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Everything posted by toutenglisse
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Shocking quality for all cockpit pictures. Your work looks like a hudge task. I feel sad to think that, while several projects did turn from absolutely promising mods to FF 3rd party modules, the Ka-52 might by problematic - due to laws - to become a 3rd party module at a point.
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correct as is Rearm at FARP without supply units ?
toutenglisse posted a topic in Mission Editor Bugs
Hi, it doesn't seem normal to me that you can rearm at a FARP with only "invisible FARP" and "APC M1025" comm vehicle. (in theory you would also need "M818" or "FARP ammo storage") Track attached : refuel denied, but rearm OK. Farp-rearm-without-ammoStorage.trk -
@rwbishUP No, you need a FARP, because you won't have any comm to ask rearm/refuel without it (frequ & callsign are defined in FARP creation, that allows ATC and ground crew menus). Plus you need "comm" units, and "supply" units. (as described page 313 of DCS\Doc\DCS User Manual EN 2020.pdf)
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Trigger "Add Comm Option" not working properly for groups
toutenglisse replied to Jel's topic in Mission Editor Bugs
The thing I would try (but with no real hope) would be to change the condition of this trigger from "Time > 10s" to "unit in zone" (create a small zone that includes PaleHorse). Sorry I can't help. Maybe post a thread in "multiplayer bugs" linked to this one for better help to be brought ? -
No, it is supposed to work. Did you do the required steps ? (I don't have a helo module that can embark soldiers, but I tried with the UH1-H, as client, during trial. IIRC when you land near the infantry group you need to open side doors and order to embark with radio)
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No, "AI push task" is the only way to make a task/action, that is created in the "triggered actions" tab of a group, to work. ("AI set task" also works but will erase any previous task/route) It allows to trigger this task/action at the time (or any condition from available list) that you want. But you have other possibility to create a task/action that doesn't require a trigger. Example : waypoint action (you'll have the same available tasks/actions, and they will occure when the wpt is reached. At mission start if it is created for wpt 0).
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Trigger "Add Comm Option" not working properly for groups
toutenglisse replied to Jel's topic in Mission Editor Bugs
Hard to tell without a .miz example to see exactly how it is set up, plus it can be a MP issue while working ok in SP. Can you post a .miz example with only your issue ? -
Hi, on my side it seems to work ok. Picture attached (1st is 0.75 density, 2nd is 0.1 density, 3rd is trigger menu)
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I turned your .trk to a .miz to see settings in mission editor : from what I can see you've created triggered tasks for Gepard (red alarm state) and for Viper (attack Gepard and Fire at will), but these tasks are not triggered by a trigger. So I've added a "mission start" trigger to do action "AI push task" for the 3 tasks, and all seem OK (Gepard is in red state at start, engine running and radar activated, and Viper shoots a HARM that destroys the Gepard). I attached the .miz. GepardRedStateWorks.miz
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Set AI to takeoff on a specific order from carrier
toutenglisse replied to Darcaem's topic in Mission Editor
@skypickle so the only concerning AIs should be the 2 uncontrolled Tomcats. According to the picture from the linked page, where you can see for each spot the numerical order for TO taxi or L taxi, the 2 Tomcats should take spot #1 and #2 (in front of elevator #1, just behind cat #1/#2 blast deflectors) because no client is spawned at mission start and other existing AIs are on cat. So, if Tomcats fit the spots (I've not checked that), the only "blocked" spots are spots #11, 12 and 13 (only really blocked if they are AI). Knowing your 8 clients won't use it, even if they all spawn seconds after mission start, it should be ok (they will spawn on spots #3, 4, etc...but again IDK if Tomcats can spawn on any parking spot). -
Set AI to takeoff on a specific order from carrier
toutenglisse replied to Darcaem's topic in Mission Editor
The actual rule about setting parking spots is this : "Spawning on ships is automated in the extent that the player does not have much control over where aircraft are allowed to spawn. It is entirely dictated by how many spawn points the game thinks are available and the size of the aircraft." Quoted from this page you may want to look at : DCS editor carrier spawns - DCS World Wiki - Hoggitworld.com Order of AI take off doesn't look problematic actually, creating flights in order of spots positions (with their respective "taxiway"/cat according to linked page), and eventually using "start" command to delay taxiing. The only thing to beware off is that some plane types are only allowed on certain spots (due to size), so for example an E2D cold start that you want to TO first can be blocked by fighters until they free the "taxiway". Maybe post an example with description of what you want, for someone to look at. -
Hi, a repair will replace your altered template file : (example) "c:\DCS\bin\dcs_updater repair"
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ME set a safe moving zone invisible (not engaged) by SAM
toutenglisse replied to Jenson's topic in Mission Editor
Here is the same .miz example, with the altitudes included (+ or - 1500 meters from S3B altitude). I've checked that while inside the moving zone, if player or AIs go above 5500m or below 2500m they get visible/targeted by SAMs. EDIT : note that this "works well" for single unit groups, but if you have groups with more than 1 unit it will make conditions more complex or problematic (ex : 1 unit of group inside zone will trigger 'group invisible' while the other units of group can be outside...) test-S3B-EW-blue-invis-inMovZone-2.miz -
Many possible ways, that depend on what you use to create and spawn waves. Best may be to post you .miz.
