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Sedlo

DLC Campaign Creators
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    2008
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Everything posted by Sedlo

  1. 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.
  2. 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
  3. Excellent, I'm glad you find it useful!
  4. Try this: https://forums.eagle.ru/showpost.php?p=3330752&postcount=3
  5. Thanks, James, I am glad you like it!
  6. 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.
  7. Another tip is to disable wake turbulence, has a huge cost when lots of units in the air.
  8. 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/
  9. 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).
  10. 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!
  11. 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)
  12. 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.
  13. Odd. Once I swapped mission start for once it started working ok on my end.
  14. 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.
  15. 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.
  16. Yeah, it only works with the March 20 Open Beta update and later.
  17. FWIW, from looking at the early access manual, I think that at 3/4 of a mile it might be a bit difficult acknowledge the ball call via the radio menu/F5/Stennis menu.. It might just be easier to script it so that if the player is (mostly) wings level, and at 3/4 of a mile, looking forward that it will either happen automatically, or at least be bindable to a key or joystick button..
  18. Ian, I just discovered DCS BIOS just recently, and I have to tell you, the lua console has helped me so much in my mission making. Thank you for all your hard work over the years! And Blacklibrary, thank you for taking up this challenge!
  19. Plus, have a valid laser code programmed in.
  20. Two things... It seems you've got your MFUZ (manual fuze) set to tail or nose tail. It has to be set to off in order for the DUD cure to go away. Also noticed your laser code is not set, either. But I just tested a mission, and when my MFUZ is set to Nose or Nose/Tail, the DDI display is blank next to the MFUZ entry. Set it to OFF and the OFF text should appear. Now, as long as you have your EFUZ set properly, DUD should go away.
  21. Let me look into it tonight again. If you've got a track, pm it to me
  22. FYI, this is posted in the Viper forum... To answer the question, I flew the mission in Eastern Friendship/Hornet and I'm not seeing the issue you described... I'm thinking that you should be dropping the LGB in CCRP in any event, with the target designated and the laser firing.
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