" option on other programs I run with DCS World; Logitech Controller Profiler, TM Warthog TARGET Software, TrackIR Software, but I do not want to resort to that since DCS World 1.5 is not the only game I use those programs with. I've attached my system info file. If you want to see a written out version of my system specs: Here's the link of my firestrike score, with all of the above information, verified: http://www.3dmark.com/3dm/7252416 Thanks! deadlyfishes system info.zip