

falken76
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Everything posted by falken76
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You can go to the Encyclopedia on the main title screen, then click ground on the top and you can see all the units available. I have WWII assetts so I have a bunch that don't come standard, but I have no clue which is WWII and which isn't unless it very clearly looks very old. As far as explosions, I only figured out how to make an IED type of explosion that really is just assigning an object (As the bomb) and a trigger zone so a Unit/group crosses it and it triggers the explosion to go off. You can set it to a vehicle and have another vehicle just pass by it and it goes off. I'm new too so I haven't gotten that far yet.
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Hi all. I'm very new to the ME. I have been learning as I just experiment and have been learning random things from posts here and trying them. I had some questions. 1. I learned how to barely use Push AI Task from another thread. I used this to keep aircraft visible on an airfield and not do anything until a trigger was hit. When I first tried I was using late activate which worked fine, but I wanted them visable. I just have my ai planes flying CAP through a series of waypoints. I read on another thread that 2.5.1 has a bug with AI Task Push. I'm using 2.5.1 right now and AI Task Push worked to have these planes start on a trigger, but they only follow waypoints and do cap. Is there a lot more AI task does that isn't working? This is supposed to start the F15 group when the ace pilot of the previous group gets shot down, it also plays a sound. This seems to work This is supposed to Spawn a group of M2000s and a group of F16s when the F15 group is killed. and this seems to work also. This is supposed to set a flag when you kill the M2000 and F16 groups, it also plays a sound and posts a message telling you to RTB, this also works. And this one is supposed to set a timer to wait 120 seconds from the flag that was set above, then it will send a message saying that enemy ground forces have appeared, rearm and refuel, bring ground attack etc and plays a sound. It also spawns a series of ground units. This one might work but I don't know. When we got to this part, it seemed to take a long time, way more than 120 seconds. I'm pretty sure this trigger tripped via glitch since the editor seems to do a lot of that. I'm not even sure it's working. Is this one set up correctly? I set the flag to 101 because I have no idea how many flags are being used in this since I just started editing a through the inferno mission. Is there a way to see how many flags have been used? I tested this online with a friend to see if it worked as I hoped it would. For the most part it does, but how would I fix this? All these AI planes are tasked to take off from the airport, I wanted to see how my friend would play this naturally in a MP game. He immediately went in to attack the aircraft on the ground. He hit and destroyed one of the F15s and I think this broke my setup because I didn't account for this. With one of the F15s damaged, it never takes off so it never gets killed, since it never got killed, it never tells the M2000 group or the F16 group to take off, so we ended up killing them with an SU25. What could I do to avoid it completely breaking the flow like that? I guess use an OR and put ground percent left alive? But if I do that, won't it always trigger on the % alive and never on dead because % alive will always come before group killed. I'm just really new to this, don't completely understand it and am learning slowly. How could I make it so that attacking the planes on the ground first wouldn't break the trigger/events I had set up and is the time since flag in seconds? I assume it is, what else could it be? My trigger took longer than 120 seconds to go off if it wasn't an unrelated glitch all together.
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I figured out how to set frequencies for the planes. Some planes can't be set on the same frequency and I have to play it on the AM station because it seems I don't have an FM option on most planes. All FC3 planes seem to use freq 124, but the A10C default is on 251. I think the Veggan is on another station. Anyway, if I just make the trigger radio sound to all the different frequencies from within the same trigger it should still work right? Is this going to be a terrible way to have sounds played? I.E. Is my system going to use a lot more ram this way, or is it really just sending a command to the client to play the sound that is downloaded to their local machine? I assume our levels are downloaded when people connect.
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I just read this in the manual. There's an option called "Easy Communication" under mission options. It states this about the option: Easy Communication. With Easy Communication on, the radios will automatically tune to the selected recipient's frequency. In addition, the radio menu will only display objects present in the mission and highlight those with whom contact is possible. With Easy Communication off, the player has to tune the correct radio set to the correct frequency for the desired contact and select the correct contact out of the full radio contacts menu. Does that just mean it makes all aircraft like FC3? That's already checked in my current mission but it's "enforced" is not checked. I also have labels value checked and enforced is not checked yet the labels are there when I load the mission so I don't know what enforce means unless it kills the ability to override. I.E. If I had it enforced, maybe a user can't use rshift+f10 to turn them off? I just read this in the manual. There's an option called "Easy Communication" under mission options. It states this about the option: Easy Communication. With Easy Communication on, the radios will automatically tune to the selected recipient's frequency. In addition, the radio menu will only display objects present in the mission and highlight those with whom contact is possible. With Easy Communication off, the player has to tune the correct radio set to the correct frequency for the desired contact and select the correct contact out of the full radio contacts menu. Does that just mean it makes all aircraft like FC3? That's already checked in my current mission but it's "enforced" is not checked. I also have labels value checked and enforced is not checked yet the labels are there when I load the mission so I don't know what enforce means unless it kills the ability to override. I.E. If I had it enforced, maybe a user can't use rshift+f10 to turn them off? Also, I found this as an option under gameplay Allied Flight Reports. Enables the radio chatter of allied flights on the assigned radio frequencies. I have it checked. Can I assign a default frequency and tune all the aircraft to that frequency by default so when a player starts it will just play music? Combined with Easy communication I think it might work if I can set a default frequency. And if this is possible, where do I assign the frequency?
