

CougarFFW04
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Everything posted by CougarFFW04
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You helped a lot already. Thanks:smilewink:
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Understanding ME : user input (How to) ?
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi feefifofum, Will try and have a look at MiST/MOOSE. Thanks. You rock :thumbup: -
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
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Hi, Yes I can. But isn't it the place to post bugs that are supposed to be corrected ? Thanks
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Hi, Nevertheless shouldn't this consider as bug when : - the runway marking is 01/19 but is oriented 04/22 - the ATC tells me "clear to land RWY 01" and the runway is oriented 35°
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Hi, Gelendzhik runway is supposed to be 01/19 (as in RL) and per ATC but is oriented 35°/215° in game. Bug ? Thanks
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understanding ME : spawned when mission starts ?
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi, Thanks for comments. The problem is the following: actually there is no Speed cue modeled in the F18 but it should come at some point. As far as I know, the Speed cue will be computed according to your flight plan and you shouldn't have problem to be "on TOS" if you respect the take-off time and speeds along your path (and if you are late/advance the cue will tell you). If you have ever fly Falcon, certainly you know what I mean. In Falcon the "Cold start" option takes into account ~15mn for preparing the cockpit and taxying. Unfortunatly DCS does not take this into account and I think it could be a good option. I just want to achieve this scenario. -
understanding ME : spawned when mission starts ?
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi Habu_69, Thanks for your answer although it is not what I am looking for. I want that all things run as I palnned i.e (for exemple) : - mission starts at 8 o'clock, - AI flights start at whatever after mission starts, - I am supposed to take-off (according to my FP) at 8:whatever BUT I want to enter cockpit at mission start. The reason could be that I want time for a cold start, to setup properly instruments, bombing parameters, radio and whatever but still be on time according to my FP. Thanks -
Performance impact of uncontrolled AI units?
CougarFFW04 replied to funkyfranky's topic in Mission Editor
What I was thinking Thanks:smilewink: -
Hi everyone, Let's suppose that the mission starts at HH:MM Let's suppose that my take-off time is at HH:MM + X (whatever) By default when runing the Sim, it tells you that your flight is delayed and you have to wait till the clock reaches HH:MM + X. Is it possible to be spawned at HH:MM even if you are suppose to take-off X later ? How to achieve this ? Thanks
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Performance impact of uncontrolled AI units?
CougarFFW04 replied to funkyfranky's topic in Mission Editor
Hi All, Interesting. Related question : what about the FPS impact of units that are delayed ? I suppose that they impact ~nothing till they are spawned... Right ? -
Hi all, Still learning ME features... i am wondering if the following is possible : Let's immagine that I have already designed a few miz : - mis1 with whatever, - mis2 with whatever, .... - misn with whatever is it possible to create a new mission that would consist of the merging of mis1,mis2,...,misn. If possible, how to do that ? One of the obvious application would be to have a blue and red mission (for exemple designed by different people) and to join them before flying HvH. Thanks
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Hi zayets, As far as I understand, the MIST cloneGroup wil just duplicate a flight at some point (with a trigger for exemple) when you are flying the mission. Right ? It was not exactly the purpose of my question. I want to clone a flight in the ME just to avoid to do the same things again and then to gain time. The goals being to move the waypoints for exemple to a new airbase to a new target but to keep everything already tasked in the original flight. Thanks anyway, I was not aware of the cloneGroup and I certainly will use it at some point :thumbup: