Jump to content

Florence201

DLC Campaign Creators
  • Posts

    923
  • Joined

  • Last visited

Everything posted by Florence201

  1. Because airfields and FOBs are controlled and you can't just land where you want. I've also ensured the last waypoint in the flight plan is on the exact spot you need to land on, to make player's life easy You'll find there's traffic in and out as the campaign progresses, so there has to be regulated control of landing spots.
  2. Updated mission 2. Overwrite your existing one in the campaign folder TFH M2.miz
  3. Believe it to be fixed, just awaiting testing. If the fix works, I'll place M2 here so you can overwrite released version while awaiting official update
  4. This sounds like a core DCS problem, although there has been a bug reported with M2 from a trigger perspective
  5. The answer is quite correctly posted above. Many thanks Pizzicato
  6. Thanks. I'll investigate
  7. In the interim, please try the folder below for TFH Docs zip folder Docs.zip
  8. You can, but all thr triggers may not fire. I cannot guarantee it will play like I designed it, sorry
  9. I'll check with ED thanks
  10. Post your bugs and problems here
  11. I don't have any issue checking the function of AAR door in SP or MP
  12. Using this mod for a while now, but having no luck in 2.8. If got all the file tweaks done as suggested, but no full screen anymore.
  13. When using the Orbit/Circle triggered command, AI helos act strangely. As can be seen in the attached trk file, once the helo enters the trigger zone, the ORBIT triggered command is activated, BUT, the helo goes back to the previous waypoint to carry out the orbit and does not orbit in the trigger zone. Thus meaning, you have to set a waypoint at the edge of the trigger zone, to keep the helo orbiting in the area you require. If designers are unaware of this, it can lead to the helo orbiting at far greater distances than they are designed or desire. AI Orbit .trk
  14. https://youtu.be/qQN_JtZYjtA
  15. When adding a new frequency with the use of the Switch Freq button, the standby freq resets to 121.5Mhz regardless of what was set in there. This issue happens whether you use the manual input, or by using the presets. Trk file attached https://drive.google.com/file/d/1NAndOB9UOT7kWJove5B8o8y9ZwaKpEpz/view?usp=sharing
  16. Having played your miz, yes it transmits on FM, but if you change the Apache FM radios away from 30MHZ (Your set transmit freq), then your sound continues to play. As for it actually playing the TRANSMIT MESSAGE, i wonder if this is a STABLE vs OB issue, as i'm building in STABLE version
  17. I'd very much like to create a "Rolla Track" type laid down runway matting, but do not have the slightest idea of where to start. Help/advice would be greatly appreciated.
  18. All the AI transmit on the freq selected in the GROUP panel. So in your above case, your wingman would only transmit on 132.5. Where as when you are the player, it transmits on both VHF and UHF radios. This can't be correct surely? I can set background or other radio transmissions with AI, but PLAYER blocks and stops both radios
  19. When you trigger action TRANSMIT MESSAGE, the Viper transmits on both radios, rather than a single freq. Track added to demonstrate F-16 COMM TEST .trk
  20. This is the only way to overcome what is for sure, a bug. Setting ROE WEAPON HOLD and ALARM STATE GREEN has ZERO affect on the ground troops engaging. How this can be marked as no bug is astonishing. Designers are attempting to set a fire fight, that their player/aircraft then enter. Upon entering, the battle is almost over due to this BUG! By setting INVISIBLE, the AI Wingmen now do not engage, so you as player have to kill all units, despite weapon loadouts!
  21. Nope, isn't working for Wingman comms. They just RTB when you tell them to Engage Mission and Rejoin
  22. You are spot on. This does not work, but getting the AI to ATTACK GROUP instead, is a good way to trigger them
×
×
  • Create New...