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P5138

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  1. It's been a little while since I've used the editor, but these were the features I wanted when I was using it frequently, in no particular order: - For static objects and vehicles that spawn on the ground (including aircraft): the ability to override the spawn coordinates to a user definable point. Specifically for the Y (height) and rotational values. Similarly, being able to override the limits on ground and water place-able objects, placing invalid objects as if they were statics. - Some way, using scripting, or a new method, to create custom UI elements during the mission. Creating custom game modes or story-based scenarios would work much better if the designer could create UI overlays for things like custom scoreboards, dynamically controllable settings with proper menus and formatted text, custom debug menus, or, ideally, the possibility to trigger overlays for things like images and video over the screeen or part of the screen. - The ability to set the Flag names to strings. Or, to at least be able to add a Comment as a trigger and action. Something separate from the script text boxes, so it can be obviously a comment. - Some way to add parentheses to the If side of a trigger, so complicated checks wouldn't need to be split up through multiple triggers with a lot of flags to simulate the correct order of operations. - Some way to easily move collections of mission triggers between files. - The ability to use floats as flag values, as well as for logical operations. - Templates of Static objects, and of multiple groups. - Polygonal Trigger Zones, 3 Dimensional Trigger Zone Regions. - Generic spawn points for Playable units where the player can select from a list of planes after selecting the spawn point. Even better if the mission maker can set parameters for the spawn point, with plane limits, and loadouts for each the planes that is allowed in that spawn. - A Way to dynamically change the values of items in a warehouse to simulate (for example) a sudden loss of inventory from enemy action or to implement a "shop" mechanic.
  2. I had no idea there was an option for the smaller center plate. I printed one out in PLA. It's a perfect fit, of course, but it does tend to fail after 4 or 5 months. Once it fails, I print another. I'll probably cast it in epoxy at some point, or order a print of it in aluminum.
  3. You can also cause a radio transmission from the center of a Trigger Zone using the Triggered Actions using the Radio Transmission command. It outputs a sound file, though. I'm not sure if there's a way to make it output as text. Radio transmissions would be subject to limitations for transmitter power. Also, anyone not in the mission when the transmission starts will not get any message, so it should cycle* regularly if it's something like a beacon or an ATIS. *Cycle in the sense that there is an action to have the transmission stop and another to have it restart. Not just having the transmission's loop box checked. I am pretty sure when I tested that, just looping the transmission didn't work for clients who joined later. [EDIT: For the reply above, if you are using a ground unit to be the source of the message, set the frequency using another command first.]
  4. There is an even simpler method described in the Hoggit wiki: https://wiki.hoggitworld.com/view/DCS_editor_Randomization#Single_Choice_from_List I came across a similar problem while doing the selection on a much larger scale (one of 20 groups). My first solution was a confusing jumble of conditionals that was cumbersome to add to. This is more direct and does the required task just as well (while being easily scalable). The only issues I've had with it are that in a long list there is a tendency for the ones closer to the beginning of the list to get chosen more often. I just tweak the randomness until it feels fair. This method also means there might need to be flags added if you want to know and use the information of exactly which option you got.
  5. After playing around on the luas, I found something like 16 "valid" parking spots for planes. After editing the lua to allow them: of those 16 only 8 (AI) can spawn at once, another 4 will spawn on elevators after planes leave, and having more than 12 assigned to a carrier will crash the simulation. There's also spots set aside for helicopters specifically, but I didn't test those much more than seeing that they are not in the same spots as the planes. As it works now, it's as everyone else has said: the simulator will choose an unoccupied slot for the next plane. I've found it's not entirely good at choosing spots with human players after more than 2 are assigned to the same carrier (choosing overlapping spots). Hopefully a better, more controllable alternative is put in place. After the first respawn, I've also seen the simulator choosing slots further down the list than the first spawn location (at the starboard rear elevator, as an example), but I have no idea what caused this.
  6. P5138

