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Everything posted by Baaz
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You completely missed the point of the post entirely. At no time did I say I was not aware of what I was getting. At no time did I say I was unhappy about being a part of EA. The entirety of the post was a hope to see a change in the trend of what ED and other developers have allowed to become a norm. When the Hornet was released, it was practically a bare-bones plane with minimal features. Yes, I knew that was going to be the case when I bought it. But, it shouldn't be the norm when it comes to combat sims, that we as EA participants have to test if the plane even flies correctly. That stage of development should be done in-house.
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Once the mission starts, you get what you set during ME. There's no changing it. Now, if what you're wanting is something to look at, and even show the guys, in terms of a debrief, i'd recommend this: https://www.tacview.net/product/about/en/ It's an excellent product, one that I wish was part of DCS altogether.
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^^^ THE MOST IMPORTANT STATEMENT IN MY MIND APPEARS ABOVE ^^^ For some time now I had it in my mind that I was going to hold out until the F-14 was out of early access to allow me to use more bonus points, and save more money. Why?? Simply because of the trend that's been mentioned above. The F-18, while I do love the bird, and will continue to fly her even after the F-14 is released, put a real bad taste in my mouth. Doing the same thing for months really burned me out. When a new feature was finally released, it was broken, and in some cases broke something that wasn't. Cobra, I'm going to hold you to this standard of quality you promised. If it holds true, it may even renew my hopes when it comes to testing future EA products. I truly hope ED and other module developers start to do the same. Now, take my money :thumbup: /r Baaz
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I can't and won't argue with that statement. However, in this specific case, as it pertains to Flag Set Random Value, a value greater than 0 is moot if we don't do something with those values, no? Otherwise a simple Flag On/Flag Off will suffice. If I failed to explain my thought process, I do apologize. If I'm over analyzing the use of Flag Set Random Value, please, do tell me. EDIT: Forgive me FFFF, is see now why you made that statement. In my example (as stated it was a bad one), I said a roll of 2 is off. Personally I don't use Flag Set Random Value for anything other than random selection of which units to spawn. I lost sight of that when I went with an example of only two possible outcomes. My example is made even worse when we consider this whole thread is about the random spawning of units.
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In the simplest of terms, YES and NO. :) Only once something is done with the value is it either on or off, depending on what action is performed with the value. Consider it a kind of "IF" flag, and not a definite "Flag is True", or "Flag ON" type flag. EXAMPLE: Flag Set random Value (2, 1,2): In this example there's two possible outcomes. And we'll use ON/OFF as our options. So, IF a 1 is rolled, Flag is on/true. IF a 2, is rolled Flag is off. This is kind of a bad example as it's more work than a simple "Random (50)", but you can see how the "IF" is shown. This particular flag allows for as many possible outcomes that you can come up with.
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If I'm understanding correctly, what you are saying is if a unit is script activated it will be visible on the F10 map? I'm assuming this rule does not apply if you have limited map views on (Allies Only, or Map Only). Correct??
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NOTE: Checking that box will hide it from the editor as well. Once you check that box, and close the panel, the only way to have those units show again is through the "View Unit List" button on the left.
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If you click on the group or individual unit you want to hide, in the panel on the right, just under the Heading box, is a Box that says "HIDDEN ON MAP" Just check that box. Alternatively, if you go to your unit list, find the desired unit, and just double click on it. In the field labeled "STATUS" will appear "HIDDEN" This also indicates that the unit is now hidden on the map. If anyone in the ED development team is reading this, what I would like to see is a "HIDE ALL RED/BLUE" option. When you have hundreds/thousands of units on the map, it would save a lot of clicking
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Instead of deploying a JTAC, can I have the troops deployed via CTLD send out a radio message and give general location when rounds start flying (think it's something like 200-300 meters away)? Something like, "TROOPS IN CONTACT! FH37!!" Could I also have that message repeated every 2 mins until the last trooper dies, or enemy destroyed?? Finding them wouldn't be as easy as looking for smoke, but I could zero in on the tracer fire.
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I had the same issue. Also, since he wasn't attached to the troopers, he wouldn't follow the same rules they have. For example, actively searching for the enemy if none found in the drop zone. I hadn't tried this, but will test it out shortly, is trying to give the JTAC a "follow" command. Can't for the life of me recall if that command can be applied to troops. And, it certainly doesn't address the issue of once deployed, he's no longer transportable again.
