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Haydz192

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Everything posted by Haydz192

  1. ...or "How I learned to Stop Worrying and Love Saving Fuel", this is the first mission I'm actually reasonably happy with publishing beyond just a group of friends. This is a very long range (450-500+ NM each way) strike, with 4 different objectives happening within a single mission. Here's a quickfire list of the key features in the mission: A very long-range mission from the Falkland Islands to mainland South America 4 different objective styles in a single mission (CAP, Anti-Runway, Anti-Ship, SEAD)! Most modern/late cold-war era jets available to fly A CVN and LHA offshore the Falklands for a true challenge! Completable solo - but better with friends! Spawnable friendly AI to assist in singleplayer/low playercount MP! Mixed afternoon/night conditions with moderate clouds Semi-randomized air threats (higher-threat fighters should spawn more rarely) There's a detailed briefing and custom kneeboards in place to help you figure out what to do/what to blow up. It's overall a relatively simple mission with not much fancy stuff going on under-the-hood, I'm not a professional mission builder. Everything is set up through the in-game mission editor with no external scripts. There's also not too much 'set dressing' as far as extra AI/static units goes(for most of the transit you'll be up above the clouds anyway!), so it's hopefully relatively lightweight to run. I had no issues framerate-wise flying this mission in VR, if that's any indication. There's a few things I'd like to do in the future to really polish it out, like adding some limited voiceovers (mainly for the AI so the player has more understanding on what's happening in the theater), better threat scaling (to support larger MP operations), and just some general polish here and there. For now though, I'm happy enough to consider it a "1.0" release, as everything should work. Enough reading, here's the link: https://www.digitalcombatsimulator.com/en/files/3327542/ Please leave any feedback - good, bad or otherwise - either here in the thread, or you can find me on Discord at Haydz # 0275 Thanks!
  2. Hey there. Is there a way to have the system respect "Late Activated" units in regards to linked bases? In my mission I have a linked base that I want to only activate after a trigger is fired. Task Force setup code below BFConvoy2 = gws_Setup:new() :useRandomUnits() :setCountry(country.id.CJTF_BLUE) :addRandomUnitAlternative(3, "M-1 Abrams", 0) :addTaskGroup() :startUsingRoads() :addBaseZone("Convoy") :linkBase("Convoy", "Convoy_LinkedBaseUnit") :addIntermidiateZone("Zone_1") :addControlZone("Zone_2") :setSkill("High") :setMaxRouteDistance(5) :setSpeed(15) :setAdvancementTimer(180) :setReinforceTimer(3600) I was hoping that by having "Convoy_LinkedBaseUnit" as Late Activated in DCS, the script wouldn't spawn the convoy, however no matter what I seem to try, it always spawns the convoy. Any assistance would be much appreciated.
  3. G'day, is there a bug with HAWK sites breaking persistence on Scarlet Dawn with the latest version? I've reset all persistence files in the root DCS directory. Every other type of construction gets written to the persistence file properly, and the 'ScarletDawnConstructions.lua' file gets a new 'Date Modified' timestamp, until I construct a HAWK site, and then the file will no longer get updates written, even after waiting 30 minutes. I will admit I did modify a few of the constructables, (mainly swapping out the Avenger Humvee for a AAA unit, and lowering the crate count required for everything bar the HAWK site, as I only run the mission solo or in very small groups), though the HAWK is the only constructable that I didn't modify. I can drop my persistence files or helo operations lua file if that helps. Otherwise, thanks heaps for the mission, been loads of fun!
  4. The player flight will always launch at '0 minutes' - unfortunately right now I don't think there's a way to have the aircraft launch a simulated 4 minutes 'ahead' of you. The best you could do as a bit of a workaround is have other aircraft launch at the same time as you - but just wait on the ramp for a few minutes for the other flight to go ahead. Not sure how feasible it'll be on a carrier, but I have done this with good results from land bases. As an example (I'm leading a 2-ship of Vipers as a striker flight, and I want some Eagles to fly ahead to provide CAP to cover us) - I'll schedule both my own flight AND the CAP flight to 'launch' at the same time - however I will wait on the ramp for 2-3 minutes and then start taxiing. (I like to use this time to get extra S.A by watching the F10 map, commanding artillery, etc.) While this is a bit of a workaround, it seems to work quite nicely. Hope that helps! :)
  5. First off, thanks a bunch for putting this script out there, it's super awesome! Second, I have a question - I'm trying to use this alongside CTLD to make it so that I can airlift units from a FARP, drop them in a 'staging/reinforcement area' and then have those troops get added to a task force, but nothing I've come up with seems to work, unfortunately. I'm currently using it like this, in the understanding that every 60 seconds it will check what's inside the Base Zone named "AGFT_Staging ..." - but this doesn't seem to be working. BLU_TF_2 = autogft_Setup:new() :setCountry(country.id.USA) :startUsingRoads() :addBaseZone("AGFT_StagingArea_Blu") :addControlZone("OBJ_E") :addControlZone("OBJ_C") :addControlZone("OBJ_W") :addControlZone("OBJ_SUK") :setReinforceTimer(60) Any help would be much appreciated.
  6. Interestingly, when I initialize the aircraft with the RN-24/RN-28 nukes, the panel is there. Also works when I re-arm. The panel also appears for the SPS Jammer/Countermeasures pod.
  7. As the title explains - I equipped the UPK-23-250 gunpods on both inner pylons, and when I went into the cockpit, it didn't add the overhead panel that is supposed to be there. This renders the UPK pods unusable. I've tried changing the avionics language, checking I didn't have any custom cockpits installed, I've tried adding the gunpods in the mission editor and in-game via the re-arm menu, and regardless of what I do, the panel still doesn't seem to appear.
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