-
Posts
424 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Veteran66
-
it is ready, i know not all units have german sounds.
-
Hi zusammen gibt es für die FA-18 einen UltraMFCD Mod? So das man die zwei DDI`s und AMPCD auf meinen Monitor ein und ausblenden kann. Link UltraMFCD (2.7.0) https://ultramfcd.com/
-
-
Schlampig, es wurde ein guter Kompromiss gemacht, Umsetzung Glas Lichtbrechung zZ nicht möglich.
-
mein Link von 2016 funktioniert nicht mehr. die Version sollte funktionieren: https://www.digitalcombatsimulator.com/en/files/2161798/?sphrase_id=765766 es sind zwei Dateien die erste mit der _index.lua in den DCS Hauptordner es kommt eine Anfrage ob die _index.lua überschrieben werden soll. Die zweite Datei mit den Sound Files in den C:\Users\xxx\Saved Games\ Ordner ob es in der Stable funktioniert weiß ich nicht (sollte aber) nun eine Mission auswählen Nation Deutschland oder NZG dann solltest du den deutschen Funk hören
-
nice you like it
-
The Sound Mod work for me C:\Users\xxx\Saved Games\DCS.openbeta\Sounds\Speech\GER\Common\ATC and C:\DCS_World_OpenBeta\Scripts\Speech\_index.lua
-
Hi YoYo this was make for a older DCS Version, now with the WW2 Assets Pack and WW2 Maps we do not need this Mod Missions. to play similar Missions download my German WW2 Funk Mod https://www.digitalcombatsimulator.com/en/files/2161798/?sphrase_id=765766 and Missions: Julius Meimberg "Ein Tag im Juni" https://www.digitalcombatsimulator.com/en/files/3305840/ Ende des Sturms https://www.digitalcombatsimulator.com/en/files/3306805/ VeteranMission Frühlingswind https://www.digitalcombatsimulator.com/en/files/1969649/
-
Hi all i make a A-20 Skin and put it in folder: C:\Users\xxx\Saved Games\DCS.openbeta\Liveries\A-20G\A-20G_Desert_US and try: C:\Users\xxx\Saved Games\DCS.openbeta\Mods\tech\WWII Units\Liveries\A-20G\A-20G_Desert_US no Skin in Game, what is wrong?
-
yes i know, scripts more comfortable, i didn't think a script make so much work
-
-
thy for your answers. I make a Mission "attack airfield" after this attack there will be a second attack Mission. so i need some destroy Static Airplanes around the Airfield. with the Actions "Unit Explosion" all Static Plane have the same damage (look not realistic) so my idea a explosion on the side of the Object. with the script i can out different coordinades so i get (i hope so) different damages on my static Planes. but this script work not for Static Objeckts ----------------------------------------- local pos = Unit.getByName('myUnit'):getPosition().p pos.x = pos.x + 20 pos.y = pos.y + 3 pos.z = pos.z + 20 trigger.action.explosion(pos, 200) ------------------------------------------- i try "StaticObject.getByName" too (sorry for my bad english) First Mission: https://www.digitalcombatsimulator.com/en/files/1969649/ here a Pictures from the first attack:
-
i find this script from Grimes: local pos = Unit.getByName('myUnit'):getPosition().p pos.x = pos.x + 20 pos.y = pos.y + 3 pos.z = pos.z + 20 trigger.action.explosion(pos, 200) Link: but i get a error What is wrong?
-
Der ist in der Mission enthalten, ist der originale Skin habe "nur" die Farben verändert
-
FW 190 A8 Mission "Frühlingswind" Tunesien 1942 (ich weiß 1942 gab es keine A8 und die Mission spielt auch noch in Syrien, macht aber trotzdem Spaß) Infos: https://www.digitalcombatsimulator.com/en/files/1969649/
-
How to check when a player aircraft fires a weapon?
Veteran66 replied to apolloace's topic in Mission Editor
Try this: FoxplusHandler = {} function FoxplusHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT and event.initiator == Unit.getByName('Player') then local _wpn = event.weapon:getDesc() local _wpnType = _wpn.guidance if _wpnType == 4 then trigger.action.setUserFlag('1001', true) end if _wpnType == 2 then trigger.action.setUserFlag('1002', true) end if _wpnType == 3 then trigger.action.setUserFlag('1003', true) end end end world.addEventHandler(FoxplusHandler) -
DCS WW2 need: Artillery, PAK, Trenches with soldiers and supply vehicles
-
i make a Test Mission with a MapObject_Detection_in_Zone.lua and MapObject_remove.lua script the MapObject_Detection_in_Zone.lua script show the Map Object Type Name in the "zone" Trigger so you have the Object Name The MapObject_remove.lua script remove the Object you wride in the script and it is in the "zone" Trigger Thx for all who help MapObject_remove_by_TypeName.miz MapObject_Detection_in_Zone.lua MapObject_remove.lua