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Neon

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Everything posted by Neon

  1. You still need people to test? Sent from my iPhone using Tapatalk
  2. Damn that is cool. Sent from my iPhone using Tapatalk
  3. The Kaukasus Offensive revived! Very cool, me and my buddies will be dropping by.
  4. After looking through the the moose GitHub I have figured out one thing that would be REALLY cool but I am not sure if it's possible. Take the basic principle from AI_A2A_DISPATCHER and make a AI_G2G_DISPATCHER or some way to spawn a group of ground units provided from templates and then dynamically give them a order to attack something. I am willing to bet that you can already do it in the framework but I am still working on learning how to put everything into the framework. Sent from my iPhone using Tapatalk
  5. Very cool. How do you keep your persistence? Sent from my iPhone using Tapatalk
  6. I can't wait till this is released. Sent from my iPhone using Tapatalk
  7. Fictional Group My unit actually role plays as a fictional country that was made up by the US DOD and is used for joint combined arms training. I had all the training manuals for the fictional regions still when I left the Army. They are very fleshed out all the way down to things like economic status and a full force breakdown. Of course we are small right now and haven't even started recruiting yet ( I am still finishing out website ). So how many people want to play this kind of unit is anyone's guess. Sent from my iPhone using Tapatalk
  8. Quick question does MOOSE have anything that will work for troops mounting and dismounting from APCs and the like?
  9. Same link? Sent from my iPhone using Tapatalk
  10. I use it daily on my units private server.
  11. Nice now my mission is running completely on mission editor and moose. Sent from my iPhone using Tapatalk
  12. Does a side have only so many planes by default?
  13. The missions are flag scripts that's picks from a random mission (right now we have 13 but it grows weekly) and activates the groups for the mission then displays instructions for the pilots. The awacs and tankers are running on the awacs and tanker mist.lua script that can be found in the mission designer resource page. I think I have it figured out now. I have one last question, can you place squadrons on carriers?
  14. Alright I took your advice and lowered the points for both the cap and the border on both sides. But nobody is respecting boarders. I had a cap flight head straight over the boarder and all the fights will just head to targets even though they haven't crossed the boarder. I also think the Russian radar is still not working correctly because they look to just be launching in response to incursions. If there is a cap area they are meant to fly whatever many planes you define in the cap area non-stop correct? I have posted up another package, this time no mods. Sorry about that! Same thing as before the two lua files and the mission. This one also has all the other scripts that I have running to control the missions, tankers, and awacs. https://www.amazon.com/clouddrive/share/1KMgR23lv2H5auVe8hTmqTPP9T4eU5VmF0aVanxVGwm
  15. The mission started off with the the allied force mission from the user files since then I have expanded a ton. Sent from my iPhone using Tapatalk
  16. Yeah I forgot about that I'll post up one with no mods tomorrow. Sent from my iPhone using Tapatalk
  17. Hey Test, So I am trying to get your system to work so I can replace the old GCICAP script. Main problem I am having is that none of the reds ground radars appear to be working. As soon as their AWACS lands the bases stop sending up interceptors. Also for whatever reason none of the planes understand a boarder the way they should and from what I can tell the first cap plane to take off sets off a chain reaction were everyone is just sending GCI to kill the other GCI. Can you please take a look? I am sending you the lua for both sides scripts and a copy of the stripped down mission to only the parts that use your script which I have been using for testing. https://www.amazon.com/clouddrive/share/1ydXJM6fLZ0cdqucmHopnrwgYMu4bMTHmvQfYPbbEdH
  18. That I did. Most physical servers should have no problem starting up DCS.
  19. Yes there is a need for it when you are running it on a VPS with shared resources. Most VPS servers will assume DCS has crashed before you can even get it loaded without it.
  20. Why is that on some servers the skin feature is disabled? Not everything has IFF so some servers use different skins for different sides. Sent from my iPhone using Tapatalk
  21. It's because the mod is a f-16c not a A you have to change the discription.lua for the skins so that they will display on a F-16C. Sent from my iPhone using Tapatalk
  22. I am shopping around some models that we would legally able to use. I already found a couple. I'll let you know what I find. Quick question though with the models. If I modify f-16.edm, such as removing the pilot, is there a way so that other people will still see the pilot but the player can't? Also is there any place with info how how to make the dials work inside DCS? I know they are a animation, I just need to know where does that get tied into DCS. I tried googling it but didn't pull up much. Sent from my iPhone using Tapatalk
  23. Neon

    Civilian planes

    Don't forget panam Sent from my iPhone using Tapatalk
  24. Neon

    Civilian planes

    That is amazing work! I cant wait till it gets some kind of release.
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