CougarFFW04
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Still interested to know what MadDog will say about the Uncontrolled and Delayed activation... They are not clear at all and sounds buggy.... Anyway got it working with your method. You rock :thumbup: Thanks.
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Hi feefifofum Sounds completly buggy to me but let's wait for his answer... Tryed but :joystick: Exact scenario would be : - Start mission at 08:00:00/0 - Would like to see the F5 C&D when I enter my F18 - F5 start procedure and go his way at 08:00:30/0 for exemple Can you precise please ? - What time should I set for WPT0 ? - Should I box the "Uncontrolled" ? - Should I box the "delayed activation" ? - Cant'find the start command in the advanced waypoint tab... - Find the start command in the triggered action tab but now no way to set a condition... Nightmare...
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So little testing from a new mission from scratch : -1 F18 (player) parked C&D at Gelendzhik : Start 08:00:00/0 -1 F5 (IA Very Good) parked C&D at Gelendzhik : Start 08:00:15/0 Go cockpit at 8:00:00 and observe : 1) Nothing checked : F5 spawned at 08:00:15, startup and taxy to runway as expected. 2) Uncrotrolled : F5 appears static at 08:00:15 and nothing happens. 3) Delayed Activation : Nothing happens... 4) Uncontrolled + Delayed Activation : Nothing happens... Now with Trigger Activate Group (T > 60) 1') F5 spawned at 08:01:00, startup and taxy to runway. 2') F5 appears static at 08:01:00 and nothing happens. 3') : F5 spawned at 08:01:00 startup and taxy to runway 4') : F5 appears static at 08:01:00 and nothing happens (as 2'). Still very unclear to me what's really happening with these two parameters and their link... In particular still unable to get the following situation where the F5 would appear at 8:00:00 close to me and initiate the startup procedure only at 08:00:15 :joystick: Did it (case 2) Help appreciated, Thanks
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Hi, Thanks for comments and helps. This is the problem... As you can see on the screenshoot nor "NON CONTROLE" nor "ACTVATION RETARDEE" are checked but the F5 comes alive at 8:03 on day 0 although it is supposed to start only on day 1... Will check again everything and report. Let's wait and see. Thanks
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Hi everybody, Still trying to understand what the following check boxes do exactly : - Uncontrolled : according to the manual if it is checked the flight will appear "static" on the tarmac and go alive when it is supposed to start. - Delayed activation : not documented What is the relation between both ? I would like that an F5 IA appears on the tarmac when I enter the simulation and start for takeoff a bit later. Unable :cry::cry: Even more strange, when I setup the starting time at 8:03 on day 10 (see picture) although I am day 0, at 8:03 it appears... Is that working properly ? Thanks
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Hi MadDog, Thanks for helping. Hope ED can fix this shortly (or sooner or later :D) Are we sure this has been already reportde and acknoledge by ED ? What I thought. Thanks Guys :thumbup:
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Screenshoots : In this first one we see the tanks that are engaging the other convoy (in the upper left). As one can see, none of the convoys disperse... In this one we see vehicles sticked together one behind the other instead of dispersing. I have discarded the fact that they might not disperse if some vehicles do not allow this (trucks ?) because the convoy in the upper left (picture 1) is made only of tanks (they should be able to move out of the roads) and they stay on the road. Any idea ? Thanks Edit : by the way in the mission editor in the "Group of vehicles" tab, just below the Name box there is a "Condition" box (in %). What is this ? Not documented ?
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Hi Guys, Thanks for the link and tips. The convoy is parametered as follow : - Weapon free, - Dispersion Under Fire checked with 600 sec (default) - Red They are also on a "flat" landscape moving along a road but they do not disperse when attacked... Thanks for the tip. Certainly something I want to experiment. However still trying to understand why they do NOT. I will post a screenshoot.