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Awesome, thank you. I am just learning how to use the ME so no real preference on single player or multiplayer. I would like it to work in MP though because I play with friends from time to time and I'd like to make missions for us to play. I use FC3 planes, but I usually make all or most of the planes available for others to use so they wouldn't always be using FC3 planes. Since FC3 is so simplified, I never have to change radio frequencies. Does this mean that non FC3 planes need to be on a certain frequency to hear music and if they want to call out to AWACS they have to change frequency so the music would stop since it's on a different channel? Is it possible to put all transmissions on the same frequency? Or will that just put me right back into the original problem of audio not stacking on top of each other on the same channel? I guess in the mission I could have a playsound to all to change the radio frequency or maybe a message to all with a sound file played to make sure they look up, I miss those messages a lot if I don't hear a sound that reminds me to look.
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If the program is able to do what you want it to do, why don't you pay for it? Is it an inexpensive program or is it expensive? If you can use different codecs in Audacity, maybe you can find a good one that does better compression. How do you play the music? Do you have a trigger play sound to all? I'm adding music to my missions and as soon as another sound is called up to be played it cuts out the currently playing sound. I want to be able to stack sound so I can have a sound tied into the death of an AI unit and since music is playing I want it to continue playing when it plays the AI death sound. I don't know how to do this.
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If all your slots are full you can still do a late activate, just remember to give the plane taking off from the runway a group name so you can apply it to the trigger. Then set a group activate to a trigger you have set up either through an event or crossing into a zone.
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I figured out what I was doing wrong. I had the wrong coalition set for the plane so it was a client instead of AI so of course it should just sit there lol. It works if I follow the steps correctly :) Thanks for this awesome bit of info.
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I copied what you said to the T and it didn't work. I know the trigger is going off because I added a message that just said "Plane should be rolling" and that appears. But the plane just sits there, it has waypoints, it just won't do anything. What am I missing? Why is the AI ignoring the fact that I set waypoints for the plane?
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You're absolutely right, I do it all the time to switch to my Robotech livery that only I can see online unless someone on the server also has those downloaded. It's done in the refuel/rearm menu.
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I'm learning how to use the Mission editor right now. I ran into this problem just recently. Is there a way to play another sound ON TOP of one that is playing as opposed to queing it as the next file to play? I have music set to play going to play all to coalition. But I also have event triggers set to go off when certain aircraft are shot down and when that happens it triggers new aircraft to take off from a base and play a sound when the enemy AI dies. When it plays the sound it cancels the music track and plays the enemy ai death sound. Can I stack these on top of each other somehow? The death cry can't be added into the music soundtrack because it needs to remain dynamic since the enemy AI could be shot down at any time or not at all. Can LUA code be used to actualy break the mechanics of the game to allow this to happen?
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Thanks for the links! Your weather program looks like it could be fun to play with :)
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I'm just learning how to use the Mission Editor and I'm actually enjoying it. Yesterday I had set up a lot of items and was setting up some triggers when DCS crashed to desktop, it just closed. When this happens in 3dsmax when I'm using it, I can go to a directory and pull up the autobackup file that saves itself every 10 minutes or so. Can we get a feature like that for DCS Mission editor so we can have our WIP somewhat insured against total loss in a crash? This would need to create a file named as "Mission_name_autobak" or something similar and be saved to a directory specifically for backup, not saving it in the normal directory path where the work folders are in case the author wants to undo any changes that he/she may have made within the last 10 minutes. The autoback file should be overwritten everytime it re-saves, not have another iteration saved. I also learned that someone doesn't need a copy of my mission file in order to play my mission on my server. The client is obviously downloading the Miz file when they connect or they wouldn't be hearing the .wav or .ogg files I have in the mission. They aren't compressed properly for streaming, and people hear the sounds as they should. Can there be a progress bar indicating that a mission file is being downloaded from the server? Enough people assume the game is freezing when it really has not stopped loading and downloading everything in the background. If people were aware of what was happening, I think it would help. These missions can get big when I keep adding sound fx. Is there a forum specifically for Mission editor users somewhere? Maybe this is a good place to get help when you get stuck. I'm new to scripting but I can actually pay attention to this since it's tied into something that I find interesting. Here's a question I have: Is there a way to properly play music? When I use play sound all, group, collition, country it seems to come through a particular channel that's volume is effected by either the helmet or cockpit sliders. Is there a way to get one sound to continue playing when another sound is playing? If I have a trigger that plays a 60 second clip, but another trigger is hit before that first one stops playing, the second sound turns the first clip off to play. I would like to play music when a trigger is hit, and also have a play sound to opposing collition when an enemy AI is killed so I can make it like a cartoon where the enemy will say something. (I.E. Blue Kills Red AI and Play Sound to Collition would be set to Blue so blue team hears the read death speech) How can I do this so that it will play the second sound without cancelling out the first one if it's not done playing yet? So I can overlay voice over the music, but tie voice into an event instead of timing it to play at a certain time in the .wav/.ogg file.
