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Mith86Arg

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Everything posted by Mith86Arg

  1. ★ CHANGELOG VER 1.9.1 - Update Nolove scripts - Removed some sounds - Removed surrexen scripts - Created my own sound script with MOOSE and not dcs api - Tweaked spawns - Added more planes to the enemy pool (F15, F18, F16, F14) - Adjusted some loadouts - Created new groups templates for BAI HARD task (now EVERY unit is counted in the task brief for this mission) - Increased the quantity of enemy ships for each task (x3 ships per task) - Increased the number of active Anti Ship Tasks
  2. This is a classic PvPvE match style where players fight vs players and vs IA trying to capture the flag on the enemy side and bring it to their base. The mission is based in "RagnarDa" scripts with a little punch of MOOSE Framework The rules are quite simple (they are present on the briefing too) ✪ Each side must capture the "flag" on the enemy base - the flag is simulated with colored flares (red / green) ✪ When a player takes the flag, his plane starts launching flares of the color of the flag. ✪ Flag Carrier is defenseless, if the flag carrier shoot his weapons, the flag returns to the their homebase as a penalty ✪ If the flag carrier dies, the flag stay on the same spot where that unit died. ✪ All players are "caged" in the area, trying to escape result in insta-death. The mission is really simple and for the laughs! maybe i'll do a Gulf Version later HAVE FUN! DOWNLOAD
  3. Hey there! thanks you for playing! can you elaborate a little more about this? seems more something on your end (just checked and everything seems fine), actually, both tankers are KC135, the other is the MPRS one. :dunno: It's not present at all on the mission? they fly almost together the basket one 3000ft above the other... Mind in send me your .log file after playing my mission so i can trace errors?
  4. Hey! thanks for your support -again- ! :thumbup: how should i name it?
  5. La misión la pensé orientada al cooperativo como máximo, para convertirla a PVP y con las opciones que me pides me significa -sin exagerar- rehacer casi por completo el código y agregar esas funciones adicionales. Honestamente, un modo PVP no está mi planes de momento, además, un sistema de "puntos" para limitar ZEUS la verdad que está fuera de mis capacidades con los scripts (aunque me pareció interesante y voy a ponerme a investigar para lograrlo) Si te sirve, podrías probar la misión "pendulum" que está más orientada al pvp. Saludos!
  6. ★ CHANGELOG VER 1.9 - New moose version - Updated @Nolove's scripts - Added more Kneeboard pages - Added a new tanker (correct radio freq on every plane -CH20-) - Corrected the "game master mode" - in 1.8 i added game master units but did not activated the option to control 'em... yeah, don't say nothing... :P - Raised the Temp on all maps (negative numbers was preventing F18 units to 'autostart', thanks for reporting this weird thing) - Removed Marshal / LSO Shifts
  7. Hey tom! Thanks for all the Debugging info! i forgot to delete those options! they shouldn't be there since long time ago... (yeah i dont go that low on my own script haha) Nice Kneeboard pages! do u have a template? remember that i have 2 missions, i can't only add 'em only in one :) Anyway, wait 'till next version, cuz im going to add a basket only tanker on both missions, some ppl reported not being able to AR on the KC-135... don't ask me why, i tested a lot and every time AR just worked fine on my end... but meh! i'll put 2 tankers and done... Again, thanks for the feedback!
  8. https://github.com/Bob7heBuilder/EWRS i think there is no event functions calling "X is going to shot at Y"... but there are functions calling "fire" events, like missiles, so, short answer, NO, there's nothing like that, play with friends maybe... EWRS script helps S.A. in general U can check "FOX Missile trainer" and make a script with the functions u need, but again it will alert you AFTER being fired at and not before.
  9. Think i have a pm from you asking the same. You have to be on ground to change your loadout There is a menu to manually go from imperial to meters, radio menu F10 -> XXXXyourusernameXXXX options > I'll add one more... it's a pain but seems that now we need a tanker for F16 only and another one for the others aircrafts... wasn't testing my own mission in a while... maybe is to time to "enjoy" my disaster a little more and see wth is happening behind the curtains lol
  10. Hey there, after you select a any task, is a good practice to follow the steps on the post #16 The other problem is mainly 'cuz you forgot to enter as an spectator first. HIT esc 2 times and after that pick a slot.
  11. ★ CHANGELOG VER 1.8 - Changed difficulty level of all units to excellent - Changed loadouts of all enemy planes, almost all of 'em have BVR capability now - Went back to Ciribob JTAC Autolase Script (i know... ppl doesn't like menus) - Added my "fobs" templates to the list of possible targets spawn for BAI (Strike) tasking - Added Game Master Units (x1) to both sides <-- need testing, i'm not a MP person, things tends to go FUBAR on multiplayer - Added a new type of BAI tasking "HARD" this one combines a random selection of a big FOB template + a random selection of SAM groups, i wasn't able to complete this task in 1 sortie (playing SOLO) - Changed the spawn method of air units, now instead of 3 caps of 2 units each, u have 6 caps of 1 unit each - Fixed a ZEUS group not spawning (unnoticed 'till report of forum user @raven80, thanks buddy!) - Added a few more locations for Naval units spawn - Added menu options for "call support" CAS / SEAD / ANTI-SHIP, i don't recommend abuse of 'em thou, if a IA group finish a task in your place it will possible break that task status check, and u'll have to join an empty task and let the script "know" that there are no remaining units and change the status of that task to "Succeed"
  12. Mith86Arg

