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Everything posted by Sedlo
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not sure, but I have some ideas, though.
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@Reflected, the guy behind Zone 5, has a new F-14 campaign coming out very soon!
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I would like to see some sort of toggle for enabling ATC for a particular ship, too. In the meantime: @emibat, if it's single player, or coop PVE, set the ships to the opposite coalition, that will eliminate them from the list. Otherwise, consider setting the ships as static objects instead of units. They won't move, but it will give you some eye candy.
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@Mistermannthose values would be for the clickable actions. So if you wanted to force the parking brake out (without pilot input), you'd go device ID 5, command 3005, value 1 (or -1, as the case may be).
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-edit.. Rudel beat me to it. You can also find some info in this file: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\FA-18C\Cockpit\Scripts\mainpanel_init.lua
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I’m away from my computer right now, but you might consider looking at the cockpit argument in range condition. If no one chimes in before I get home, I will walk you through it in about six hours
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@Nealius, although the frequency is listed as red, it will still work in game. Sounds like a UI error in the mission editor. See attached mission, tanker will be on 135.5 and will respond to the player. test refueling vhf.miz
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Hello! I would like to put a request in to have the list of cockpit parameters include the MIDS radios. Just like the regular communications frequency parameters, including MIDS will open up a load of potential mission editor goodness. Thank you! Sedlo
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Hello! I would like to put a request in to have the list of cockpit parameters include the MIDS radios. Just like the regular communications frequency parameters, including MIDS will open up a load of potential mission editor goodness. Thank you! Sedlo
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Creech, too. Track and screenshots attached. creech runway markings.trk
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Raven One Mission 3 radio menu bug after using save
Sedlo replied to Pigfarm80's topic in Missions and Campaigns
In-flight the slash key will not work to bring up the radio menu. You have to use the key binds for COMM1 or COMM2 transmit. I am mobile right now, so I don’t remember exactly what it is, but I think it is either write out/or write control/. Have a look in your control set up for the correct key binds in your situation -
[ANSWERED] Missile in Zone condition is never met
Sedlo replied to CoconutCockpit's topic in Mission Editor
Bomb in zone Condition is looked at once per second, and your trigger zone seems to be fairly small. i think what may be happening is the bomb is zipping through the zone so fast, and detonating, that the once per second trigger zone isn’t catching it. Try it with a larger zone. -
Something Strange Happend to my controls
Sedlo replied to JovenTroll's topic in DCS: A-10C II Tank Killer
@JovenTrollthe exact same thing happened to me... Doing a repair didn't help, but I turned the PC completely off, then on, then they seemed to work again. Not sure what happened, or what I did to fix it. -
Glad it worked out!
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Hey @Peter33! OK, first all, don't be too hesitant about scripts, they're complex to see at first glance, but after some practice, working with them is not so bad. Lots of people here on the forums can help, too. What you'll need to do is incorporate a X: Cockpit Indication Text Equal To in your trigger. Finding the proper element name and value will require you to use DCS BIOS (and a bit of scripting) to find out the values that you need for a given task. I've created a test mission that you can go into and see how it's put into use. Situation is you are flying towards an SA-3. Once the radar spikes you, it will set a flag (10). Two seconds after the spike, you'll get a radio message from "your wingman" saying you've been spiked. One the SA-3 is fired, you'll then get another radio message. SA3 TEST.miz
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Which aircraft are you flying and which threat/spike do you want to happen for your trigger?
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A trigger for when 'a specific unit' destroys another 'specific unit'?
Sedlo replied to StevanJ's topic in Mission Editor
If you want to make it only appear for a specific unit killing another specific unit, you can do this: Handler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_KILL and event.initiator == Unit.getByName('GoodGuyUnitName') and event.target == Unit.getByName('BadGuyUnitName') then trigger.action.outText(event.initiator:getName().." killed "..event.target:getName(), 2) end end world.addEventHandler(Handler) No MIST required, but you have to edit the GoodGuyUnitName and BadGuyUnitName to the specific UNIT name of the units you want to reference. -
It's not technically a second hand, but a stopwatch like function. But you can make it work like one. You kind of have to "uncage" it.... There is a hidden button just above the dial under the dashboard. Wait until the sim time gets to the top of the minute and then press it.