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I've tried, if I have to say "I think I see a difference" but I'm not sure, it's not even worth it. I don't think any changes in Nvidia CP have an effect now after I spent so much time tweaking settings and seeing no difference no matter what I changed.
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Give it a try, worst case scenerio you opt out and go back to official release. I have a 1060, your card is much better. 2.5.1 seems to play night missions well for me so far.
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That's how I play it. I have a 1060 6 GB and this still plays fine for me in VR. I must be used to the performance using DS since I've always had it on. And since I have MSAA set to off I don't notice a difference. My card couldn't handle MSAA very well in the first place and I couldn't see as far which is important in a game like this.
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I play this on Oculus Rift on a 1060 6 GB card and it plays very well in VR. Your card will run circles around mine. I can set SS to 1.5 in Oculus tool tray, so you can crank that up no problem. I also leave sampling at 1.0 in DCS itself. Use Oculus Tool tray to set priority to high on CPU and force it to 45, ASW sucks in this game, but if you're already acclimated to VR you'll be able to handle DCS at 45 FPS no problem. Don't power through it the first time though, I did and felt dizzy for 3 days. After that, no VR game makes me sick. I turn off MSAA and set Antisotropic filtering to 2x. Your card can probably handle these so play with those two. I have Draw distance set to 100,000. I also changed some settings in Nvidia Tool tray to try and get the Anti Aliasing to get applied in post so it wouldn't slow down the GPU but changes in that control panel don't appear to have any effect on the game. Your card also has 2 additional gigs. You should be able to maintain 45 FPS almost all the time with your GPU. I'm not sure how much of a bottleneck your CPU is, I have an I7 7700k but these processors are so fast now, the only thing I can really see noticeable difference on on these later I7 CPUs is how quickly they can encode video.
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I also average about 45 FPS everywhere on a 1060 6gb card. I think it is absolutely playable and very fun at 45FPS.
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You guys are right, it must have been the placebo effect. Changing so many damn settings I must have convinced myself I was seeing a difference. I wonder if the tweaking of ANY of those settings in Nvidia control panel did anything, they don't appear to have any effect at all now when I go in and turn them off 1 by 1. I followed a guide I found either here or on steam. So I guess that means there's really no way to adjust settings for VR? Now I feel like I wasted so much time following useless guides.
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Is anyone playing this with labels off in VR? I'm trying to get used to playing this with Labels off in VR but the resolution is so bad if I turn them off I can't see anything. I was sitting on the runway when enemy aircraft were flying in, they were about 15 NM out and I could start to see the labels. I Kept hitting Lshift+F10 to turn them on and off. When those planes were less than 4 nm out and I turn labels off. I can barely see what looks like a smoke trail from the planes and that's from the position of a parked plane on the runway with the canopy open looking directly at them when knowning where they were with labels on to getting completely lost the second I turned them back on. How does anyone see ANYTHING without labels in VR if I can't see them when I'm staring directly at them from a parked position? Is it hard to see aircraft without labels on monitors? I've noticed that if I get into a dogfight with AI, if I try to run and lose them in the mountains it's VERY hard to shake them, it's like they're the invid tracking the protoculture fueling my plane. But if I play with a Human, I can actually lose them in the mountains easier. I assume it's already difficult to track aircraft without labels, but it seems almost impossible in VR.
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I can touch type so I just know where homerow is, typing is no problem at all for me. But I also look out that nose hole gap on the rift to see if I need to. It was uncomfortable at first, but I'm just used to it now. You could get something like Voice attack. That will let you do things like chat with voice and you can assign all kinds of keys to certain phrases so you can talk to your plane like it's a star trek computer and it will respond. I.E. you could set it to drop gear by saying "Drop Gear" etc. You can set it up to pretty much anything. I have no idea how you'd use something like Discord, Teamspeak or SRS while using voiceattack though, maybe it has a button you can press to give it commands...
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Well that was a wasted effort. I opted into Beta and it's still broken for me. It broke my dual monitor setup. If you have a problem with a multimonitor setup, here's how you fix it. Open task manager, go to services and kill OVR service. That is an Oculus service. THEN restart the service and load Oculus home, it should work with all your monitors. Then if you opt into beta, your mouse will probably disappear and you won't be able to do anything. Since there's no config file to edit or delete, your only option is to run Oculus setup and select the repair option, which will then just go out and download a 4.24 GB setup it will immediately run from ram so you can't save it. This doesn't happen to everyone, it's totally random. It's a crap shoot that will rob you of your precious time, patience and sanity if it doesn't work. So if you want to try it, at least you know how to get access back to your monitors. That will cause instant panick if you don't expect it and need to fix it.
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I expect it to be costly. But I consider $700 for a cards MSRP to be insane honestly. That's what I paid for my entire computer minus the video card and it's a very good machine. In the end, I know I'll be justifying the cost of the new card somehow, because I know I'll end up buying it. My video card was $250 and it plays this and everything else fine. But a 1080ti or maybe the 1180 would probably be amazing.