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Sedlo

DLC Campaign Creators
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Everything posted by Sedlo

  1. Hey Hardcard! I was thinking to use just random voices on each missile shot, as I was intending it to be background/ immersion related, but if there is a was to tie the voice overs to the individual aircraft that might be neat. Yes, I'd love to see some examples if you've got the chance. Thank you!
  2. CHeck this out, may heading towards what you’re trying to do: https://forums.eagle.ru/showpost.php?p=3841736&postcount=6
  3. Hey Hardcard! Thanks, good catch on the if statement, thanks! The biggest hurdle I was having was trying to get the flag to increase value by 1 each time a particular missile was launched, so I'd have one flag for Fox 3, one for Fox 2, etc.... The goal is to have a physically different "Fox-3" audio call for each time an AMRAAM is fired. I kind of figured the best way to do it was have a flag increase by 1, then in the editor have a Flag 10 = 1 play Fox3a.ogg, Flag 10 = 2 play Fox3b.ogg, etc... Do you think there might be a more elegant solution for this? Below is the code that should do the trick to increase the flag depending on which type of missile is fired: --FOX 3 SCRIPT >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> --FOX 2 SCRIPT
  4. OK, disregard, I think I may have gotten it. I had to move the "flag_value = trigger.misc.getUserFlag('10')" line BELOW the "event.initiator" line... It works now like a charm (I think) Handler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_SHOT and event.initiator == Unit.getByName('UZI 11') or Unit.getByName('UZI 12') or Unit.getByName('UZI 13') or Unit.getByName('UZI 14') then flag_value = trigger.misc.getUserFlag('10') trigger.action.setUserFlag('10', flag_value + 1) trigger.action.outText('Fox!', 3) end end world.addEventHandler(Handler)
  5. Hi All! OK, this is what I"m trying to do.... In the mission I'm making, my goal is to have a bunch of different "Fox" calls play as a sound to coalition every time one of the aircraft in a flight launches a missile. For my thinking ( a LUA no-nothing), I was thinking that each time a member of a flight fires a missile, it would increase a flag value by one (example, first fire sets flag 10 to 1. Second fire sets flag 10 to 2, etc...) So, I managed to cobble together a bit of a script based on the event hander SHOT below: So, this works to set FLAG 10 to on each time a member of UZI 1 flight fires a missile. Good stuff. Where I run out of ideas is when I want to increment the flag value by 1 each time a missile is fired. Below is what I came up with: The above works, kind of... It will set the value of the flag to 2 (flag_value + 1 = 2). But it won't increase above that with each successive missile shot. I think the issue is that the 'flag_value' above needs to reference the actual status of Flag 10, but I cannot think of how to code that. I think it's somewhere along the lines of: but it will only add a value to the flag once ( the first time a missile is fired, not any subsequent ones). Can anyone point me in the right (or better direction)? Thanks in advance!
  6. I'm sure they're working hard and all aspects of the Hornet, and am confident it won't be too long. I'll keep plugging away with the goal of making the missions and then adjusting as features are released.
  7. In progress. 13 missions, many are complete, some are awaiting voiceovers, some are still being assembled. Once the air to ground radar, ATFLIR are released they timeline will speed up.
  8. The official campaigns are copy protected, so you can't really make any changes to them.
  9. The M2000C Mission is no longer available.
  10. Updated to 1.973... I had to remove the targeting pod from the loadout until the disappearing waypoint bug is squashed. https://www.digitalcombatsimulator.com/en/files/3306417/
  11. Looking forward to this!
  12. Agreed! It’s an interesting geopolitical situation, for sure!
  13. Trust me, I know a little about naval operations in the Black Sea. You had said IRL you wouldn't see anyone outside Black Sea operating warships there, but I can attest that indeed, other nations routinely send warships into the Black Sea, it happens all the time.
  14. If you are using Track IR, the F7 key is a default hotkey for precision control of the head tracker. Unless you change the hotkey in TrackIR, the F7 in game ground view will not work.
  15. NATO and other western naval ships are in the Black Sea all the time.
  16. Double check, in the open/save dialogue, there is a check box for "Folder Browser". Make sure it's checked and you should be back to normal behaviour.
  17. It's a really cool step, and it happened in my backyard! Fully stoked to see this day, looking forward to see it tested and certified soon.
  18. It's hit and miss... Sometimes it works, sometimes it doesn't (with more than 1 decimal place). I've had a look at the parameters it puts out... Sometimes if you select say 273.55 it will come out as 273.549995, or something weird like that. That's why I've avoided using more than one decimal. Using only one works every time.
  19. Check this out, might be what you're looking for: https://forums.eagle.ru/showthread.php?t=223259&page=2
  20. Yeah, that's been a thing for the last year at least.... I've found you have to always add a new one, not clone it. Hoping this can be fixed, makes things a lot faster when making missions.
  21. Yeah, the 476th range items plus the large audio file size really bogged down my computer. Perhaps you might consider really reducing the quality size, change to mono and maybe break it up into chunks of 5-10 minutes or so. Flag 1 > Play Audio 0-5 minutes Time since Flag 1 5 minutes > Play Audio 5-10 minutes Time since Flag 1 10 minutes > Play Audio 10-15 minutes Just a thought.
  22. 22mb is still pretty large.... I think the largest size I work with is about 500kb large, so I'm not sure what's going on there. The other thing you might try is to delay the start of the audio.. As it is now, your audio is set to start right away. Maybe put as a condition that it starts with "time more than" 10 seconds or so. Just to make sure the sounds have a bit of time to load. Good luck.
  23. I've found a couple of things.... First things first, your audio files are way too large. The 90mb audio file you have for the FSS Lee or Sally are way too big for the program to load properly. I'm pretty sure that's why you aren't hearing it in the mission editor or game. Secondly, even if you replace the audio file with something smaller in size, it won't always work because of line of sight issues. Your transmission zone is 60ish miles from your aircraft and line of sight rules are in effect. Put your transmission zone closer to your aircraft and try to make it at the peak of a hill to help with line of sight. I replaced the audio in your mission with a smaller .ogg file and moved the zone closer to the player aircraft, and it works as it should. I recommend choosing smaller snippets of audio, making them mono only, saving at the lowest quality/smallest size that you can. If you do that, and the file does not play in the mission editor, it's still too big.
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