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  1. Hi friends, I have 5 AI Planes each in 1 seperate group. The first 1 is told to be the "leader" so the 4 left are being told to follow him. They all have the same waypoints. Start from parking > fly from WP 1 to 6 and 7 is landing. Everyhting works fine till the last WP which is landing. All planes just circle after another and it takes A REALLY LONG time till the first 1 lands. First I thought it is the defintion (follow till last WP) so I defined > follow till the WP prior the landing. But that doesnt seem to be solution. It seems as if they cant decide which one of them should land first. Is there a solution to this? Thank and regards! f.
  2. yes absolutely! Unfortunately it seems as if the dead unit is kept somewhere "dead" although it has been respawned as "alive" in a new group. For instance: your plane group "bomber" consists of 4 planes plane1 to 4 If you check for plane 1 being dead > action message , nothing happens (which is ok at this step) If the plane is shot & dead the action triggers and says > message plane dead Now if you respawn the whole group (all planes are shot) with mist (respawngroup('bomber',true) the condition check for dead unit 1 (plane1) still triggers as > message dead although the new identical group "should" consist of new & alive "plane1 to 4) Would be nice to have a solution for that.
  3. @all guys who contributed into MOOSE Thank you for putting all the information together and presenting such a complete environment. It is quite complicated to follow due to the nature of OO but you guys have somehow achieved it to be noob friendly by presenting SO MANY examples to reuse in mission editor. I am really excited to use the framework for my own mission and "try" to learn how things are done the right way. cu in the air ;)
  4. "My guess is that the original units do not disappear from the data tables and since it is a continuous action, it is repeatedly seeing a dead unit. " > seems the horror comes true. If you don't mind my asking, why do you want a message when one plane dies? im working on a ww2 Mission and the message is intended as "one of our Bombers has been shot, enemy gains 5 Points" > increase flag 1 by 5 and so on.. at this Point im really giving up. would be a pitty if i dont find a workaround for that..
  5. i found a workaround with once + on take control + unit is alive + speed > 1
  6. hi doodenkoff, i tried that .. unfortunately it keeps looping. maybe a bug in 2.1? im very dissapointed with how the scripting is working in dcs 2.1. maybe i revert back to the late activation trick. not pretty ... but works
  7. developers fixed that bug today YAYYYY PAI. WW2 big formation. Death of leader will not cause groups to turn around and head to their first waypoint. Added Mission Task to transfer the formation control from dead wing leader to followers.
  8. Hi, hope someone knwos how to handle this: I have a group (plane group) consisting of 4 planes each named plane 1 plane 2 plane 3 plane 4 For each unit I configured > continous action > condition unit dead (plane 1) dead > action = message out (unit dead) My respawn is configured as: > continous action > condition group dead (plane group) > action = if not Group.getByName('plan group') then mist.respawnGroup('plane group', true) end If all planes (the whole group) dies & is respawned it keeps saying (unit dead) each second. I dont get it because everything has respawned right?! So nothing should be dead anymore?! im using latest mist in dcs 2.1 Thanks for any reply! regards f
  9. Hi friends, is it possible to play a sound to a client and mute all other sounds that "might" be triggered through action > play sound? example: sound is played to a specific player through trigger > actions. If a new sound is played for the entire coalltion while the first sound is being played, the first sound is stopped and instead the second sound is played only. How do you prevent the first sound beeing stopped while its not finished yet? Is there another way instead settings flags etc?!? Seems not to be the best way to me .. :( Any ideas? regards f.
  10. Ok I noticed an unwanted behaviour once one of the AI in a group is shot. The group consists of 4 planes with takeoff, waypoint 1 -3 bombing and landing again. All 4 members have formation = 4 finger close, dont engage, reaction on threat = off, DONT abort mission. If one of the 4 AIs gets shot all 3 or 2 remaining members return and land. The Anti Air is placed right behind the airfield. Is that the reason? Is it possible to force them to continue their mission no matter what? I am using the mission editor with DCS 2.1 on normandy map. Thanks for any comments! regards f.
  11. update 18.06.17 Bombers shot down +5points Bombers landed safely gain you additional points As for now its a "bit" complicated to identify planes / ground units and actually see them. To compensate this and still keep labels deactivated I implemented the following idea: Ground units: Smokes when cities have been captures by ground units (red / blue) Message (with certain city captured) + sound Bombers: one Message + sound half way (with "bombers near city xy") one Message + sound when bombers are actually going to bomb run So hopefully you will always have an idea where Action might be :) Still open: - how to implement "intro speech :)" for clients connecting. Right now I could not bringt this to life other than once 15sec after mission start.. But thats not what im looking for.. - Briefing images still missing
  12. yes absolutey! Ive got the Normandy + Assets pack so everything will be added once released. The only reason I dont have included the B17 is because it has no loadout option. So its not possible to send it for a bombing run. I will wait till thats implemented too. Im pretty curious how the gameserver will perform once arranged. Until then im going for some mission debugging :P .. still a lot left to do :smartass:
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