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JTAC is required to be in a group by itself. As for the rest of my question, I don't know. But since I couldn't put it in an infantry group, it was moot.
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Disregard. Found my answer.
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Is there a way to add some light in our custom bases? Script or object ...
Baaz replied to Frag's topic in Mission Editor
I believe it's with Vanilla. The only mod I use is the Range Targets mod, and I don't believe they were included with it. I've had that mod for quite some time, and only recently have seen the LZ lights. Edit: Ooops. I misspoke. I do use one other mod now, the A-4, and highly doubt the LZ lights were included with it. -
To all you coders out there: I'm working on a Vietnam era map scenario using CTLD for troop deployment. What I want to do is have a JTAC as part of the squad when I load troopers through F10 option. Furthermore, I want the JTAC to mark HIS position with smoke, and call out enemy positions relative to his own. The use of laser codes and such is a non issue, as it will be Huey's, A-4's, and F-5's with dumb bombs and rockets only. Is this even possible? I don't know jack about coding, aside from being able to change a value or two. So, if it is possible, I may have to abandon my old and crotchety set ways, and have one of you younger generation folk show me the light. Those of you who I have recently interacted with in other discussions know who you are ;) From Ciribob's CTLD Script: ctld.loadableGroups = { {name = "Standard Group", inf = 6, mg = 2, inf - JTAC = 1?? }, -- will make a loadable group with 5 infantry, 2 MGs and 1 anti-tank for both coalitions {name = "Anti Air", inf = 4, mg = 2, aa = 2 }, {name = "Anti Tank", inf = 4, mg = 2, at = 2 }, {name = "Mortar Squad", mortar = 4, inf = 4 }, -- {name = "Mortar Squad Red", inf = 2, mortar = 5, side =1 }, --would make a group loadable by RED only Would that bold section I inserted solve part of my problem? How do I go about addressing the other issues? Thank you in advance. /r Baaz
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Is there a way to add some light in our custom bases? Script or object ...
Baaz replied to Frag's topic in Mission Editor
Also, I have yet to use them, but there are now Static Objects > Structure > LZ Lights (of various color) you can place in ME. -
I help out when I can. :) And trust me, the work day gets a lot easier when you retire. Finding ways to occasionally combat the boredom can be another matter entirely.
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Please forgive me if I seem to be argumentative. That it not the case at all. To be frank, the older I get, the more I miss the old simple ways. I have no doubt scripting is the way to go. I find it amazing what you folks can do. It's just not for me. I don't have the patience to learn a new system, essentially from scratch. Hell, I don't even have the patience to learn the full capabilities of the iphone in my pocket. Furthermore, the older I get, the more I want to throw the damn thing away. :) Embarrassing enough, I even had to ask my soon to be going to college daughter, why the damn thing wouldn't even turn on (turns out I simply wasn't holding the button long enough). Getting back to the OP, Moespeeds gives me the impression of being in the same boat I am. He/she doesn't understand coding, and may not be in the mood or position to start learning it now. All I was trying to show is that it is possible to get the job done with the in-game ME.
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Put a WWII involved country on a side (Germany for example), and then: Add Static Object > Germany > Structure > Concertina Wire For whatever reason, concertina wire isn't an option for every country. Go figure.
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To each his own I guess. I've flown on servers where they are HEAVILY scripted. But something is always broken, and the server runs like shit. It seems the more things get scripted, the worse the server tends to run with people warping all over the place, lagging in general, or the server just crashing. It's like DCS isn't designed for what server hosts are trying to do with the scripts. There's a post somewhere by Wags where he even hinted at this very issue (sorry, to lazy and tired to bother looking for it atm). On the contrary, by using the mission editor trigger method, I can easily have 1500 units or more on the map, all randomized via various triggers, have 10-20 friends hanging out, and everything run smooth as butter. Coincidence?? Don't get me wrong, I do use scripts; but they are strictly plug and play with only minor tweaks to suit my fancy (referring to CTLD, CSAR, SRS). But, in the grand scheme of things, I find it easier to understand the rules of the ME and how flags work, than whether I have enough spaces between letters, what "{" or ":" or "#" even mean, or when I should use them when it comes to code. If it wasn't for Ciribob's explanations within the code, I wouldn't even use his stuff. Again, to each his own. In the end, we accomplish the same thing. EDIT: Furthermore, when all is said and done, between Moose, MIST, CTLD, CSAR, SRS, etc., you probably have more lines of code than I have in total triggers. Once you understand the system, vast majority of the work is cloning and changing options in drop-down menus. If all the code is done properly, can your server run for a longer period of time? Certainly. However, I'm just looking to play with a group for friends for at most up to say 10 hours. The ME trigger system is more than adequate to accomplish that.
