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Sedlo

DLC Campaign Creators
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    2019
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Everything posted by Sedlo

  1. Wow! I just looked through the briefing documents and video. Outstanding job on those, I can't wait to give it a try!
  2. Tons out there on youtube... Some of my favourites include various incentive flight HUD tapes.
  3. I'd reccomend maybe just doing a "Sound to" that will play over the radio transmission in progress. I don't believe there is a way to stop and resume a radio transmission.
  4. It’s not hard. Just copy and paste the code into a “do script” action (far left column of mission editor). Don’t forget to change the unit name to whatever your unit is called. Then make a new condition that whenever flag 200 is true, whatever you want to happen, happens. I was very reluctant to dive into the world of scripting, but it turns out to be much easier than you think. Plus it’s very useful! And there is no shortage of people here willing to help.
  5. It's not there, you'll need to use a script... Below will set flag 200 to true when the unit name shoots their gun or rocket. Handler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_SHOOTING_START and event.initiator == Unit.getByName('Unit Name Here') then trigger.action.setUserFlag('200', true) end end world.addEventHandler(Handler)
  6. It basically can do what witchcraft can do, if that's what you're looking for.
  7. DCS BIOS is primarily for hardware, but it's got a console aspect to it, too. You can set flags, run scripts etc, all within a mission. If you want to test some aspect of your mission, you can open it, move your aircraft to the part of the map you want, save a copy, fly it and then fire your flag or run your script to see if it does what you think it does.
  8. Check DCS BIOS, it has a console built in and works great! Saves tons of time for me.
  9. I just recently upgraded and have found a very large improvement on multiplayer. It seems to load faster and my frame rates are much, much higher, especially on busy servers. In single player I haven't noticed a dramatic increase in frame rates but I have noticed I'm not getting the micro stutters I've had before. Other programs like Photoshop and video editing software I have seen a most remarkable improvement. Running an i9700 and 2070 Super. I found it to be $200 CAD well spent.
  10. You might find that, despite it being grayed out, it still may actually work. I've found that with some missions set to easy comms.
  11. I think you don’t need to do the 'l10n/DEFAULT/' part in the trigger, just “filename.ogg”.
  12. Excellent to hear! I hope you like mission 2!
  13. Hey, Scratch! Are you running the latest Open Beta? Seems to be working well for me on 2.5.6.50793? There were some AI issues in earlier versions with the wingmen crashing into you, the latest two patches seem to have fixed those issues. If you're on an earlier version, I suggest sending the wingmen out in a open formation, maybe go line abreast left, open formation and approach the tanker from the left side?
  14. Same, instant action mission issue. Model shows damage, smoke, but doesn't seem to be destroy-able. I even hit the MiG with my own plane, it caused my aircraft to suffer visible damage, but it still flew just fine. Track attached. instant action damage.trk
  15. Seems the vertical scan function of the ACM radar is not working (or at least, not working as it previously had). Track File included hornet vertical scan.trk
  16. You're welcome, I'm glad you enjoyed them! Air to ground is my favourite type of mission, too.
  17. But I would encourage you to try and design your own missions in the editor. If you go into the mission intending to make a multiplayer co-op from the beginning, it would work better. Until some of the advanced mission editor functions are available for client aircraft, I can’t even begin to consider building them. I know that many people do, and many of them are quite good. But it doesn’t work with the style of mission or workflow that I do. Not to mention I do not want to rely on others for the amount of testing that i do.
  18. The mission breaks if the lead gets shot down, voiceovers that should play if a member of the flight strays and to restricted airspace space won’t play, things based on weapons being fired by particular people won’t happen. AI interactions in they way I design are based on the single player, too. Somewhat playable isn’t fully playable for me, and if I can’t extensively test on my own time, I won’t do it.
  19. Some points from a mission maker. 1. Testing. The single player missions I make require anywhere from dozens to hundreds of hours of testing and tuning. Hard to test functions in multiplayer with multiple players on a timeline that suits me (that's not just AI tuning, lots of other stuff involved). I couldn't possibly put out a product that I would be proud of if I couldn't test it to the degree that I want. 2. Lots of advanced mission editor tools that I use to make my missions realistic are single player only (cockpit parameters, cockpit indication = to, etc.). It's not as simple as just adding a client slot. If it was, you could be there would be more content out there. 3. I fly mostly single player, so I make the types of missions that I like to fly. There are a lot of online squadrons and discord groups that put out some fun multiplayer experiences, I'd say give them a go. You can find some great two player content with those guys, too.
  20. :thumbup:
  21. Agreed, also, I would like it as an option for the mission designer to set the type of approach in the editor. Example attached of Case I conditions given a Case III arrival.
  22. Let me know how it goes!
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