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Everything posted by toutenglisse
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You can add command or submenu only for the groups that you know are helicopters, with DCS func addCommandForGroup - DCS World Wiki - Hoggitworld.com and DCS func addSubMenuForGroup - DCS World Wiki - Hoggitworld.com
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Only way I know is to trigger an explosion on a zone positioned right upon ship unit at mission start, with the power set to get the needed amount of damage.
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I don't ... But I kept some times ago an example from another user for spawning complete FARP dynamically using mist, it is supposed to work (not tried) :
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It might be trivial, but thanks for adding AP and mixed AP rounds for Hornet's M61 !
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Here is the guide from @SkateZilla : You will find needed command line, for example : DCS_updater.exe update 2.5.6.50979@openbeta , to update a 2.7 DCS to 2.5.6
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Missing Aircraft Icons/Pictures on Mission Editor
toutenglisse replied to Avery L's topic in Mission Editor
It is the icon with a battle tank on it, that you can see at the bottom of your 1st picture, next to "Alt' icon. -
Ai does the exact opposite of what it's supposed to do.
toutenglisse replied to Gunfreak's topic in Mission Editor
I don't know why, but I can't open the file, it is not visible/recognized in mission editor. -
fixed Caucasus terrain ground texture jitter
toutenglisse replied to twistking's topic in General Bugs
I tried yesterday with Caucasus and switching F7 between several ground units, some with big distance between them, and I saw nothing wrong. No jittering. Maybe post a track that shows issue for you. Eventually also the settings you use ? -
Using commands via LUA / setting waypoints programmatically
toutenglisse replied to massdriver's topic in Mission Editor
I can see your issue. When your AI Viper reaches waypoint 1 it gets the script command but at first gets the "land/rearm/refuel" task linked to wpt 2, and that takes priority over the command that is ignored. Just adding a wpt between wpt 1 and wpt 2 fixes that (AI flies from wpt 1 to wpt 4). Other thing to do is to add a wpt near and before any wpt of "land/rearm/refuel" type, because if you switch to a wpt that has an altitude of 0 AGL (like each "land/rearm/refuel" type wpt) the AI flies dangerously low. Last thing I did was to set "player" Viper as "client" to get smoother fast forward F10 map view as spectator (time x 50). set_command_test_modified.miz -
Using commands via LUA / setting waypoints programmatically
toutenglisse replied to massdriver's topic in Mission Editor
Your first example ( 1) via group ) works without issue, I just tried with an AI Ah64d, and when script is called the apache goes reaching wpt 1 (the 2nd wpt) and then wpt 4 (the 5th wpt). -
Hi, when I play it, setting the huey as AI because I don't own it, the AAA is firing at point as defined, but is engaging the huey when in range, that is I think expectable. The only way to get the AAA to ignore the huey is to set it invisible. Any other option (ROE, alarm state, ...) set to avoid engaging the huey will be canceled by the "fire at point" task.
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Category:Scripting - DCS World Wiki - Hoggitworld.com
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Is there a list of Aircraft Settings for Mission Start
toutenglisse replied to Toni Carrera's topic in Mission Editor
You can find almost all you need from @Rudel_chw posts on the subject. (activate command codes with tooltip by editing MissionEditor.lua : OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP = true - note : when activated it seems to "bug" M.E since recently, I can't click "fly" or quit M.E. Find command you need and note tooltip code when hovering mouse above keyboard command. Use it to feed triggers in M.E.) Example attached to enable autothrottle + A/P Balt at start in hornet. test-atc-balt.miz -
Alarm state red/green options actually work with SA10 clamshell (5n66m) stand alone - you can see the radar antena rotating when red and stop rotating when green. I think your issue may be that you are too far to get a spike on RWR ? I just tried and you don't get spike until you are about 125 km away from SA10 SR source. I don't know btw if it's normal or not.
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The command to force radar on/off on valid unit is : set option / alarm state / Red (on) Green (off). You can set it in a "triggered action", and trigger it with a T>x sec condition and "AI task execute" action. It works with a stand alone SR unit. Note some radars rotate, some don't and scan a cone.
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For the issue of your group not attacking the defined target, what happens is that "CAP" task is taking priority over "engage group", whatever the position in "wrapped actions". What you can do is deleting the advanced "cap" task on first wpt, and reactivating it with "triggered actions" when your target defined by "engage group" is destroyed. Example attached. For the AI to replace unused client slot, you can use a late activation unit/group that will activate under conditions : T>1sec + unused client unit/group destroyed. Just copy/paste each group that contain a client slot (click on it, press Ctrl+C, click elsewhere on the map, press Ctrl+V, then on the new group change client for AI skill and set "late activation" - group will be identical with wpts and actions). Example attached. test-engage-group.miz test-AI-replace-client.miz
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Here is my example. test-group-alive-less-than.miz
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...when 6 are destroyed, 5 is 50% left and not less than 50% left. If you don't use a unit but a group of several units than you can use "group alive less than". And it works (I tried "less than 70%" with a group of 2 tanks, and when 1 is destroyed the other resumes route).
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It works with "unit's life less than". ("group alive less than" ... 50% for example, means that a group of 3 units has only 1 unit still alive)
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It works with "attack group" tasks. (search&engage doesn't guaranty that target gets visible & engaged)
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When you quit a mission, you get the debriefing page. There you can click on "save track" button and you get the path where tracks are stored and you can write the name of the track you want to save.
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Sentence is correct. You can also write it like this :