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Mith86Arg

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Everything posted by Mith86Arg

  1. Sry, I don't quite understand... when you download what? Just in case, a rly good practice is to turn off flash reports AS SOON you join a task, if for some reason u forgot to do it and have the rly bad luck of dying yeah u'll get spamed with msgs of your old task + any new task u take.. :( do this ASAP after joining a task:
  2. Triggers are hidden (the spawns locations are just trigger zones). Enable 'em and your map is going to be full of little white "X's" everywhere... move those triggers as you wish and job done ;) (1) OFC i can (2) Im going to tell you a little secret... The Round Table wasn't created to be played with helos... they are there... because... im a VERY inclusive person. (?) (3) They were random at first but "pro's" (or masochist) asked me to change 'em to excellent (maybe they secretly lower the difficulty of each template later... We will never know) (4) This one is weird, they were working fine on my end, checking it ASAP. About Zeus, yes, the wizard behind that magic is Mr TopperFR, kudos to him indeed. im just using HIS work. BUT! but but i discovered ZEUS on Trough the Inferno Missions (DeadlyFishes) Source EDIT about point #4: I've downloaded the PG mission 2.1.1 again(cuz i f****d up the original one), started it up and....: There, you can see Mr Wizard, Mr YPF and Mr Arco, working EVEN with AIRBOSS disabled. Are you REALLY SURE you haven't changed the tanker / awacs names on mission editor???? :noexpression:
  3. CAPs are the same (kinda), but now i divided 'em on squadrons (3 sqdns blue and 3 sqdns red), and you can now set a limit for each squadron, default is 4 planes alive at the same time per squadron (again, you can set manually this) Also, now you can control the time for each new unit spawn for all squadrons, and it will pick a time between the minimum value and the maximum value you set up on the mission editor... The only thing you can't control is "the first wave" of planes for each cap... i set 'em up that to start randomly between 1 ~ 15 minutes, after that, your rules apply. :lol::lol::lol::lol:
  4. Open the mission in the Mission Editor first, in the "triggers" config menu you can find some options (yellow text) activate / deactivate things from there FIRST, then, play the mission...
  5. Thanks for the feedback buddy!, can you please tell me the version number and the map of the mission u've tested? cuz i can't replicate the "6 enemy planes at the same time" with my current build... About the Mission Commander menus only, yeah i know, i NEED to find a way to do it, but u are right, a rework in the code is needed and atm i don't have too much time to script something new (or going around asking too much for help haha) Soon™
  6. ★ CHANGELOG VER 2.1.1 - Removed text @ mission start about active / inactive user settings - Added 2 new radio menus for mission settings and CAP settings, they will show what is active or enabled only. - Added 2 new caps for both sides, you can enable/disable them as you wish, just remember 1 cap equal to 1 plane, and also you can set a "spawn limit" for those caps, default is 4 (the same "cap squadron" will be spawned 4 times)... so in example: RED CAP 1 = 4 planes + RED CAP 2 = 4 planes + RED CAP 3 = 4 planes, u'll have a total of 12 planes flying at the same time for RED side, and if u enable all cap for the BLUE side with the default limit of 4 planes u'll have 24 planes flying. And remember that you can customize those caps time intervals between spawns (but the first wave spawn is unknown between 60 seconds ~ 15 mins) - Cleaned up some stuff from old scripts - Cleaned a lot the "main" script ★ SEE THE VISUAL GUIDE TO TASKING SYSTEM ★
  7. Guys, i don't want to be ungrateful, THANKS to all for using the tip jar, maybe for you is nothing, but i let u guys know, u covered 2 months of diapers for my little girl, cant express with words how much i appreciate the help. rly, THANK YOU THANK YOU THANK YOU and one million times more, THANKS!!!!!!!
