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Sedlo

DLC Campaign Creators
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    2019
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Everything posted by Sedlo

  1. Apologies if this has been posted before... I used to be able to select a dumb bomb in CCIP. Then I'd desingate a target with Waypoint Desginate and it would switch to auto. On the roll in, you'd then be able to UnDesignate the target and the bomb would revert to CCIP mode. This doesn't seem to happen on the latest Open Beta 2.5.6.47404. Instead, upon undesignate, the bomb remains in Auto mode but with no target to bomb. Track file attached, WAGS video linked showing how it's supposed to (or used to) work. autotoccip not working.trk
  2. Practice makes 93.3% Perfect
  3. Could be busted, so much broke with 2.5.6. Yes, there is supposed to be a helo.
  4. Thanks, Sydy! I'll take it under advisement. Right now I'd say most of my DCS time is going to be dedicated to Bold Cheetah, but I do plan on going back to Vulcan Forge once day in the near future.
  5. This works with Units, not groups or coalitions. You'd have to check into MIST or MOOSE documentation for that, I'm not sure how to do it.
  6. Try this mist.flagFunc.units_in_polygon{ units={'[g]DODGE11'}, --unit names zone=mist.getGroupPoints('R4808POLY2MILES'), flag=900, interval=20, toggle=true } More info here: https://wiki.hoggitworld.com/view/MIST_units_in_polygon
  7. Excellent, I'm glad you find it useful!
  8. Try this: https://forums.eagle.ru/showpost.php?p=3330752&postcount=3
  9. Thanks, James, I am glad you like it!
  10. The mission itself had been edited/saved in an internal test build of DCS that's not available to the public. Apparently, ED is aware.
  11. Another tip is to disable wake turbulence, has a huge cost when lots of units in the air.
  12. Here's a campaign and a mission I'd shamelessly recommend! https://www.digitalcombatsimulator.com/en/files/3301137/ https://www.digitalcombatsimulator.com/en/files/3300770/
  13. I would do it like this, add a unit in moving zone condition... Set up a trigger zone at the corner of the map about 1000ft diameter. Make your trigger: Conditions: Unit(PlayerName) in moving zone (PlayerName/1000ftZone/Stennis), Unit Speed less than 30 knots, Unit alive (PlayerName), Flag 6=true Action: End Game Thingy This will now fire when your player is within the flight deck area of the Stennis, moving less than 30 knots and the unit is alive (ie, won't fire if you've crashed into the deck and died).
  14. After ALLEYCAT clears you direct to the tanker, a trigger is supposed to fire when you're 10 miles out, telling you to contact them on 295.4. I'll have a look at the mission on the weekend and see if there is anything on my end. Thanks!
  15. Yes, you're right, the time mentioned is ZULU time, so it's 8 hours ahead of the local Las Vegas time. And yes, there is no written mention of the tanker freq, but Alleycat should tell you to push to the correct frequency when you're close. Is that voice over working for you? (I've had some issues with voice overs not always triggering properly)
  16. I had a bunch created in 2.5.5 and earlier. I had to open them all in 2.5.6, change from mission start to once and then save them again.
  17. Odd. Once I swapped mission start for once it started working ok on my end.
  18. Do you have the flag associated with a "MISSION START" trigger? If so, change it to "ONCE" and the condition be "time more than" "1". The "MISSION START" logic seemed to have changed with 2.5.6.
  19. In the latest Open Beta, when I turn off my lights, my wingman will also turn off his nav lights. The flashing strobe and formation lights remain, but the nav lights now seem to turn off. I didn't think that worked before, so maybe we're getting closer.
  20. Yeah, it only works with the March 20 Open Beta update and later.
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