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Sedlo

DLC Campaign Creators
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    2009
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Everything posted by Sedlo

  1. Hey @Facocero! Use a simple script that uses an EVENT HANDLER like this to achieve what you want. You can put the script in the actions under "Do Script". I've attached a sample script and a sample mission for you to check out. helounit = Unit.getByName('BLACKHAWK 601') -- Put your unit NAME in where BLACKHAWK 601 is. Make sure to keep the apostrophe in Handler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_LAND and event.initiator == helounit then trigger.action.outText('The Helicopter has landed.', 10, true) -- You can put some text here if you'd like trigger.action.setUserFlag ('10', 1) -- this sets flag 10 to be on. Replace the 10 with whatever you want. end end world.addEventHandler(Handler) HELO LAND.miz
  2. You are right, you used to be able to. It changed with the new clouds and weather presets.
  3. It's a limitation right now.. You'll have to use the regular KC-135 for boom/receptacle ops and the MPRS only for probe/drogue.
  4. Hey @VFGiPJPI can't get into your mission due to the mods you have there. Sorry. For a single player mission you can do it quite easily with an active pause command at mission start. Then add your radio menu, then active pause off when the player has chosen. Check out the mission I just made for an example. DELAYED START.miz
  5. @TED, the weather presets for overcast all have a higher minimum ceiling right now. I'm not sure if that will change, but I suspect it will. In the meantime, try the Broken 6 preset and bring the minimum down to about 1900. It should give you a ceiling about 500ft over the runway.
  6. @VFGiPJP, sounds like you may have your F10 triggers tied to a Mission Start Trigger? Post you mission and we can have a look and see how to help.
  7. Every aircraft using a CVN has a UHF radio, should be UHF as a default. The default should be UHF, for sure. Or dual V/UHF would work too
  8. Yes, I would like to see this! I think the ruler is a good idea, both for air, land an sea units. If there to expand the idea a little more, if there could be some heading/distance information displayed in the waypoint panel, it would be super helpful to mission designers.
  9. Sit so far. Hoping by the summer but it remains to be confirmed.
  10. I had that, too. I guess the UHF radio works with battery only, the FM and VHF radios seem to be only with the APU and generator on.
  11. Hey, thanks for letting me know of the issue with the comms. I'll have a look at it as soon as I can and see what I can do.
  12. Hey, thanks @Ala12Rv-Tundra! I'll have a look at that mission, not sure why you didn't get pushed. Just wondering did you happen to save the track file? Also, in the Viper you have to reset the clock to the current time. Apparently the jet doesn't start keeping time until the engine is on, so it will be 2-4 minutes out, depending how fast you get it going. The time set function is in the UFC. Thanks for flying it, and thanks for the kind words.
  13. Putting kneeboads in game requires to get screen shots, jpg or png images, extract the miz file and create a specific folder inside. Then zip the .miz file back up and Bob's your uncle. It is a bit complicated, but it can be done.
  14. @BSS_Vidarthe follow command now works with helos and the ship! MOOSE has a good recovery tanker script, but for the helos you can do it in the regular mission editor. I've made a tutorial here:
  15. Hey @Toni Carrera! Take a look at one of my Red Flag missions, I’ve used MIST to create zones around Groom Lake and you can grab an example code off of those if you’d like.
  16. Check out MIST by Grimes. Unit in polygon is the one you're looking for. Check out this thread for some info: https://forums.eagle.ru/topic/173169-mist-detection-via-polygon/
  17. Here’s a quick video tutorial I put together.
  18. @Toni Carrera, you seem like a keen mission maker, and you are about to fall down the addictive rabbithole known as scripting! This will get you started down the path, and I apologize in advance if it starts to consume a lot of time (it did that for me). OK, you are going to need some scripting to achieve what you are seeking. For the AGM-88 being launched by a specific unit, copy and paste the script below as a "Do Script" command sometime before you need it (make sure to make a condition that the firing unit is still alive). This script will detect when a unit named CHEVY 11 fires an AGM-88. It will also set flag 8000 to become active and increment it's value by 1 each time CHEVY 11 fires a HARM. The flag thing isn't mandatory, it's just a way to keep score, in case you want to use it later. The script also puts a text message up (in this case for 3 seconds. You can change that if you'd like). Make sure you use the UNIT NAME in the script, it won't work with the group name. ******************************************* Handler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_SHOT and event.initiator == Unit.getByName('CHEVY 11') then local Weapon_Type = event.weapon:getTypeName() if Weapon_Type == "AGM_88" then flag_value = trigger.misc.getUserFlag('8000') trigger.action.setUserFlag('8000', flag_value + 1) trigger.action.outText('CHEVY 11, MAGNUM!!', 3) end end end world.addEventHandler(Handler) ******************************************** This will get you started. GRIMES and others keep the SSE documentation updated here: https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation Try the script above, and then check out the SSE docs, it really opens up the possibilities of DCS.
