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d0ct0r0z

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  1. Any fix? This is horrible!!!!
  2. Delete please.
  3. I just hit this bug on latest Open Beta. Looking down into the cockpit = could see the plane, slight movement ended up in blacking of the screen. When I ejecting, everything turned to normal. I am on TrackIR and no VR. I suspect it has something to do with video card memory overclock. Last I experienced something like this on another card, turning down/0'ing the memory clock fixed it. I am also on a very mild overclock if that makes sense + 400. No issues with other applications on +1000.
  4. Hoping this gets fixed. It is causing a lot of headache to us multi monitor folks.
  5. Thank you so much! This is great.
  6. Do you guys know why when a unit is respawned, it no longer is recognized by the AI? Example: AI red aircraft is set via waypoint options to attack FUJARAH_BLUE_UNIT (group) They successfully attack, no issues. When a certain trigger is triggered and these units and respawned (FUJARAH_BLUE_UNIT) the AI red aircraft go in circles above the respawned units, like they don't exist.
  7. Dude! Thank you so much!!! It worked!!!! Do you know if I can also do "and" or "or" statements? Match either conditions, or match all conditions ,etc? Sorry - another follow up question. Can I tie the spawning of airplanes based on flags? For the airplanes that no longer spawn due to a switched condition: Base is now red: Flag 1 = 5 so LUA predicament tells my airplanes to not repeatedly spawn. How about when the base goes blue again, where I mark Flag 1 = 10. How do I respawn those airplanes? I tested switched conditions for this case and it doesn't work. DCS does not trigger the spawning of an airplane based on a flag for some reason. Y'all are probably laughing at me for something that seems elementary, but coding and scripting is not really my thing. I am learning as I go. Thank you again.
  8. Thanks dude. I am still trying to wrap my head around using flags and triggers, so scripting is probably way out of my league at this point. I just want to build a medium scale dynamic campaign similar to that of the Hoggit servers for my friends.
  9. Hi guys, I set up a dynamic mission where a strike aircraft attacks an airbase of opposition. When the aircraft destroys all ground targets, I have a ground unit triggered and capture the airbase. For this aircraft, I am using MOOSE Spawn command and having it spawn multiples at a certain waypoint. However, I would like to stop this respawning (continuous spawning) when the airbase is already captured. I am seeing a condition LUA predicament. I already am using flags to keep track of the airbase. If BLUE: Flag 1 = 10 If RED: Flag 1 = 5 Can I code this in the LUA predicament? If 5, I would like to add this on the LUA predicament box so it won't keep SPAWNING multiples of the same aircraft infinitely. Thank you in advance!
  10. Hi guys, I started building missions recently, and learned about triggers and adding F10 options for spawning units, etc. I want to build a dynamic mission, similar to that in the Hoggit server - but on a much smaller scale. Are there documentation anywhere, or videos I can watch to build something? Which order of operations should I go about learning? I want to 1.) Have bases be capturable and change sides. 2.) Dynamic triggered units depends on some variables. Guessing this is accomplished by a bunch of 'if' and 'else' statements. Long term - I would like to be able to adjust the enemy AI and ground units based on friendly units in the area, but would like to start with baby steps first :) Thank you for the guidance.
  11. Sorry, unrelated - but what group do you fly with? I am in Maryland myself and looking for F16 buddies. Could not PM you.
  12. Same issue here. Discovered it yesterday. Loaded HARM's and the TGP. Steerpoints get very wacky after I fire up the pod. Pointing in the wrong direction, and sometimes the distance to steerpoint goes haywire, constantly changing, etc.
  13. TGP + Syria bug? I am having some issues with the TGP in Syria. As soon as I fire up the TGP, my waypoints go haywire. Is this known?
  14. Same issue here.
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