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The short answer: YES, the random function does work, and I use it constantly within my missions. I don't understand code, so I do pretty much everything with the ME trigger system. If I'm understanding everything correctly, what you want is a "Flag Set Random Value" trigger. Be aware even this can get complicated really quick. It's not uncommon for me to have an Excel spreadsheet open while I do this to keep track of all the flags. I'm going to try and explain this via memory, which isn't the best, so bare with me. --------------- Trigger 1: When a unit dies, you'll want to trigger a flag. Example: Unit #1 dead, Flag on (1). Trigger 2: Flag is True (1) > "Flag Set random Value (2, 1,10)". This random value flag will determine what unit spawns next. To break this down, (2 = next sequential flag); (1,10 = random roll between 1 and 10, where each roll is a different unit). Trigger 3: Flag Equals (2,1) > Unit Activate (Unit #2) This trigger suggests that, if the random roll from Trigger 2 is a "1" Activate (Unit #2). You would then need to repeat this step via a new trigger for each different possible roll from Trigger 2 as shown below: Trigger 4: Flag Equals (2,2) > Unit Activate (Unit #3) Trigger 5: Flag Equals (2,3) > Unit Activate (Unit #4) Trigger 6: Flag Equals (2,4) > Unit Activate (Unit #5) Trigger 7: Flag Equals (2,5) > Unit Activate (Unit #6) and so on. ----------------- You can easily add a second condition such as "Time Since Flag". Example: Trigger 3: Flag Equals (2,1) & Time Since Flag (1, 120) > Unit Activate (Unit #2) When the roll from Flag 2 equals 1, and time since Flag 1 equals 120 seconds, Activate Unit #2. ----------------- To randomize even further, you can randomize the time the next unit spawns. Example: Trigger 2: Flag is True (1) > Flag Set random Value (2, 1,10) & Flag Set random Value (3, 1,10) In this case, the first action determines which unit spawns when Flag 2 is true. The second action determines a time when Flag 3 is true, where each individual roll represents a specific time since Flag 1. The time is something you would have to specify via an additional trigger and flag. EXAMPLE: Trigger 3: Flag Equals (3,1) > Flag On (4) Trigger 4: Flag Equals (3,2) > Flag On (5) Trigger 5: Flag Equals (3,3) > Flag On (6) and so on. Once you've stated what the results of Flag 3 are, you would then move on to next step, telling what to spawn and when. Your next set of triggers would look like the following: Trigger 10: Flag Equals (2,1) & Time Since Flag (4, 120) > Unit Activate (Unit 2) Trigger 11: Flag Equals (2,1) & Time Since Flag (5, 180) > Unit Activate (Unit 2) Trigger 12: Flag Equals (2,1) & Time Since Flag (6, 240) > Unit Activate (Unit 2) and so on. NOTE: The above set of triggers only determines when Unit 2 spawns when Flag 2 equals 1. You would have to create new triggers for each combination possible. See Below: Trigger 13: Flag Equals (2,2) & Time Since Flag (4, 120) > Unit Activate (Unit 3) Trigger 14: Flag Equals (2,2) & Time Since Flag (5, 180) > Unit Activate (Unit 3) Trigger 15: Flag Equals (2,2) & Time Since Flag (6, 240) > Unit Activate (Unit 3) Trigger 16: Flag Equals (2,3) & Time Since Flag (4, 120) > Unit Activate (Unit 4) Trigger 17: Flag Equals (2,3) & Time Since Flag (5, 180) > Unit Activate (Unit 4) Trigger 18: Flag Equals (2,3) & Time Since Flag (6, 240) > Unit Activate (Unit 4) ----------------- As you can see, the trigger list can get rather long very quickly. The more variables you add, the longer and more complicated the trigger list gets. I'm sure scripting is the easier and faster solution, I just don't understand what I'm reading when it comes to scripting. Therefore, the only way I can make things work is by the above stated trigger system. It's not uncommon for my trigger list to be in excess of 500+ triggers. Without an Excel spreadsheet, I'd be lost even using this method. I hope everything I stated above makes sense, and you get everything working as you want it to. Good Luck!! /r Baaz
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Would be nice if ED would add an Hide/Unhide All option.
