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fargo007

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Everything posted by fargo007

  1. I agree - handling it like the kneeboard would be a superb enhancement.
  2. Thank you MOOSE team for all the work you do. We couldn't pull off a fraction of the magic we make for our squadrons without you all. It's one of the most well thought out, well documented and easiest to use software projects I have ever used, and it speaks very highly of the team that produces, maintains, and expands it. BRAVO on a really great job and Happy New Year!
  3. MOOSE has a range class and I'm thinking that's what he's using. e.g. https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Range.html##(RANGE).SetDefaultPlayerSmokeBomb
  4. An alternate technique I use for testing this on different maps is to unpack the mission, and edit the 'mission' file and change Syria here..... To either Caucasus, PersianGulf, etc. Then do the same with the 'theatre' file. Then the mission will open up on the new map with everything in the same x/y location. You will have to drag stuff where you want it, but all the groups/statics/sounds/triggers/zones will already be there. Just need to reposition it all. Be sure to check the names of all blue and red groups. If something's wrong, it's almost certainly going to be a naming issue. Watch the dcs.log for errors if something isn't working. ETA - you can use this same technique with a static template ".stm" file if you only want to transfer over only the statics and groups from one map to another. This is why I put the spawn farm where I put it.
  5. Config/Input is the directory I preserved, and then restored to its original position.
  6. I like the tactile stubs (dot, dash). Especially for VR users like myself that still want this type of interface. Definitely staying tuned on this one.
  7. So for static templates (.stm files): }, -- end of ["DEFAULT"] }, -- end of ["localization"] ["theatre"] = "Syria", ["desc"] = "", } -- end of staticTemplate Here where it says "Syria" you change this to either "PersianGulf" or "Caucasus" for instance. For an unpacked mission, change the same thing in the "mission" file, and also change it in the "theater" file that only has that one word in it anyhow.
  8. Version 7 release published on github. https://github.com/Fargo007/TROOPS-IN-CONTACT/tree/v7 Friendlies now fire at the enemy to provide target marking by tracers. This is for a configurable time period. After that, they cease fire and give you a "CLEARED HOT!" message via both voice and on screen. 'Releases' are downloadable as a zip file.
  9. I do exactly the same. Works perfectly.
  10. Haven't checked this in a while, but I don't believe you can do that - if there are no helicopters on deck, you'll just get staged up front regardless of starting position in the ME. It used to be that specific start spots would work in SP, but in MP you'd get the behavior you're experiencing now. Sorry I don't have anything more contemporary to relate.
  11. TROOPS IN CONTACT! Really happy with how this came out. It's a highly configurable presentation of troops under fire, and calling for fire support in terms of a CAS 5-line. https://github.com/Fargo007/TROOPS-IN-CONTACT
  12. I'm going with this.
  13. Just passing it on in case there's some interest here, but I've done a rather robust script that offers a CAS 5-line called in by troops in contact. Works with FW and RW, multiplayer, etc. Highly configurable. https://github.com/Fargo007/TROOPS-IN-CONTACT
  14. Hi guys, I released version 6, and simultaneously transitioned this to being its own project on Github. https://github.com/Fargo007/TROOPS-IN-CONTACT There's a full readme.md/changelog there, a zip with the sound files, and an example mission (right now Syira).
  15. I've been moving missions between maps by unpacking them and changing the theatre in the mission and theatre files. The same technique works with static templates. Just edit it, and change the theatre to suit. Syria PersianGulf Caucasus You can then load the template on the other map. Really simple way to move large numbers of assets around.
  16. A main element retreats after taking damage from an air attack. The formation and distance are configurable. Here, "On Road" was used, with a distance of 10km, and a time of 120 seconds used as the decision point to make their move. In the following image, a group is bugging out with "Off Road" and 4000km. Note that they will still go to (but not always actually use) a bridge to cross water. This is a railroad bridge. Ground routing could vary quite a bit by map. Syria for instance, has LOTS of roads, always nearby. I'm seeing better action on Syria with "On Road" / 4000. Still testing but looking very good for this new feature.
  17. Thanks, will try that. ETA - This is working a lot better now. I also had to separate out the infantry from the groups. So in V6, "SUPPORT" elements are where you should put your infantry populations or "immovables" such as fixed AA positions. if you want to use the flanking/bugout features. HEAVY and LIGHT elements should only be vehicles. Both LIGHT and HEAVY TIC will get a support element with them. For the best effect anyway. It will still work, but the speed of the vehicles will be limited to the lowest capability in the group, which is infantry.
  18. Okay, I've been working with the bug out, and while I do have that working, the ground units don't really respond correctly. For instance, the group get the command to move away, and only the first unit will go.
  19. 454 flag4050 = USERFLAG:New("4050") 455 flag4050:Set(0) This here is the right one, and these are the concerned line numbers and what they should say. TROOPSINCONTACTv5.lua
  20. Got it - that's the exact error I posted new files to fix yesterday. Re-download, break the script out, put that new one in your mission, and you should be G2G. No clue why that call works on SP and not in MP.
  21. Send me a link to the dcs.log after running it and attempting to actuate TIC, and I'll be happy to take a look. The answer will be in there.
  22. I have it running on a dedicated server with no issue - it's what I built it for. Are you using the latest files? I put fresh files up there earlier today with a bugfix specifically for MP. Download that, unzip the mission and pull the script out, replace the existing one with that. ETA - Also check the moose version. Ours is running with 2.74b right now.
  23. Feature ideas V6: Squirters - Once aircraft start going to work and after taking some hits (esp. to a defined leadership unit in the enemy group), the support elements decide to pull back a ways. toute-de-suite. Tunable via probability/percentage. Yay/Nay? Retreat - The main force decides that with CAS aircraft going to work on them (again, keying in on a random boss unit), they can't win this and they get back on the nearest road and GTFO. Also tunable via probability/percentage. Yay/Nay?
  24. Minor update to fix an issue that rises in MP. New download file is in the OP.
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