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Everything posted by d0ppler
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Land & stop aircraft before ESC menu available
d0ppler replied to skywalker22's topic in DCS Core Wish List
Or play single player campaigns where you actually need to taxi back to the correct parking spot in order to get the mission complete and proceed to the next.. You won't get immersion on most of the public servers. They are more instant action. It's fun, but not realistic, if that's what you're looking for. -
I can't hear radio transmissions from AI planes
d0ppler replied to d0ppler's topic in Mission Editor
I give up. I created a small test mission where the same kind of unit does the exact same thing, then it plays a sound over that frequency. I have absolutely no idea why it doesn't work on my "main" mission. -
I can't hear radio transmissions from AI planes
d0ppler replied to d0ppler's topic in Mission Editor
We are both on blue -
I'm 100% sure that I monitor the right channel in my Viper (UHF 243), but I can't hear the audio sound file. Which I know works when I play it off manually in the editor. What am I missing?
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Keeping the bear at bay - (Campaign for the Viper)
d0ppler replied to d0ppler's topic in Missions and Campaigns
It's made in the Open Beta version. -
Keeping the bear at bay - (Campaign for the Viper)
d0ppler replied to d0ppler's topic in Missions and Campaigns
Are you using the version I’m using? This is excacly why I hate mods, but due to DCS civil plane limitations and my campaign needs civil planes, I needed to use this. I would try to download and install the CAM I’m referring to -
That way, I can get his findings on my HSD through L16
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I agree 100%. That's why I created my own Viper campaign. https://www.digitalcombatsimulator.com/en/files/3328036 The argument that the Hornet had a head start doesn't work anymore. The Viper has been functional the last two years, still no Viper Campaign. I've lost track of how many Hornet campaigns that has been released the last two years. Besides, DCS liberation tends to favor Hornet/Tomcat, unless you have a monster PC, because all their dynamic campaigns are either small and naval based, or huge land based, where you could use a Viper.
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https://www.digitalcombatsimulator.com/en/files/3328036/ Bug reports and feedback are always welcome!
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cannot reproduce and missing track file Seeing my wingman contacts
d0ppler replied to d0ppler's topic in DCS: F-16C Viper
Thank you so much for your reply. Is this how it is IRL or only DCS? -
Thanks for your answer. Makes sense. I’m not the author of that campaign.
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Formation trainer - show off your score!
d0ppler replied to d0ppler's topic in Screenshots and Videos
Nice! Go through all the triggers to make sure your Mirage is getting every trigger the F-5 (or one of the other) has. Otherwise it won't work. null Here's my record -
Me and my AI wingman are on a CAP mission. No awacs, so we rely on what we see on our own radars. Then my wingman shouts out a contact. Why doesn't that contact appear on my FCR and HSD through L16? Because if I ask my wingman to "engage bandits", then it pops up. Is there something I'm missing? Is it possible if I push button X or Y?
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https://www.digitalcombatsimulator.com/en/files/3327920/
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ED, I'm begging you, could you please make a deal with the creators of CAM, so those aircrafts are available straight from the bat in the mission editor? These planes adds another dimension to mission making, and when I create missions, I hate to have extra requirements for my mission to work. If the skins/brands adds a problem, then I'm fine with just generic skins, but please make the standard passenger jets available as standard.
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Civil Aircraft Mod EULA? Can I use that mod in a Payware Campaign?
d0ppler replied to d0ppler's topic in Mission Editor
Thanks -
Get clock bearing to unit B relative from unit A
d0ppler replied to d0ppler's topic in Mission Editor
Thanks! Really appreciate it! -
Trigger for when a specific unit shoots down another specific unit?
d0ppler replied to d0ppler's topic in Mission Editor
Thanks! -
I can't seem to find any solutions to this when I search, but my apologies if it has been up before. I'm trying to get the clock bearing to a unit from my player unit's standpoint. I've divided this problem up in several "sub problems" : 1. I need to know the heading of my player (check) 2. I need to know the x/y pos on both my units (check) 3. I need to calculate the angle between those positions (check) 4. I need to be smart in order to put these things into a smart math formula so I can convert this into 1 to 12 (not gonna happen, I'm not smart enough) local function getAngleDeg(p1, p2) return math.atan2(p2.y - p1.y, p2.x - p1.x) * 180 / math.pi; end b747 = Unit.getByName("b747") player = Unit.getByName("player") player_hdg_degrees = mist.getHeading(player, false) * 180 / math.pi; angle = getAngleDeg(player:getPoint(), b747:getPoint()) trigger.action.outText("Plr hdg : " .. player_hdg .. "\nAngle : " .. angle, 1, true) I'm using the mist library, so maybe we have some tricks there? Regards, d0ppler
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Any advice for mitigating the stupidness of my wingmen?
d0ppler replied to d0ppler's topic in Mission Editor
Thanks for your replies! It makes sense! -
I'm working on a mission where sometimes me as the player and my AI wingman needs to refuel in the air. I have a tanker that flies a simple racetrack in the center of the map. For the most part my wingman can do his refueling without acting like a monkey, but sometimes, especially when the tanker flies straight at us, my ACE skilled wingman flies straight into my tanker making a nice mid air explosion taking obviously the tanker as well as himself down to the fishes. Are there any tricks/features I can do in my mission editor I can set on either my wingman or the tanker to mitigate this mid-air crash?
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Trigger for when a specific unit shoots down another specific unit?
d0ppler replied to d0ppler's topic in Mission Editor
Thank you for pointing that out! Here's what it looks like now, and seems to work. fratricide = {} function fratricide:onEvent(event) local _initname = '' if event.id == world.event.S_EVENT_HIT then _initname = event.initiator:getName() if event.target:getCoalition() and _initname == 'Player1' then if event.initiator:getCoalition() == event.target:getCoalition() then -- you have screwed up trigger.action.setUserFlag('505', true) end end end end world.addEventHandler(fratricide) -
Trigger for when a specific unit shoots down another specific unit?
d0ppler replied to d0ppler's topic in Mission Editor
I've literally made my first LUA script from scratch! It works, and it looks like this (It's enough to hit a friendly guy to not get mission success, and S_EVENT_HIT served perfectly) fratricide = {} function fratricide:onEvent(event) local _initname = '' if event.id == world.event.S_EVENT_HIT then _initname = event.initiator:getName() if event.initiator:getCoalition() == event.target:getCoalition() then -- you have screwed up trigger.action.setUserFlag('9', true) -- this flag gets true if misconduct of ROE as well. Mission won't be completed trigger.action.outText(_initname .. ' has shot at one of his own', 20) end end end world.addEventHandler(fratricide) -
Trigger for when a specific unit shoots down another specific unit?
d0ppler replied to d0ppler's topic in Mission Editor
Thanks! I'll try myself first, but please feel free to help me out when you have any spare time I've barely touched lua scripting, but I see now that I must learn at least the basics.
