Jump to content

dark_wood

Members
  • Posts

    442
  • Joined

  • Last visited

Everything posted by dark_wood

  1. You can do something like this: MISSION START > no condition > do script file: load MIST here ONCE > time more 5 seconds > load your LUA script here
  2. No, here: Switched Condition > Part of coalition in zone, Flag is true(1), Random(5) >Run script , Flag is false(1) and on mission start you should load mist file, otherwise it won't work
  3. Exactly, if a group is dead, then it can't be spawned again (only from ME). You will need LUA/MIST: https://wiki.hoggitworld.com/view/MIST_respawnGroup
  4. Don't use Repetitive Condition, use Switched Condition: Mission start > no condition > Flag is true(1) Switched Condition > Part of coalition in zone, Flag is true(1), Random(5) > Group Activate (RedAir1) , Flag is false(1) Switched Condition > Group Dead (RedAir1) > Flag is true (1)
  5. Maybe you set "start" on waypoint action, instead of advanced? See my post here, i explained the whole procedure: https://forums.eagle.ru/topic/161804-dcs-mission-editor-question/?do=findComment&comment=3230179 Also, this issue can be caused if you set a group on airfield, set it to takeoff from ramp, check "uncontrolled", then add waypoints, when you set the last waypoint to "landing" the "uncontrolled" box will uncheck by itself, so you will need to check it again (or do it after placing waypoints).
  6. The SAM site is inside Zone? Cause maybe it already detect missiles inside. Try to do a little debug: under flag increase value add a message to all, so you can check if condition is true. And move SAM outside zone - maybe surround it with several small zones, one for each direction...
  7. you need LUA and MIST, something like this: --set your respawn function function yourFunctionName() if not Group.getByName('groupName') then mist.respawnGroup('groupName', true) end end --call your function periodic --function name // parameter (if needed) // Start function after 5 minutes // Call function again random, between 1 or 2 minutes // end calling function after 60 minutes mist.scheduleFunction(yourFunctionName, {}, timer.getTime() + 300, math.random(60, 120), timer.getTime() + 3600) Documentation here: https://wiki.hoggitworld.com/view/Mission_Scripting_Tools_Documentation https://wiki.hoggitworld.com/view/Category:Functions Hope it helps
  8. Tested same LAV-25.miz file, it works ok. Try to do a repair.
  9. One more thing, you should replace TEXCVN74:Start() with TEXCVN74:Spawn(1)
  10. Also, do you have the groups in mission editor, with late activation?
  11. With pleasure :) You can spawn any air unit with RAT, just do/duplicate a template unit, like you do with the others.
  12. I think you need C17A:RespawnAfterLanding(delay), or C17A:_Respawn(index, lastpos, delay) https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Functional.Rat.html##(RAT).RespawnAfterLanding or use commute - see the example from MOOSE documentation page: https://flightcontrol-master.github.io/MOOSE_DOCS/Presentations/RAT/RAT_Examples_Specify_Departure_and_Destination.png (last example) https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Functional.Rat.html
  13. dark_wood

    GAI

    How? They added some radar detection trigger?
  14. Try with "Part of group in zone" not "All group in zone"
  15. As an alternative to MOOSE, you can use MIST: https://wiki.hoggitworld.com/view/Mission_Scripting_Tools_Documentation#List_of_Functions
  16. Check "Hidden on map" option for each group may help.
  17. More randomization triggers, please: activate group after a random time activate/spawn group in random zone activate random group go to random waypoint set random ROE random units number in a group
  18. weird, TMS down is working for me in dogfight mode - maybe is a key binding issue?
  19. Khopa explained on this thread (https://forums.eagle.ru/showpost.php?p=4362794&postcount=499): "Defensive: Units will wait in line for the enemy units Ambush: Same as defensive but with generally smaller units groups Aggresive: Each player ground units group will attack the nearest enemy groups Elimination: Each player ground units group will try to attack up to 3 enemy groups Breakthrough: Each player ground units group will try to move forward fast ignoring the enemy group position. (If succesful, you will gain quite a lot of ground) Retreat: Your units will move back, but you will lose terrain"
  20. See attached missions as examlple, one without AWACS and one with. Without AWACS - Silkworm will fire after 1 minute - 1minute and 30 seconds (in this case, you can put radar on a higher ground) With AWACS - Silkworm will fire after 40 seconds They need time to lock target, so be patient. Also, if target is below horizon,and you don't have AWACS, i don't think they will fire. naval-test.miz naval-test-AWACS.miz
  21. Make sure that the ship is in radar range - you can add an AWACS (for testing), it will detect the target faster. Test it first at close range - if still not working, then maybe is a bug, i don't know
  22. Check launcher position, i think in ME is backwards - so turn it at 180
×
×
  • Create New...