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Everything posted by dark_wood
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That is because the "ATC" is telling him to hold - takeoff and you will see they resume taxi.
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You can set multiple fire at point actions to hit around the target and set for each one rounds value (5, for example).
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That Web Based Mission Editor I saw in a (fake/real?) video...
dark_wood replied to cfrag's topic in Mission Editor
Not released yet... -
Hi @BIGNEWY Fixed inability for submarines to attack ships. I have tested with 4 different submarines (Kilo, improved Kilo, Santa Fe and the Chinese one), nothing happens. Is something that we must set in ME? Thanks
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Misc Military Assets by Currenthill
dark_wood replied to currenthill's topic in Static/AI Mods for DCS World
All three versions working perfect, no need for any control vehicle - just place the targets between minimum and maximum range circles, like @currenthill pointed. Question: all artillery in DCS don't shoot instantly, first they aim (2-3 minutes) - shouldn't be same story here? Anyway, thanks for all your work! -
Try this: https://www.digitalcombatsimulator.com/en/files/3313068/
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@Rudel_chw image path is broken, can you repost it? Which cloud drive with versioning do you use? If is not a secret
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Maybe you try to embark too many soldiers? Do a test with fewer...
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See attached mission. Basically, you need to select the bombing WP and check "Group Attack". Usually, I make the strike WP "Fly over point" type and place another WP just after, in line with the bombing path - it seems to help the AI a little... So, run the mission, you will see first bomber drop the bombs, then the second. Hope it helps Bombing.miz
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Allow Mission Editor to open missions with missing mods
dark_wood replied to TEMPEST.114's topic in Wish List
Use this: https://www.digitalcombatsimulator.com/en/files/3322208/- 3 replies
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I use multiple timer.scheduleFunction or mist.scheduleFunction (6-7, for example) as needed in each mission, no downside observed - but i always try to optimize them in order to not overload the mission, something like: --START after 3 minutes // Call function every 30 seconds // end it after 30 minutes mist.scheduleFunction(activateCsar, {}, timer.getTime() + 180, 30, timer.getTime() + 1800) Whatever is your approach, I think the secret is to make a lot of tests and tune the scripts to fit your needs
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Any help to get three random unique flags values :?
dark_wood replied to Presidium's topic in Mission Editor
Hi guys, nice logic challenge I have modified a little Rudel's approach (thanks @Rudel_chw for template) , see attached. Basically, i have generated the flags one after other: first flag is generated, the after 1 second, flag two comes and check if is equal with F1. If yes, regenerate, else, after 1 second, Flag 3 enters, check again, regenerate if equal with F1 or F2, else all good, show result after TIME MORE 20 seconds. I did several tests, all seems ok, but let me know your test results. At the end, the little snippet shared by @toutenglisse seems the easier solution here. Test_Random_Numbers.miz -
Do you want that your squadron to be able to take-off from multiple airports?
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Hmm, if you want to have a more clear picture (see flag value) then execute a small LUA code: ONCE > some condition > SET RANDOM FLAG [200] VALUE 1 to 100 ONCE > flag is less than 80 > do something 1 + do Script ONCE > flag is more than 80 > do something 2 + do Script in the do script field add: do local myRandomNumber = trigger.misc.getUserFlag(200) trigger.action.outText('Random flag value is: '..myRandomNumber, 10) end You will see that each time you restart the mission, the value will change
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@Elphaba, why don't you try with a random flag value, from 1 to 100? Something like: ONCE > some condition > SET RANDOM FLAG VALUE 1 to 100 ONCE > flag is less than 80 > do something 1 ONCE > flag is more than 80 > do something 2
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Update to last version and you will have draw tool in ME.
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First of all, i said pick Combine Joint Task Forces Blue, not Argentina, or other country. Second, for a SAM battery to work, it needs all component units inside same group. You can try first with a SHORAD unit (TOR, OSA, etc) - those can engage without any other radar, just place one TOR (SA-19) and make your plane fly in thier engagement range. Third, big SAM units (SA-2, SA-3, BUK, KUB, etc) need some time to get target and shoot. See attached mission as an example - just hit PLAY/Observer/F7 - enjoy the show testSAM.miz
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What restrictions? You can set a Blue unit, choose from COUNTRY dropdown Combine Joint Task Forces Blue, CATEGORY: air defence, place a SA-2 or whatever unit/radar/launcher you need, the go and attack it. If you don't have in COUNTRY drop Combine Joint Task Forces Blue, go to "Changing coalitions" and add it. Hope it helps
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Stupid Q: How to access Weapon.flag to identify a weapons capabilities?
dark_wood replied to cfrag's topic in Mission Editor
@cfrag MOOSE library have something similar, just search for "WeaponFlag" inside Moose.lua ENUMS.WeaponFlag={ -- Bombs LGB = 2, TvGB = 4, SNSGB = 8, HEBomb = 16, Penetrator = 32, NapalmBomb = 64, ...... AnyBomb = 2147485694, -- (GuidedBomb + AnyUnguidedBomb) ...... -- Even More Genral Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons) AutoDCS = 1073741822, -- Something if often see AnyAG = 2956984318, -- Any Air-To-Ground Weapon AnyAA = 264241152, -- Any Air-To-Air Weapon AnyUnguided = 2952822768, -- Any Unguided Weapon AnyGuided = 268402702, -- Any Guided Weapon } then is called weaponType = WeaponType or ENUMS.WeaponFlag.AnyBomb,