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Posts posted by King39
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45 minutes ago, LoneS said:
Any discord for this?
None that I know of. I don't really use Discord.
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Well, to answer my own question there isn't a function to skip or pass over a target but there IS a function to prioritize the targets thereby telling the JTAC which to lase and in what order. Much better in my opinion.
But now I have another quandary in how to turn off or deactivate a JTAC.
I've got three JTACs on the ground and are inactive until triggered by an F10 flag which is working well.
The problem is turning them off after each of their targets are destroyed.I tried to Deactivate them (one by one) when the Player exits the zone (after a success message) but I get the message "JTAC KIA!" which doesn't look so good in-mission.
There is a ctld.jtacStop[_jtacGroupName] on line 4919 but I just can't get it to work.
What I need to do is Deactivate or stop the current JTAC (so he's not listed in the F10Can anyone help?
Thanks.
PS - one other (little) thing - I'm looking for a way to remove the F10 "List Radio Beacons" message. It comes up automatically under F10. Other and I can't seem to find it listed in CTLD.
On 6/8/2021 at 6:33 AM, Pilot Ike said:Good question, or a good feature request!
Another request: It seems in Combined Arms as Tactical Commander you can't access the CTLD functions. Can it be adapted for CA? Driving around in a JTAC Humvee, I can't access "my own" spotting information. Also, is there a way to configure display time for spotted target coordinates? I'd like to write them down to put a mark on the F10 map in multiplayer, but the display time is rather short and I sometimes can't write down the numbers quickly enough. So what's needed is a way to access the JTAC option when actually being the JTAC, and maybe longer display time.
I think you can just hit F10 and select JTAC Status and the message will come back up for a bit. Kind of a round-a-bout way to do it. I'm sure there is a way to make the message stay up longer but you'd have to scour CTLD and look for that line of code.
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Yes, but I apologize for not stating use for Coalition or U.S. aircraft such as A-10.
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Hello,
I'm developing a Campaign and looking for very large sized explosion. Currently, the largest I can see (in ME) is 10,000 volume but would like to see something on the order of 100,000 to 500,000.
Would this be possible?
Thank you,
John
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Hello,
In regards to the JTACAutoLase function, is there a way to "Pass or Skip" on a lased target? What I mean is that the JTAC lases everything (which is specified - vehicles or troops or both) so is there a way that the pilot could tell the JTAC to skip to the next target?
Don't want to waste ammo or armament blowing up inconsequential targets like Tigr vehicles or even AAA batteries when the targets are SAM sites.
Thanks in advance.
John
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5 hours ago, SUNTSAG said:
RETREAT.miz 10.68 kB · 2 downloads
Hopefully this will help you. I have stopped the tanks firing once the BTRs have lost units to allow them to retreat. Cheers
It did help. Quite a bit actually. I didn't know anything about Trigger Actions before you explained it to me. I've only been fiddling with M.E. for about a month so I imagine I still have a lot to learn.
Thank you,
John
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16 hours ago, SUNTSAG said:
1. Setup a triggered action for the given group "Go to waypoint" set it to the start point 0.
2. Then setup a "CONDITION" where the groups life is less than say 50%.
3. Then push the task "Go to waypoint" in the "ACTIONS".
The group will then return to it's initial start point.
Sorry, I'm not understanding what you are saying
1. I set a trigger in "Advanced Waypoint Actions" to Go To Waypoint DP ( there is no option for a "0").
2. Then in Triggers I created a Trigger: "1 Once- No Event", Condition: Group Alive Less Than 50%, and Action: Flag on 1
I tried IA Task Push but there is no AI Action so I can't use it.
3. Went back to Advanced Actions and set Type: Perform Task, Action: Go To Waypoint with a Condition User Flag 1
Still doesn't work. See attached screenshot.
Sorry, I just don't get it.
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For the life of me I can't seem to come up with a way to have a ground unit or group reverse it's direction (when triggered). Is it even possible without having to create a separate set of waypoints going in the opposite direction?