  8. Yeah, i can, but i don't want to integrate 'em, moving GROUND groups / units eat a lot of resources in the mission runtime, they are FPS killers... sry buddy, for moving targets a way more lighter mission or a CAS focused mission needs to be created :( --- No, it doesn't. pre-generated WPT for FC3 planes doesn't help at all in the tasks... u can use the menu and ask HQ to mark the target location on your map. then... navigate ★ CHANGELOG VER 2.1.0 - Updated to latest Moose release - Added a new mission editor option to control the SEAD group spawns - Removed the "classic Red Vs Blue" option from mission editor - Reworked the Combat Air patrol script from scratch to a more simpler and lighter version - Added a new mission editor option to control the Combat Air Patrol spawn planes - Added a new mission editor option to control the Combat Air Patrol spawn time intervals - Added a new mission editor option to control the max amount of Combat Air Patrol units alive at the same time during the mission - Removed the weather fog, less eye candy but more FPS in the end - Added a new ingame menu option to turn off most of the misc sound effects - Reworked menus a little, now disabled menus should not be present if the option is FALSE in the mission editor ★ SEE THE VISUAL GUIDE TO TASKING SYSTEM ★
  9. ★ CHANGELOG VER 2.0.9 - Added a new mission editor option to control altitude and speed for each tanker in the mission - Updated to latest moose version - QOL changes on the core script i've been reading you guys... i'll resume the work to find: +Performance +options to select the type of SAMs and a few more QOL changes. About everything turned OFF by default, i leave like that cuz i dont like to force you guys to play the mission my way, is up to you to activate or deactivate things to fly the mission type you like most
  10. It is, but be aware, i didn't updated the mission to be "2.5.6 ready" and maybe a lot of functions will not work properly...
  11. ★ CHANGELOG VER 2.0.8 - Corrected carriers not having TACAN / ILS when AIRBOSS was turned OFF - Fixed AIRBOSS Rescue helos not being invisible - Stennis can now defend himself if something red comes closer - Added a new option in mission editor ("enable_ClassicREDvsBLUE") to turn REDFOR caps to only MIGs and Sukhois
  12. Thanks Solid... that's true. About a classic Blue VS Red like always, i can make it happen too with a TRUE / FALSE option. i'll leave that for next update for sure.
  13. Vacation update time! This update wouldn't have been possible, had it not been for the kindness of Surrexen, who tested my scripts and gave me the green light with the changes I had made. (THANKS BUDDY) ★ CHANGELOG VER 2.0.7 - Removed the menus! haha almost. Read below - Now you can control Mission parameters TTI style... TRUE / FALSE, inside Mission editor, then launch the mission. - Added a Random Air Traffic script, toggleable with the new method. - Gazelles can MEDEVAC now too (all of 'em) So... not quite BIG update this time but will fix all ppl problems (included mines) with some schedulers not killing the modules.. like the CAPs not stopping... Now, before you launch the mission, YOU decide what want to do... it's everything disabled btw hahaha so you really need to decide the type of mission you wanna flight and save it, then launch. To reach the options: Check the different options below. You just need to edit to true or false, no capitals letters, and watch out typos... not that hard. true means = module active / option turned ON false means = module inactive / option turned OFF --MISSION MODULES CONTROL: enable_A2G_tasking = false enable_ALLIED_caps = false enable_ENEMY_caps = false enable_MissileTrainer = false enable_ExtraDamage = false enable_AirTraffic = false enable_CTDL = false enable_CSAR = false enable_ZEUS = false --MENU OPTIONS CONTROL: allow_EndMissionViaRadio = false allow_CallSupportViaRadio = false allow_ManualTaskCreation = false --AIRBOSS OPTIONS CONTROL: enable_RescueHelos = false enable_Airboss = false
  14. Hey mate, sorry i didn't answer before, i'm out (vacations, with family)... yeah, ATM only Mi-8, Huey are the MEDEVACS guys, i'll add those gazelles as medevacs too as soon i arrive home, literally TWO WEEKS :D To all, im aware of the schedulers aren't stopping spawns from CAPS, i just can't do anything right now cuz my laptop can't run DCS. As i said before, im going to remove those menus, and just add a mission editor configuration option to turn ON / OFF each mission feature with a simple TRUE / FALSE option, like in TTI. i have the scripts for Caucasus and Gulf already updated, but since i can't load 'em up on a miz and test on this shitty laptop... it's a dead end for me.