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Hi again, Still playing with DCS ME. My question today concerns ROE in particular for ground units. Let's assume that a group of vehicles (tanks, trucks, whatever) is moving from one point to a destination along the roads. Everything fine. My problem is that when they are under attack (by airplanes or ennemy ground forces) they stop and then stick together one behind the other instead of dispersing although I set the options for ROE as "Dispersion". Thanks to this option I would expect that when they attack or get engaged they would disperse but they don't :cry: Did I miss something or did something wrong ? By the way there is a parameter attached to the dispersion ROE (time in sec). I do not find it in the documentation ? What does this parameter ? I would guess that this is the time after which they start again their path after stopping if they are attacked... Right ? Thanks in adavance :smilewink:
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Hi Guys, I will have a look at a wav to ogg format (that I do not know) Thanks for your help.
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You helped a lot already. Thanks:smilewink:
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Hi feefifofum, Will try and have a look at MiST/MOOSE. Thanks. You rock :thumbup:
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Hi everybody, Let's suppose that during a mission I would like that the player can choose between a, b, c... options or enter a parameter (for exemple "2"). How to do that ? Thanks
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Hi everybody, I have a question about files attached to a mission and in particular sound files. Let's say that I want to play "xxx.wav" file at some point in a mission. What is the best practice to put the files linked to a mission ? Specific directory ? Wherever I want ? What is the best practice to distribute the mission to the community ? Thanks
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Hi, Working fine except that when my flight is respawned I cannot contact my wingman... He is there but I cannot give him orders... Any idea ? Thanks
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Hi, It was a little bit tricky to have it working because unless I did something wrong, it seems that when a group is destroyed (from the ME native condition) and then respawned (with MiST), the ME engine still consider it is dead. After many trials and errors I was finally able to have it working using the Alive condition (>1%) rather than the group destroyed one. Actually it is working fine with AI only. Now I have to check if it still works as expected with a player. I will report. Thanks
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Hello, Where should we put the mist_x.lua ? Doesn't matter ? Where is the best place ? Thanks
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Hi feefifofum, Never tryed yet MiST. I am going to have a look if there is something special to install for using MiST functions. You rock :thumbup: Thanks :smilewink:
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Hi everybody, I am interested in building the following mission which would be dedicated to dogfight training : basically there would be 2 flights (blue versus red) each containing one or more planes (including the player'one). Both flight plans consist of two WPTs (the second one being the meeting arena place) and would be assigned a "search and engage" task (concerning AI). I would like that : - If the player is shooted down - or if ALL planes of the AI flight are destructed, Then both flights would be re-spawned at their original places for a new dogfght run until a certain compter(defined by default) is reached. My question is NOT about the conditions ("Group dead" and "Unit dead" for the IA group and player respectively) but about the trigered actions : I do not see any action in the documentation that would allow to do what I want... I did find a "Group deactivate" action that would allow to suppress the AI flight in case the player is dead, but I cannot find the opposite (re-activation at the same place)... I have thinked about the following solution that would consist to duplicate n times the AI flight with a late activation and activate them sequentially each time the previous AI flight is dead. But I am looking for a smatter solution without having to duplicate the flights. And what about the player flight ? Thanks
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Hi, I didn't see it. Let's hope this will be corrected sooner or later... Thanks
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Hi, You are right, I am new and do not know at all about DCS ideas about bugs... Let's hope they will put this on their todo list. It shouldn't be something critical to fix... Thanks anyway :thumbup:
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Hi Grimes, I am with You. Scripting facility is really a awesome DCS ME feature. I have still to a lot of things to learn as i started with DCS editor/script just a few weeks ago but like it a lot :thumbup: Happy missions :joystick: :D and happy flying :pilotfly:
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Hi Guys, Thanks for comments. Clear. I just wanted to avoid building the wheel again and again... :book: As some "functions" are available, I was assuming that ALL were available and that I didn't search the right place... It sounds that I was wrong. Thanks Guys :thumbup:
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Hi feefifofum Thanks :thumbup:
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Hi everybody, Could someone point me the right place to find an exhaustive list of the "functions" associated with the ME functionalities ? I would like to use them in lua scripts and I was sucessful to find some of them (for exemple the setUserFlag, ouText, getTime,... from the scripting function in https://wiki.hoggitworld.com/view/Hoggit_DCS_World_Wiki) but unable to find some other (like "Part of Group in Zone", "Random", "Group Activate",...). I am also wondering how to interact with a specific unit ? Lets' immagine that I spawn a group of 4 M200. how do I refer to them in a script ? Thanks