Thank in advance,
John
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Does anyone know who performed the voice of Whiplash and if so how I could get ahold of him for a campaign I am developing.
Thank you in advance,
John
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Question:
Can I use Simpleradio as a "filter" for recorded voice transmissions (which I would use for single player missions). I was hoping to filter voice recordings to add a measure of realism for my missions. I apologize if this has already been covered.
Thank you,
John
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Hello,
I'd really like to see a few callsigns added to 2.7 for a proper (A-10C) CSAR scenario (of which the A-10C is integral):
A-10C - Sandy
UH-60 (really HH-60 but...) - Pedro
Jolly
C-130 (really HC-130 but...) - King
That's all.
Thank you,
John
Any doubts?
Refer (all available on the web and unclassified):
AFDD 3-50, Personnel Recovery Operations
AFTTP(I) 3-2.26 SURVIVAL, EVASION, AND RECOVERY
AIR FORCE DOCTRINE 2–1.6 Combat Search and Rescue (Superseded by AFDD 3-50)
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I'm working on a A-10C II campaign and am having some difficulty in troubleshooting how and why the AI accumulates scores the way it does and also why it directs AI aircraft to not follow designated waypoints and general instructions, etc.? Is there a log file or something which documents what the program is doing during a mission?
Thank you,
John
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Thanks but coincidentally I do save to my Dropbox and was just able to recover a version history. Dropbox saved my a$$ again!
Thanks again for the advice.
Owe you a beer...
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Nope. Just tried that and No Joy. Still stopping (the load) at "Terrain Graphics Init: 97.caucasus.ng5"
Teach me to not backup...
Thanks anyway.
Cheers
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Wanted to go back to 2.5 with this mission to prevent any backward compatibility problems (which occurred).
Now, 2.5 gives me a warning when it attempts to open and then stalls when trying to open forcing me to shut down DCS through Task Manager.
If anyone knows a way to make a mission backward compatible I would surely appreciate it.
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Great. Thanks. Close enough. Thank you.
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I'm working on a campaign for the A-10C and one thing that I think would enhance the experience would be a preflight briefing page. It could be nothing more than a visual of the inside of an Ops Briefing/Mission Planning Room but would allow for an audio commentary of the upcoming flight with a text overlay. This would allow for, say, an Intel briefing or maybe a SERE briefing or even a Maintenance briefing prior to stepping to the aircraft which is the way its done in the (U.S.) Air Force.
I'm just drawing on my real-life Air Force experience but it just seems a bit rushed to go straight into these advanced simulations without the benefit of a "warm-up" in the form of an aircrew brief.
You could even make this page optional to the mission designer (in the Mission Builder) with a simple checkbox.
My $.02.
John
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Awesome. Thank you. I'll see if I can get it to work.
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Great. Thank you very much. I couldn't find that anywhere.
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OK. Just thought I would ask. Thank you.
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Thanks for the advice but I found a workaround for this problem. Not real pretty but it works.
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As I stated previously, I'm developing a series of missions (campaign) for the A-10C and would like to close the canopy at startup to prevent ambient airfield noise from preventing hearing of the (voice) briefing.
Is there a way to close the canopy automatically when the mission starts?
Thank you,
John
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Hello,
I'm developing a series of missions (campaign) for the A-10C and several of them will be CSAR type flights. Traditionally (going back to Vietnam) A-10C callsigns in the CAS role for CSAR has been Sandy.
Is there a way I can add Sandy to the drop down list of callsigns?
Thank you,
John "Sarge" Schiller
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It could be me but I don't see any bridges in the Static Objects section of the Mission Builder and bridges are generally key targets during air wars.
Thanks,
John
Possible to Have a Trigger Zone Which Has One-Time Activation?
in Mission Editor
Posted
Would like to create a Trigger Zone where Player passes through the first time and activates a Tigger but then doesn't activate the Trigger if he passes through subsequent times.
Possible to Deactivate or Delete the Trigger Zone automatically after Player passes through the first time?
Thanks in advance,
John