  15. haha, TRT on PG was and is my loved child since i started working on this kind of mission a year ago... Caucasus and NTTR and just there to let the ppl try 'em, but i love the Persian Gulf version... Every change I make is gestated first on PG then ported to the "others"... dont tell anyone... but... The Round Table should be ONLY on Persian Gulf :music_whistling: :D
  16. Will do thanks! also, im going to check that few lines to pick up soldiers on water. I need to check this, what plane were you flying btw?
  17. Soooooooo, update time on this thing too! First, ty all for voting! Now let's start with the changelog: ★ CHANGELOG VER 2.0.6 - Removed MOOSE CSAR - Added Ciribob CSAR - Increased the range to pick up downed pilots to 500m (land and wait, or hover for 10 secs over 'em to pick up, if someone has a code to make 'em pick-able from water please help me!!) - Added a custom beacon sound for downed pilots (NOTE: idk if it's DCS or my mission, works, but the sound pause and start again in a loop) - Removed 2 helos from each group (there were 6 initially) - Increased damage for all (*) helo missiles type ordinance - Increased damage for all (*) rocket type ordinance - Rearranged HELOS Airbase a little - Added SAM defense to HELO Air Base - Added MASH to HELO Air Base - Increased time from task complete to new task to 20 secs - Allied CAPs now are composed of 2 planes each (still in the air you'll see a 7 red VS 6 blue VS #Clients perma fight) - Added a disengage radius to allied CAPs to stop 'em pursuing the enemy to almost under their beds... - Reduced total area of the A2A conflict zone (im trying to make CSAR tasks easier for helos, it suckz to fly 60 mins to rescue a guy and be shot down on the way back home) - Added 5 FARP in different places, these locations works as a MASH, rearm refuel, and CTLD pickup points homing beacons are random, check current ones on CTDL beacons menu, FARPs ATC COMMs radio freqs are fixed and present on briefing - Added a new kneeboard page with FARPs info - Added C-101CC - now COIN to your heart's content... for the 2 randoms who asked for this :P - Added L-39C - now COIN to your heart's content... for the 2 randoms who asked for this :P - Added back to ability to manually spawn task, manual tasks don't spawn JTAC units over 'em, so use ZEUS instead - Added a Mission Option to manually activate A2A dispatcher CAPs, (*advice 1) - ZEUS spawns: added JF-17, J-11, F-18, AJS-37, C101CC, L39 and MIG-19 to bot red and blue sides. - Added JF-17 and J-11 to to pool list of possible enemy spawns (for enemy CAP) - NTTR: Fixed ninja A-10 spawning in place of F-16C - Added a menu option to finish the mission (1 person asked for this, and... why not?) - Added a menu option to start the A2G auto tasking generation... now this mission is fully MODULAR (*advice 2) *advice 1: If you turn off the “dispatcher” any airborne unit doing cap will turn in a zombie -literal- no brain, they will just fly randomly in the CAP area. *advice 2: This a single use option, you CAN’T turn it OFF, so think twice before activating it. Now YOU have the control of what kind of mission need/want to fly one ach session, i'm not forcing anything (well, i still need you to enter as spectator first then select a slot haha) From start you can enjoy the emptiness with this things running on background AIRBOSS CTLD CSAR <- but no tasks! cuz there is no aerial fighting yet, doh! ZEUS Then, just mix and match on what u need, using the NEW MENU Let me explain a little about this menu... - Toggle means that, the option can be turned ON/OFF. - Activate means what the option is ONE USE ONLY, si it can't be turned off. This mission type has a PRO and one big CON PRO: Since it's layered, you can have a relaxing training environment, manually spawning ground tasks of just using ZEUS to spawn things, practice Aerial Refueling, CASE I/II/III ops... Or just turn everything ON and it will be like the mission you already know. THE BIG CON: If you play with strangers, monkeys or terrorists, they can use those menus to spam to start/stop or just activate the ground tasking dispatcher (remember, it can't be turned off) ruining your session. OFC i can make a system like the one used at TTI where u can manually edit the mission with a simple TRUE / FALSE for each option and disabling the menu to avoid terrorism, feedback/opinion please :) TO DO!: - Random air traffic! got it working already, but i'm having a hard time finding a way to make the function with the ON/OFF function - Airboss carriers turning on the wind - User guide / manual Last, since the first "layer" of this mission have AIRBOSS, im removing my airboss missions from user files!
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