    Reshade 4.3

    Hey there, kinda hard to help you, Reshade installation i'ts not hard but has a few steps to be done, exactly where are your problems? If you don't know how to install it: Double click the installer A little rectangular window will pop up asking you the .exe location of the sim and which type of Direct X uses. Click the big button and navigate to your DCS root directory, find DCS.exe and select it. Select Direct X 10+ When asked about downloading a "pack of shaders" or something like that, tick 'em all, and download. When done... well... u r done Start the Sim and press HOME key, READ all the info, it's a first time tutorial on how to use reshade. Reshade profiles has to be in the same directory of the DCS.exe executable, and u can cycle between 'em while in-game on the reshade screen (HOME KEY)
  13. Hey there Raven, upload your version too!, i have no problems at all mate! indeed, i've just "created" a new mission editor/creator that use MOOSE. Go ahead! learn the code, rip all what u want and share more missions of your own, give credits and enjoy! Ty for the heads ups about that zeus unit, i'll fix it ASAP.
  14. Mith86Arg

    JASDF Liveries

    Jack is this released already?
  15. Hey there buddy, i'm afraid is not THAT simple, for adding more planes u mean increase the number of the ones that spawn actually on my mission, or just increase the variety? Anyway, in both cases u need to not only create those planes with a group name on the mission editor but also declare 'em on the scripts to be spawned... But what u want? maybe i can send ya a version with the planes and spawn numbers u want :)
  16. Where is that "Viper Over PG" ????? can't find it anywhere
  17. ★ CHANGELOG VER 1.7 - Added ability to mute radio chatter for A2G or A2A kills - Added a moving safe zone radius of 1000 meters around the tanker, you are safe from missiles while taking fuel now - Changed Tanker type to KC-135 so the new F-16C can AR -properly- - Restored audio alerts when a missile is fired against you - Removed hot starting units from Stennis deck (AWACS) - Expanded the spawns strike templates from 4 to 11 for the sake of target diversity - Expanded the SAM systems, added HAWK, SA11, SA10, Buk - Implemented -finally- a system to give tasks to players using not detection at all (thanks to pikes for sharing his script long time ago) - Due to the change above, the spawned groups are fixed, 3 of each task (NAVAL, STRIKE, SEAD) - Overall, performance has increased a little - again - VISUAL GUIDE TO THE MISSION TASKING SYSTEM ★ ★ STEP 1 ★ ★ ★ ★ STEP 2 ★ ★ ★ ★ STEP 3 ★ ★ ★ ★ STEP 4 ★ ★ ★ ★ STEP 5 ★ ★ ★ ★ STEP 6 ★ ★ ★ ★ STEP 7 ★ ★ ★ ★ STEP 8 ★ ★ ★ ★ STEP 9 ★ ★ ★ ★ STEP 10 ★ ★
  18. Sry if this was answered before, but is there any guide for using / creating / editing with this engine?
  19. i'll see what i can do about it. Your Sqn have this problem even on ver. 1.6?
  20. I'm afraid that task dispatcher for humans was directing you to one of the EWR units part of the detection script, which is funny... i removed the whole system for now till i find something more user friendly. Yeah it's possible, but why u want 'em removed?
  21. Mith86Arg

    AIRBOSS

    AIRBOSS (+Zeus +RAT +all modules) - Caucasus Ver 1.0 AIRBOSS (+Zeus +RAT +all modules) - Gulf Ver 1.0
  22. oh, it's ok, but i was talking about protect the players doing the refueling process. @Habu: it's on moose develop branch, idk why frank doesn't promote his work... but it's another module made by him, its a better "missile trainer" IMHO. https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.FOX.html Reach me out @ moose discord, read the docs on that link, or ask frank, don't want to hijack this thread. :)
  23. haha correct! BTW if u want a little safe zone around the tanker, use FOX check this: https://pastebin.com/nQySK2Ux
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