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ME set a safe moving zone invisible (not engaged) by SAM
toutenglisse replied to Jenson's topic in Mission Editor
Hi, you can set triggers, for every plane of prowler's coalition, to make plane "invisible" when inside moving zone, and "visible" when outside of it. For that you need "switched conditions" triggers (1 for inside, 1 for outside, for every "blue" plane) plus "once" triggers (for the cases when planes are already inside zone at start, because "switched conditions" triggers won't detect that). Works but it requires many triggers. Example attached (1 "invisible" S3B prowler + 2 F18 AI, one is inside zone at start, one is outside and is targeted by SAM at start, + 1 "client" F18. The 2 AIs follow S3B until time > 6 minutes. the S3B path is over a serie of SAM sites). The "limit" with moving zone is that it is infinite vertically - you could ad conditions for AI altitudes relative to the S3B flying at 4000m (example : inside moving zone + Alt < 5500m + Alt > 2500m for "invisible" triggers, and outside moving zone OR inside AND Alt > 5500m OR inside AND Alt < 2500m for the "visible trigger") if you want the 3 km moving zone to be a 3km high "cylinder". test-S3B-EW-blue-invis-inMovZone.miz -
Stationary vehicle with engine running
toutenglisse replied to Reaper51368's topic in Mission Editor
Yes, you can set a waypoint action : "option" -> "alarm state" -> red. -
Wingman loadout info during mission
toutenglisse replied to ArticBear's topic in DCS: A-10C II Tank Killer
Hi, you can get that using this script : -
Mission Editor Scripts library
toutenglisse replied to RagnarDa's topic in Scripting Tips, Tricks & Issues
Here is a scrit to get some aircraft status info from your AI wingmen, using "F10 other" radio menu : fuel, ammo and damage status. Works with "Player" slot or "Client" slots, and whatever is your position in the wing. To use, copy (Ctrl C) and paste (Ctrl V) the script into the text box of a "Do Script" action, on a "mission start" trigger with no condition. -
The SAM group needs some time to get ready to fire (SR antenna goes up, rotate/start detection, launchers rotate to position...). By the time they are ready to shoot your AC has overflew the group and is leaving launch zone. Move your AC further away to give time to SAM group to be ready and they will shoot at you when you arrive.
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@Cathnan you can use this option : UNCONTROLLED. When setting an AI group to a “Takeoff from Ramp” (cold start) waypoint, the Uncontrolled check box can be used to have the AI group appear at their starting location on the ramp, but not begin the spool up sequence until initiated by an AI TASK trigger as set by the START Command in the Triggered Actions of the group. In this case, the group aircraft will appear in the mission in parked configuration and remain as such until triggered to “come alive”.
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You may be interested :
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Using MIST to spawn late activation groups
toutenglisse replied to 104th_Maverick's topic in Mission Editor
I just wrote them for @104th_Maverick, to use 1 way or the other to spawn groups, depending on group status. -
Using MIST to spawn late activation groups
toutenglisse replied to 104th_Maverick's topic in Mission Editor
Yes it is possible, using mist.dynAdd instead of respawn depending on the state of the group (when despawning, if group wipedout -> respawn, else collect group data for remaining units and dynAdd). Here a .miz example. Uses 2 functions (and latest mist), ActGroup(GroupName) and DeActGroup(GroupName). There are 2 late activated SAM2 groups side by side, 2nd is hidden on map. Time 2 sec : ActGroup() for both groups Time 5 sec : Group1 gets some units destroyed, Group2 is wipedout (deactivated) Time 8 sec : DeActGroup() for both groups Time 11 sec : ActGroup() for both groups (Group1 gets dynAdd with remaining units, Group2 is respawned) test-reSpawn-remaining-Units.miz -
Using MIST to spawn late activation groups
toutenglisse replied to 104th_Maverick's topic in Mission Editor
@104th_Maverick you can add a check of 1st unit activity, so the code will work for both dead group or group still inActive : if mist.groupIsDead('R/QESHM/SA2/2') == true or (Group.getByName('R/QESHM/SA2/2') and Group.getByName('R/QESHM/SA2/2'):getUnit(1):isActive() == false) then mist.respawnGroup('R/QESHM/SA2/2', true) end