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HC_Official

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Everything posted by HC_Official

  1. wait until 24hours before it is available for download, that way you can still get a discount if you want to buy it and by that time you will also know what state it is in at launch
  2. dcs_updater.exe --quiet update
  3. 2021/06/02 - Updated server to new patch
  4. Preset1 - Light Scattered 1 Few Scattered Clouds \nMETAR:FEW/SCT 7/8 Preset2 - Light Scattered 2 Two Layers Few and Scattered \nMETAR:FEW/SCT 8/10 SCT 23/24 Preset5 - Scattered 1 Three Layer High altitude Scattered \nMETAR:SCT 14/17 FEW 27/29 BKN 40 Preset6 - Scattered 2 One Layer Scattered/Broken \nMETAR:SCT/BKN 8/10 FEW 40 Preset7 - Scattered 3 Two Layer Scattered/Broken \nMETAR:BKN 7.5/12 SCT/BKN 21/23 SCT 40 Preset9 - Scattered 4 Two Layer Broken/Scattered \nMETAR:BKN 7.5/10 SCT 20/22 FEW41 Preset10 - Scattered 5 Two Layers Scattered Large Thick Clouds \nMETAR:SCT/BKN 18/20 FEW36/38 FEW 40 Preset11 - Scattered 6 Two Layers Scattered Large Clouds High Ceiling \nMETAR:BKN 18/20 BKN 32/33 FEW 41 Preset12 - Scattered 7 Two Layers Scattered Large Clouds High Ceiling \nMETAR:BKN 12/14 SCT 22/23 FEW 41 Preset3 - High Scattered 1 Two Layer Scattered \nMETAR:SCT 8/9 FEW 21 Preset4 - High Scattered 2 Two Layer Scattered \nMETAR:SCT 8/10 FEW/SCT 24/26 Preset8 - High Scattered 3 Two Layer Scattered/Broken High Altitude \nMETAR:SCT/BKN 18/20 FEW 36/38 FEW 40 Preset13 - Broken 1 Two Layers Broken Clouds \nMETAR:BKN 12/14 BKN 26/28 FEW 41 Preset14 - Broken 2 Broken Thick Low Layer with Few High Layer\nMETAR:BKN LYR 7/16 FEW 41 Preset15 - Broken 3 Two Layers Broken Large Clouds \nMETAR:SCT/BKN 14/18 BKN 24/27 FEW 40 Preset16 - Broken 4 Two Layers Broken Large Clouds \nMETAR:BKN 14/18 BKN 28/30 FEW 40 Preset17 - Broken 5 Three Layers Broken/Overcast \nMETAR:BKN/OVC LYR 7/13 20/22 32/34 Preset18 - Broken 6 Three Layers Broken/Overcast \nMETAR:BKN/OVC LYR 13/15 25/29 38/41 Preset19 - Broken 7 Three Layers Overcast At Low Level \nMETAR:OVC 9/16 BKN/OVC LYR 23/24 31/33 Preset20 - Broken 8 Three Layers Overcast Low Level \nMETAR:BKN/OVC 13/18 BKN 28/30 SCT FEW 38 Preset21 - Overcast 1 Overcast low level \nMETAR:BKN/OVC LYR 7/8 17/19 Preset22 - Overcast 2 Overcast low Level \nMETAR:BKN LYR 7/10 17/20 Preset23 - Overcast 3 Three Layer Broken Low Level Scattered High \nMETAR:BKN LYR 11/14 18/25 SCT 32/35 Preset24 - Overcast 4 Three Layer Overcast \nMETAR:BKN/OVC 3/7 17/22 BKN 34 Preset25 - Overcast 5 Three Layer Overcast \nMETAR:OVC LYR 12/14 22/25 40/42 Preset26 - Overcast 6 Three Layer Overcast \nMETAR:OVC 9/15 BKN 23/25 SCT 32 Preset27 - Overcast 7 Three Layer Overcast \nMETAR:OVC 8/15 SCT/BKN 25/26 34/36 RainyPreset1 - Overcast And Rain 1 Overcast with Rain \nMETAR:VIS 3-5KM RA OVC 3/15 28/30 FEW 40 RainyPreset2 - Overcast And Rain 2 Overcast with Rain \nMETAR:VIS 1-5KM RA BKN/OVC 3/11 SCT 18/29 FEW 40 RainyPreset3 - Overcast And Rain 3 Overcast with Rain \nMETAR:VIS 3-5KM RA OVC LYR 6/18 19/21 SCT 34 extracted from the file that controls this stuff
  5. too many craters I think was the reply to what that was
  6. open beta is most popular, the release version lags a fair bit behind
  7. @Grimes I noticed the example code on that page is wrong local u = Unit.getByName('whoopwhoop') if u:getDrawArgumentValue(43) == 1 then -- left gunner door open else -- left gunner door closed end
  8. @Grimes thanks for taking the time to reply, would it be possible for you to please add this as a feature request to ED ?
  9. @Grimes https://wiki.hoggitworld.com/view/DCS_func_getDrawArgumentValue is there a corresponding set value command in the scripting engine? I was wanting to trigger the cargo doors opening of a mi-8 from a script, is this even possible ?
  10. this would be a nice feature, Currently I use a batch file that gives multiple options on how to start DCS and which config to use
  11. some dimensions available here http://www.havoc-company.com/forum/viewtopic.php?f=30&t=1386&p=9242#p9242
  12. Yes it is a feature added in 2.5.6 I tested it out using 2.7 DCS World
  13. https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation
  14. ah ok , you not have drop box of google drive or some other file sharing facility ?
  15. you best post the mission and maybe we can help you fix it
  16. I observed some weird behavior when looking at F10 Map in multiplayer, shapes were drawn on the F10 map but weird stuff started to happen when zooming in and out , they were not being scaled properly video showing what is happening
  17. ok I took a stab at updating it to use new clouds (see first post) there is also a new feature with the date, there are still presets available but I have also added a parameter of new eg dcs_weather.py D:\DCS_Missions\Weapons_Training_v2.11.2.miz KLAS UGSS new ^ use 2 airports and use the current month BUT pick the night with a FULL MOON this was designed for our use we run the server for 6 hours at a time before restarts, so you get about 4hours of evening as it gets darker then 2 hours of dark with a full moon see the read me for more info see how it runs for you I have done some basic testing ............
  18. It is being worked on to use the new clouds presets based on how the METAR data comes back with cloud info
  19. Until this is implemented, if you want to quickly test out code in a fast way without wasting time check out this tutorial ^ Use this to test out your scripts, then when it is all working just move the code into a doscript trigger
  20. If we could get the functionality I requested in this thread added, we could do some really cool stuff with dynamic fires in DCS fire fighting missions
  21. I would like the ability to both create (which we can with trigger command) - but it does not return a reference object (which would be needed to destroy it later) or the ability to assign a name to the created object (also another way to destroy the fire/smoke object) eg: info here https://wiki.hoggitworld.com/view/DCS_func_effectSmokeBig trigger.action.effectSmokeBig(Vec3, 3, 0.75, "mysmoke") or local smoke_object = trigger.action.effectSmokeBig(Vec3, 3, 0.75, "mysmoke") And Also be able to destroy the created big fire or big smoke object at a later stage in the mission eg: Unit.getByName('mysmoke'):destroy() or smoke_object:destroy() I would also like this to work in both Single player and Multiplayer
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