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I posted this in a different thread, but will repeat here: The following is the axis settings I use, and will explain below why I use them. Deadzone = 25 Saturation Y = 50 Curvature = 20 The above settings seem to be a happy medium for me. Yes, on the radar the slew rate is rather slow, but those settings also greatly improve MAV stability when I may not have a lot of time to slew the seeker around. Going in depth a bit further, RARELY do I ever have my radar set below 40 miles, so I do have time to slew the TDC around when a target is picked up. If I do decide to engage, I'm locking the target at or about 25 miles, with first launch at 20. By the time the missile goes pitbull, we've closed to anywhere between 12-15 miles, and I'm therefore going into ACM anyway. Now when using the MAV, it's usually because I'm taking out radars and missile systems (in our CVBG, I'm a part of a dedicated SEAD/DEAD squad). Their exact location is not always known, so one of our members is going to wildweasle the site, while the second member dives for it once its location is determined. The MAV remains caged until the my nose and seeker is looking in the right direction, and only uncaged once I have visual of the target in the seeker head. At that point I only have a few seconds to lock the target and fire. So, getting back to my axis settings, I've put more importance on MAV seeker stability than slewing the TDC around on the radar. Thus a high saturation rate and curvature allows for smaller adjustments if necessary, yet rapid movement at the outer limits of axis scale. I Hope I've explained myself clearly, and hope the settings I use are useful to some.
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I've actually gone a step further and a bit more extreme. The following is the axis settings I use, and will explain below why I use them. Deadzone = 25 Saturation Y = 50 Curvature = 20 The above settings seem to be a happy medium for me. Yes, on the radar the slew rate is rather slow, but those settings also greatly improve MAV stability when I may not have a lot of time to slew the seeker around. Going in depth a bit further, RARELY do I ever have my radar set below 40 miles, so I do have time to slew the TDC around when a target is picked up. If I do decide to engage, I'm locking the target at or about 25 miles, with first launch at 20. By the time the missile goes pitbull, we've closed to anywhere between 12-15 miles, and I'm therefore going into ACM anyway. Now when using the MAV, it's usually because I'm taking out radars and missile systems (in our CVBG, I'm a part of a dedicated SEAD/DEAD squad). Their exact location is not always known, so one of our members is going to wildweasle the site, while the second member dives for it once its location is determined. The MAV remains caged until the my nose and seeker is looking in the right direction, and only uncaged once I have visual of the target in the seeker head. At that point I only have a few seconds to lock the target and fire. So, getting back to my axis settings, I've put more importance on MAV seeker stability than slewing the TDC around on the radar. Thus a high saturation rate and curvature allows for smaller adjustments if necessary, yet rapid movement at the outer limits of axis scale. I Hope I've explained myself clearly, and hope the settings I use are useful to some.
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A lot of the missions I create have anywhere between 400-700 triggers, and upwards of 1000-1200 late activated units (in groups of 4-5) on the map. The vast majority of the triggers are mission start or one time, and determine what groups are randomly spawned (each group has a 20% chance at mission start). This greatly helps to extend the life of the mission by making it replayable for a long period of time. Please bare in mind that I create my missions to be flown with upwards of 10 friends over the course of several hours. That being said, the mission load time may take a few moments longer, but it runs flawlessly once done. I never have any complaints about lag or glitches; and thanks to the randomness of the spawns... boredom. EDIT: One thing that has been noticed, if you want to move a large body of units, and make a vast ground war (which looks amazing from the air btw), DCS seems to be unable to handle more than 40 units moving at any one time. Beyond that we have noticed a significant performance hit. To counter this, I simply use waypoint triggers. Move two to four small groups at a time a short distance, have them stop, and start two to four other groups. Repeating the process as required to get the effect you want.
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Couldn't have said it better myself!