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Everything posted by 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.
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Yep. Viper/Syria
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And the track file from the dedicated server (client vs client around the 2:05 mark, too) server-20210320-192627.trk
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Track file can be found here (client vs client kill at the 2:05 mark) hit script test 1-20210320-192612.trk
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Hi Folks! Been going nuts here trying to figure this one out. First off, what I'm trying to achieve is kind of a training environment. All aircraft are set to immortal, and I've got a script that will: 1. Trigger a message saying who is hit and by whom. 2. Trigger an explosion at the point of the aircraft getting hit (so make sure the pilot knows by seeing/feeling it) 3. Trigger a signal flare at the point of impact (because I think it looks cool) The script is thus: Handler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_HIT and event.initiator:getName() and event.target:getName() then trigger.action.outText(event.target:getName().." hit by "..event.initiator:getName(),2,true) trigger.action.signalFlare(event.target:getPoint(), 1, 1 ) trigger.action.explosion(event.target:getPoint(), 50) end end world.addEventHandler(Handler) OK, here is the thing. When I run this on a dedicated server, the message/explosion/flare work just fine when: 1. Client hits an AI unit. 2. AI hits a client unit. 3. AI hits and AI unit. But it does NOT work when a CLIENT hits a CLIENT. At all. Checking the server logs, I can see events when a client shoots, but there is no event when a client is hit listed. Is this normal? I'm thinking this might mean the S_EVENT_HIT is not being recognized in multiplayer servers, or there is a problem with it. 9:00:03 PM.604 INFO SCRIPTING event:type=shot,initiatorPilotName=Granite 2-1 | Sedlo,t=61208.842,weapon=AIM-9M,initiatorMissionID=233, So my question to you all is.. Where am I going wrong? I've tried the script above as it is, I've tried adding a table of units and referencing that with no luck. It just seems CLIENT vs CLIENT isn't working for me. @Hardcard @funkyfranky@Pikey, I know you guys are scripting gurus, I'm wondering if you have any solution. (PS, I've tried the MOOSE missile trainer script which works great, but I'd also like this to work for guns kills. Not sure if there is a missile trainer script that includes guns kills, but that would be cool) Sample mission attached. hit script test 1.miz
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Folks, mission 2 is now live on the User Files section: https://www.digitalcombatsimulator.com/en/files/3315454/
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Hey @Rizn-Nuke! Bomb, missile or gun will set them to be vulnerable. And yes, @2alpha-down0, there is a little script magic to help
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Currently working on mission 2.... Will be followed by mission 4. Hopefully 2 will be up next weekend. I hope you enjoy it!
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To be fair, it's an older mission converted to the F-5E and updated a bit... But I still think it's fun!
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Hello All! This weekend, I took the opportunity to convert one (soon to be three) of my Eastern Friendship missions for the F-5E Tiger II. A lot of re-work went into making it compatible, and a lot of tweaks under the hood to enhance gameplay. I hope you like it! DOWNLOAD LINK: https://www.digitalcombatsimulator.com/en/files/3315423/ EASTERN FRIENDSHIP MISSION 1 (F-5E Tiger Version) SITUATION The situation in northern Georgia, South Ossetia and Abkhazia is deteriorating by the hour. Insurgent attacks against Georgian military, police and political targets have increased dramatically in the last 48 hours, even as NATO air and ground forces are deploying to the theatre. Last night, a Georgian weapons depot was attacked by Russian back South Ossetia separatist forces, and a number of weapons systems were stolen, including APCs, radar guided AA vehicles and munitions. Intelligence suggests these purloined assets will be moved East back into South Ossetia. Badger 1, a joint Canadian/Georgian ground force has been tasked in locating this stolen armour, and is hot on the track of them East of Camp Cougar. MISSION You are the lead pilot of Colt 5 flight of 2 F-5Es based at Kutaisi Airbase in northern Georgia. Colt 5 is sitting alert ready to support NATO and Georgian ground forces. Rumour is that Badger 1 is hot on the tail of the stolen armour. The weather is not great, a low overcast of 10000ft will keep close air support right in the heart of the AAA and MANPAD envelope. We have already lost 2 NATO aircraft to hostile fire, so make sure to employ liberal use of flares when flying in proximity to hostile forces DETAILED BRIEFING DOCUMENATION IS AVAILABLE AS A PDF FILE LOCATED INSIDE THE DOWNLOAD DESIGNER'S NOTES You do not need to use the in game ATC functions. These are scripted for you, but require you to make frequency changes on your aircraft radio. This mission was originally written years ago and some of my voice actors have moved on to other things. There are a few instances where you are directed to proceed direct to a waypoint. In these situations, you will need to navigate to a TACAN fix, which will be noted in the briefing, your in flight kneeboards and as a small text message in game. As there is no INS/GPS in the F-5E, you will have to rely on TACAN navigation. Don't worry, you don't have to be incredibly precise (plus or minus several miles will still work). Still, it's good practice to get to know how to navigate with TACAN. See your mission brief and kneeboard cards for the waypoint/fixes. Do not change your weapons loadout. This mission relies on certain weapons triggering certain triggers, so if you make changes the mission may (will) break. Fly the overhead break to land. Real fighter pilots fly the overhead break, us DCS players should do the same. If you are unfamiliar with the overhead break, watch this video from @Wags on how to do it: https://youtu.be/9uF2Bhq2AV0
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Thrustmaster Warthog - Impossible set up
Sedlo replied to Miccara's topic in DCS World Tutorial & Help Requests
Hey @Miccara! You may already have been doing this, so feel free to disregard. Also, I don't own the P-51D model, but I do have the Spitfire, which I imagine is similar. In terms of the RPM adjustment for the left hand throttle, make sure when you open the controls window, click the Axis Assign button. This will bring up another window where you can find all the Axis commands. (cont.below) Once you do that, scroll down to the line that says engine RPM (or equivilant.. I don't own the Mustang) and work across the window until you find your the listing for your Warthog Throttle. In my case, since I'm running T.A.R.G.E.T. software, mine says Thrustmaster Combined. Double click the cell under Thrustmaster (throttle or combined) and then move the left throttle up and down it's full range of motion. You may have to do this several times. (con't below) Now hop into the game and see if it's working for you. There is a change you may have to adjust your AXIS assignments, and you do that the the Axis Tune button just next to the Assign Button. Click that and another screen opens. You may have to click INVERT if pushing the throttle forward reduces your RPM. -
May not be related, but I found that in some of my missions the carrier would get stuck and not move. Try moving it deeper out to sea, it's either run aground (DCS style), or perhaps there is something it the path of the ship. In my case, moving the carrier further from where it was started seemed to fix it.
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This year is about all I can say ATM, sorry.