    AI lead

    In the mission editor, when creating a mission, it is possible to set a "Client" aircraft to be in a position behind an AI lead. You cannot designate an aircraft outside the lead aircraft as a "Player", though. Setting an aircraft as a "Client" will require you to select the position when the mission loads. I'm also not entirely certain if the AI communicates or does any actual leading from that position. I never tested it beyond seeing that it was possible. That also goes for radio commands from the player. I'm not sure that any chain of command is respected by the AI, or if it just takes the player's inputs as gospel regardless of his position in the flight.
  7. Doing a clean install of 1.7.1 got the TacView menu to appear in the special options tab. Thank you.
  8. Thanks! There's supposed to be a TacView tab in the Special Options? It's not there in my install. On the "renaming", I sort-of meant on the TacView side: giving the button a temporary name while still triggering the same numerical flag in DCS. Strictly a quality-of-life thing. Designating other numbers for different flags to change was implied by the question before that. Neither method of renaming is needed for the flag manipulation to be useful (the current 8 inputs from the outside is better than the previous none), but the flexibility could be helpful in the future. I don't think the current implementation of "flags" in DCS supports anything but positive integers for either the name or the values. The flag values themselves might be limited to integers between 0 - 100, as well. The editor doesn't let anything else get entered in.
  9. I'm sorry if this question has been asked before (I did a thread search and there wasn't anything coming up): is there any documentation to the remote control feature in TacView Advanced? I've been playing around with it, and it has some great basic functionality, but I wanted to know what the intended procedures are: - how do you take over a specific client's plane? (I've been able to take over a plane that my server's user was in, but there's no way to switch the client as far as I can see) - how do you go about blocking tacview access for the feature on a server/setting the password? - can you possibly change/add flags to trigger in the remote control window? (I've been having issues with the flags over 1000 being automatically seen by DCS as true sometimes, so having the ability to shift them down for testing might be helpful). - can you rename flags - can you direct the control to do more with the flag values (adding, subtracting, setting value)? - What do all of the buttons do? - What reason is there for the 4 remote controls? While I'm sure it's not an entirely intended feature, the ability to manipulate flags from TacView makes mission debugging much easier, so I'd like to know if there are more abilities in there that I'm not seeing. I'm kind of surprised this feature doesn't have more information out there about it, since it seems like an independent remote control could be useful for stuff like basic multiplayer server management, mission testing, etc.
  10. I wanted to make a mission that involved a player-controlled helicopter going into a trigger zone and then a sling load cargo becoming active for a player without the player needing to select it. I went looking through the documentation, but couldn't find anything that looks promising. Ideally, I'd want it to be something where I could make a multiplayer mission where I have two helicopters, each player controlled, and different cargoes becoming active for the players in sequence. Would anyone know if there is any functionality for behavior like that? Tangentially, is there a way to activate items in the Radio menu for a player via script? I fly in VR almost exclusively, so I want to limit the amount of radio menu interaction I need to do. Fumbling for F keys is a hassle that I wouldn't want to put into a mission, if I can avoid it.
  11. You can also create a shortcut to the DCS.exe application file with the following parameter added into the shortcut's target: --force_disable_VR It does work, but the auto-update doesn't run first, so updates require the VR version or manually starting autoupdate (at least they do for me).
  12. The plane I have the most success with as a training aid for the F-5 is the MiG-15. I was using it as a stand-in for the 17 in some missions, but it turns out they're a decent opponent for practicing dogfights against: - They can't flare. - They accelerate very well and can go nearly transonic. - They can't go after burner to gain too much distance. - They are maneuverable to the point they are a little challenging if you aren't paying attention. But you can usually just punch burners and get away to reset the engagement. After that, MiG-21s with lesser weapons configurations and skill levels work well. Similarly, other F-5s do well.
  13. If you want to test out the ADF functionality of the UHF, the best way to do it would be to create a looping radio transmission on a trigger zone in the editor at a frequency the radio can receive. Set the UHF to ADF, the TACAN to T/R, and the TACAN/DF switch to DF. If you want to try it out on a created mission, here's one I prepared earlier to test out a few things with the F5. The beacon is located at the same spot as the RSBN for Mozdok, but transmits at 355.5. The needle will bounce around every 15 seconds, but that's to keep the transmission synced across clients on multiplayer. Otherwise, anyone who joins after the mission starts won't have the beacon transmitting. F-5E-Sortie1.miz
  14. Gregzagk, I sent a PM with a short-ish list of issues I noticed in the currently uploaded version. I didn't want to clutter the thread with them. If there is a more correct way to make bug reports, let me know.
  15. That's the L-39's data logger. Turn off the option for it in the L-39 special options tab.
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