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hannibal

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Everything posted by hannibal

  1. ok so looks like disperse worked.. may have lost one or two but at least they all dont go running off building.. i just set disperse for 1 sec. so i am left with two issues here so far with the current objective. 1) on my miz file, the unit ground 54 AAA, has two explosions triggers. i like to know if possible to have the second trigger activate at a decided time after the first trigger ocurred? 2) im having problem with flare module. i set up 4 separate triggers each of which have its own flare module. my problem is when i trip the last one, no matter in what order, tripping the last flare trigger initiates flare launches for all the other triggers.. when 51 is destroed, flare 51 launches. later 52 is destroyed, flare 52 launch. for some reason, when the last unit, AAA 54 is destroyed, then flare 51, 52, 53 and 54 flare launches.. uploaded my miz.. 000 DML Test_D B.miz
  2. this mission was intend to show case doorgunners.. going to be some what up close? to give them the visual feel.. ok, ill look into flare zone.. i tested the radio menu trigger... sooooooo cool! lol i feel like i am playing with ppl's lives here.. btw, is there a way to make troops not to react and move around? during test.. some of the infantry just went off the roof.. @cfrag @Exorcet
  3. yes, i like to try to add voice message as well.. but not there yet.. i like to ask is there a way to get this kind of explosion that is in this video? i see flare like things popping out.. go to 8:00
  4. also understanding how to read the documentation.. i guess this is a typo, boom instead.. null
  5. ive updated the groundexplosion module with ur script that was in ur recent miz file.. also seeing how u added the syntax / parameters... beginning to understand, i think i am able to do it the above!
  6. ok, got it. i should be clearer on the timeline of events for my mission. actually the infantry are together with the emplacements... 1) Fly to near poti to the hostile (simple, just choose slot to join the helo and go... but i will ask if there is something that only spawns player occupied vehicles.. sometimes i see Ai taking off, rather not have Ai take off) 2) Engage Hostile that are shooting on buildings, and along with some AAA emplacements so for this second objective, there are both infantry and AAA emplacements. there are their at the same time. but it is just the emplacements that will have explosions. with the three AAA emplacements, i like the explosion to happen to each, but not relative to each other, so i assume there are tracker for each emplacement. ultimately when both infantry and AAA are destroyed, this will trigger the next objective.. so i guess there is a track for all of the enemies... there's no order of explosion.. a player can kill some troops, then take out AAA #1 with following explosion, shoot at more infantry then see AAA #3 and take that out, boom,..and then work on the remaining troops and last AAA (this as an example) im just trying to go step by step to understand! going to check your example now... thank you again @cfrag edit.. i like the radio menu as "debugging" tool.. i just detonated the points.. lol very cool..
  7. @cfrag reviewing your sample file.. pretty cool. so i see you added a tracker... triggers section groupTracker and cfxSmokeZone.. each of the modules include zone and radius.. ok, rather than smoke.. i was trying to add gun emplacement. intention to have explosion when it is destroyed.. i am not sure what i have to put un the details of the trigger action.. the goal is that when the AA emplacement is destroyed, i like to see explosions and perhaps fireworks like blowing up a ammo dump kind of explosion... more help needed? i added my progress.. 000 DML Test_C.miz
  8. wow @cfrag appreciate you for taking a moment to make a whole explanation. i started this thread maybe it could help someone else following along. yea, i am new to triggers whether dcs or DML. ultimately when the troops are eliminated, i want to set in motion a evac mission. i dont know if i can do a personal pickup from the top of the buildings. but before i even can do that, i have to process every thing you jus shared.. but taking baby steps. amazing, i was going to inquire about the tracker module later.. i had idea to keep score, should i expand it where multiple clients can see who had the most kill or something. the mission is straight forward.. my intention is to showcase the helicopters with doorguns, and give some play for those who play multiplayer with a buddy, especially those friends that dont have dcs, at least play as a doorgun, and get the thrill as if playing one of those call of duty missions. will check out your file! and see if i can recreate what u did. much thanks to both of you!