  19. @mobile83, the cockpit argument for the F-16 battery switch is 510. -1 is off, 0 is BATT, 1 is MAN PWR. You can find all of the cockpit arguments in the clickabledata.lua file which you can find in this directory: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\F-16C\Cockpit\Scripts Using the modelviewer found in C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin. You can load that up, load the F-16 shape file Cockpit.F-16C.EDM located here: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\F-16C\Cockpit\Shape Once you load that file in the modelviewer, you can move the sliders and see what values correspond with the position of each switch. J'espère que ces informations vous aideront !
  20. @Toni Carrerayou can include them in a "MISSION START" type of trigger. It works well for the simple things, such as gear/flaps/hook/radio channels. But if you're doing complex things (like multiple MFD pages, multiple UFC presses), you need to have them separated by time. I've discovered a workaround/solution that works for me, start in active pause and fire your triggers. Download this mission and give it a go, see if this method works for you. https://www.digitalcombatsimulator.com/en/files/3319457/
  21. Welcome to Sedlo's Case 1 Landing Practice Mission! Download Link:https://www.digitalcombatsimulator.com/en/files/3319457/ Required Modules: DCS F/A-18C Hornet AND the DCS Supercarrier. This mission will help you practice Case 1 Landings on the Super Carrier! The mission starts off in Active Pause and it's important that you do not touch any controls (HOTAS, keyboard, mouse) until the warning message disappears. While it's in Active Pause, the mission will automatically configure your TACAN, ILS, MFDs, Gear, Flaps and Hook for the landing. When the simulation un-pauses, you will find yourself about 4 miles back in the landing configuration. Get on speed as soon as you can. If you want to get graded and LSO support, contact the carrier inbound right away. You won't have to call the see you at 10, but you DO have to call the ball around 3/4 of a mile. I hope that you enjoy the mission!
  22. Welcome to Sedlo's Case 1 Landing Practice Mission! Download Link:https://www.digitalcombatsimulator.com/en/files/3319457/ Required Modules: DCS F/A-18C Hornet AND the DCS Supercarrier. This mission will help you practice Case 1 Landings on the Super Carrier! The mission starts off in Active Pause and it's important that you do not touch any controls (HOTAS, keyboard, mouse) until the warning message disappears. While it's in Active Pause, the mission will automatically configure your TACAN, ILS, MFDs, Gear, Flaps and Hook for the landing. When the simulation unpauses, you will find yourself about 4 miles back in the landing configuration. Get on speed as soon as you can. If you want to get graded and LSO support, contact the carrier inbound right away. You won't have to call the see you at 10, but you DO have to call the ball around 3/4 of a mile. I hope that you enjoy the mission!
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  23. Updated November 14 - Adjusted HSI scale to 10NM, Set left MDI to FCS Page, fixed RDR altimeter
  24. Welcome to Sedlo's Case 1 Landing Practice Mission! Required Modules: DCS F/A-18C Hornet AND the DCS Supercarrier Link to download: https://www.digitalcombatsimulator.com/en/files/3319457/ This mission will help you practice Case 1 Landings on the Super Carrier! The mission starts off in Active Pause and it's important that you do not touch any controls (HOTAS, keyboard, mouse) until the warning message disappears. While it's in Active Pause, the mission will automatically configure your TACAN, ILS, MFDs, Gear, Flaps and Hook for the landing. When the simulation unpauses, you will find yourself about 4 miles back in the landing configuration. Get on speed as soon as you can. If you want to get graded and LSO support, contact the carrier inbound right away. You won't have to call the see you at 10, but you DO have to call the ball around 3/4 of a mile. I hope that you enjoy the mission!
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