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Everything posted by Delta99
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MOOSE (or other method) Spawn a single aircraft repeatedly
Delta99 replied to =475FG= Dawger's topic in Mission Editor
Yeah the AI_A2A_Dispatcher is overkill for something like this. All you need is some fairly basic spawn scripts using Moose. -
In OBS set the recording to record the Oculus Mirror Window and not your entire desktop or something. Oculus Mirror window does not need to be the primary window or in front of anything else. That way you have the DCS window in front.
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F15C against 2 random enemies in the mountains.
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Looks like you are mixing Moose and DCS API group objects which you cannot do. You can retrieve the DCS Group reference from the Moose Group object. I don't have the docs in front of me right now but they would likely be in the GROUP or CONTROLLABLE class. Or there is probably a much easier Moose function to call directly to stop the group from moving.
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I thought ED released this ages ago but it was NOT fully complete and buggy (ie. didn't really work). Haven't heard since that they actually fixed it!!!!
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SWAPR - SWeet Automatic Player Replacement script
Delta99 replied to Hardcard's topic in Mission Editor
Looks awesome. Looking forward to checking this out -
LOL, I think if I remember correctly, Grimes was told this is how ED prefers it to work (or not work for that matter)!!! So it likely will never be touched by them.
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Mission Editor doesn't remember last saved directory
Delta99 replied to ElementLT's topic in Mission Editor
Because "Folder Browser" really means "remember last folder"?? :cry: -
It actually depends on how you are loading Moose. There are two ways typically. Dynamic which means that Moose is referenced rather than loaded into the .MIZ. This is typically used during development or if you are actually developing and changing Moose. It should be used when distributing a mission. If you are distributing your mission it is advisable to use the Static Moose version. Which you would load via a trigger and would be contained in the .MIZ file.
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Resupply airfield warehouse with trigger/script
Delta99 replied to Eight Ball's topic in Mission Editor
I wrote a prototype using the Moose Warehouse to do this so yes it is possible. Once the right airplane templates are setup I let the Moose Warehouse handle moving AI airframes between airbases and supplying them. It is not what the Moose Warehouse was intended to do but it will work for the most part. -
MP sucks for such things. Try creating a spectator slot and join that first and then join your actual client aircraft slot. That seems to fix a lot of things like this in MP.
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Changelog v2: - Menu's are now built via player group so that each player can spawn enemies based on their own location rather than the first player in the mission - Added some additional Mig airframes and F14 - Remove the ground EWR stations cause I can't get them to report in imperial (just confusing when they report in metric and AWACs reports in imperial) - Changed AWACs to invisible so AI will not target it - Changed enemy waypoint generation so they are not always flying absolutely directly to the player that spawned the enemy. They will move in the general direction though.
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If its not exposed through EVENTS you won't be able to discover it. Lots of stuff like this is internal to the DCS engine only.
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2v2 Guns only With AI Lead in VR with external replay footage as well:
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Thanks for the additional keyboard short cuts
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If you want to get into scripting Moose has functionality for this called AI_BALANCER
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I looked it up and TaskFollow is at the UNIT level. Its probably something FlightControl cooked up for the formation stuff mainly for WW2. But just a guess. I've never required anything other than Escort and neither have others and seems to work fine. I still think you will likely see odd behaviour like the following units won't engage (just the lead will engage). But if not and it all works then excellent. It would be great if these two things can mix therefore you can create some interesting escorting formations.
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I don't think anything works on the UNIT level. At least not typically and I would doubt this is an exception except if you are mixing the FORMATION CLASS stuff with ESCORT class stuff. I don't think they are made to work together and might be why you are seeing odd stuff. FORMATION I believe was mainly for WW2 formations and is completely separate to ESCORT as far as I understand it. I haven't touched the FORMATION class so not 100% sure though. I suggest you just get rid of any of the UNIT stuff here as it likely isn't doing anything or its applying it at the group level anyway or its just going to cause some sort of very odd behaviour.