  9. ok, i dont want to spawn troops, but can i place place troops through the editor, and then have some kind of trigger will make some module happen when all the troops are elimnated? lets say i placed 5 units of 10 infantry (total of 50 troops) that will for example trigger smoke... and i dont know if your cloner zone can spawn troops on rooftops only... @cfrag so far this is what i did 000 DML Test_B.miz
  10. trying to install.. but no installer... ended up download zip of the github and extracting contents into a folder.. and from video looks like i have to create a DML folder in saved games and put extracted contents into this folder? user\Saved Games\DCS\Missions\Scripting\DML
  11. I started to read the DML document.. alot to take in. But seem like my first step is to load the DML into a mission. I hope to get started soon, going to configure a laptop with DCS and try to edit during my breaks! Thanks guys. Will post something when I have something My first step will be to A) put some vehicles that a multiplayer clients. B) load DML into the mission file C) put a mission briefing
  12. im reading more about DML... so in the DML manual it talks about triggers and spawning. so with his in mind.. can you place a normal unit from dcs editor and then apply something from DML? when my friend made a test mission to get me started, i went to mission editor to check out..but when i see his file, all i saw was zones, not indivually placed units... basically i like to manually place units (in my case, troops on buildings) but then apply DML, for example attack / engage friendly units when hitting a trigger zone..
  13. I like to place troops on rooftops to engage friendly force.. but someone told me troops can't be triggered unless on the ground... Is infantry on rooftops possible? Thank u for reply @Exorcet and suggestion. I would like all enemies to be destroyed but I hear u about keeping in mind if player can't find that last enemy..
  14. im trying to make my first objective based mission. need help my goal was to do a quick fun mission to entertain a doorgunner of any helo. basically 5 objectives.. 1) Fly to city (not super far for now) 2) Engage Hostile that are shooting on buildings, and along with some AAA emplacements 3) then trigger objective to Find Rescue Friendly on some building roof (smoke designation by the evacuees so that gunner can spot and direct pilot?) 4) Destroy Marked / designated buildings on way back to base (maybe a JTAC smoke designation or something, and have a fireworks show when the buildings are leveled) 5) Return to Base Im trying to learn about DML mission creation tool in the process as recommended by buddy if anyone can make suggestions on how i can achieve, much appreciated
  15. hey @Flappie i was told by the 3rd party dev's that it is an ED issue! hope for future resolution!
  16. Hey Polychop Devs! the update to the gazelle minigun has been cool so far. one feature i am amazed by is the sound effects for the Minigun Position. Sounds and feels like the real thing! How Ever when going into External Views (F2, Chase View, etc) the sound effect is vastly different from the gunner position to extend that it sounds like something other than a Minigun. Also disparity of the sound when heard in the Pilot & Copilot Position in MULTICREW, it doesn't sound anything like the amazing sound effect found on the gunner position.. Future Resolution please!
  17. hows it going @Hawkeye60 what ever became of your build?
  18. you have to put me on to quad views... how do you do that? i like the aero like quality, but the edge clarity is annoying.. i love that i can look anywhere by moving my eyes in a QUEST PRO.. but i can NOT do that with the BSB, i have to keep my eyes ahead more or less... i think i got lucky, it was good fit from start... i was worried about exchanging different IPDs
  19. Hey @Hobel!! i aim with a DIY joystick i am just making aware to developers that in order for the joystick of this kind of form factor to work, it has to have a good slew range, as i demonstrated with a regular joystick. currently the slew is very very small for the joystick on the SA342 minigun variant. this is what makes DCS special, that i can even come to this point to build something to function in game. As much as controls settings are vast and overwhelming, i am grateful that all the binds and tuning are available so that many configurations can be achieved. HAVE IT WORK FOR MOUSE AND JOYSTICK!!
  20. i tried BSB last night on DCS. wow.. very sharp.. like aero
  21. experiencing issue when i (as pilot) select sa342 minigun pilot in the role menu, then my friend (as gunner) will select gunner. after this, my friend confirms OK, brief and fly.. he is brought into the DCS world waiting for me to load into cockpit. once i know he is confirmed into the DCS game environment, then i proceed to confirm OK, select briefing and fly. now we both are loaded into the gazelle. i perform startup, and the aircraft is started. gunner puts up safety cover and switch, attempts to shoot, and nothing happens. i check to see if master arm on is in up position.. and nothing happens. master arm down position, and minigun can not fire. close safety cover to try again, nothing. *** i later find out that if friend joins as gunner AFTER i am loaded into the aircraft, then he is ABLE to fire the minigun, problem exist when we load into the aircraft at the same time*** UK_Gazelle_PG_2-20240302-173536.trk
  22. if the huey doorgun slew range can be increase... it would help alot, seems like it only can go about 50-60 degrees
  23. ok, all is ok for the show controls indicator... no problems on Mi24P both controls indicators and the SAS status pop up...
  24. i hope ch47 will allow good slew range for the doorgunners using joysticks!
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