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geloxo

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Everything posted by geloxo

  1. Thanks. Yeap, according to the needs of my missions I add more things but I think it´s quite complete and powerful now to be used in many scenarios. Regarding your question I have no idea about what´s the problem. The code just takes each single row in pairs (trigger name and smoke color) and then places the smoke with it´s color at the related trigger :huh: function SmokeTimer(arg, time) if smokepick == true then for i=1,#PickupZones do local zone = trigger.misc.getZone(PickupZones[i].ZoneName) SpawnSmoke(zone.point.x, zone.point.z, PickupZones[i].SmokeColor) end end if smokedrop == true then for i=1,#DropoffZones do local zone = trigger.misc.getZone(DropoffZones[i].ZoneName) SpawnSmoke(zone.point.x, zone.point.z, DropoffZones[i].SmokeColor) end end return time + 270 end Are you sure you didn´t made any mistake such as missing commas, wrong namings or things like that in the configuration section? In the Mission 1 you have an example where 3 pickzones are used: first two are blue and third is hidden. It works there... Download it from the mission pack thread and check it. Cheers
  2. I decided to create a single post for all mission discussions or it will become a mess with the updates as we depend on moderators approval, sorry. This pack includes the latest versions of missions with full features. Needed NAM era custom skins by Home Fries: http://www.digitalcombatsimulator.com/en/files/346912/ http://www.digitalcombatsimulator.com/en/files/346713/ http://www.digitalcombatsimulator.com/en/files/345710/ Ingame MP footage: Download: Attached to this post Complete cargo script discussion: http://forums.eagle.ru/showthread.php?t=108523 Pack includes de following missions (read included briefing on each mission for more details): Airmobile M01 - Attack at Kabardinka Airmobile M02 - The Death Valley Airmobile M03 - Flaming Medevacs Airmobile M04 - Frontline Enjoy it ;) Airmobile Pack.zip
  3. I have one more time updated the sctipt cause I needed extra functionality for my next mission. There are fresh new features such as the predefined extractable groups and a new "check cargo status" action on the menu. Also now the amount of troops deployed is based on the amount you loaded before. I have also fixed some minor errors and improved the features, so I consider this quite stable now and won´t include new corrections unless needed during the next missions. Example mission is included. Updated Airmobile missions to add the new script: http://forums.eagle.ru/showthread.php?t=109337 Remember to reload script in your own missions in the editor after you do any changes in the configuration.
  4. Script was updated to correct the failure where chopper spawned loaded if you where killed while being loaded as well. I also added a new menu to check your loading status and tuned the messages to be coalition dependant, so script can be used in PvP missions. The missions have been updated in accordance as well and are packed in a zip at the download section
  5. Mission updated due to script changes. Uploaded to website and pending to be approved by moderator
  6. Mission updated due to script changes. Uploaded to website and pending to be approved by moderator
  7. In theory you have always to land at FARP Madrid in most of the missions (second farp from the west to east, that means, second set of 4 helipads). In case of doubts check map to locate it and read briefing to be sure. Then lower collective to 0 and that´s it. I don´t know if something was changed with latest patches.
  8. That´s correct. I see it´s time to reduce size but increase the overall quality. Anyway, 1000km for a tank or even a chopper means around 10h driving or flying. Who is going to stay put for 10h in a mission? Not me at least. I love simulation but I have a life to enjoy too. If EDGE is the solution, go for it. Eagle has my money granted. Currently I have only seen nice old pics of what someday would be a product but 0 interest in releasing it. Instead we have jet another FC release planned (so, again, same thing, same history, same toys). At that speed the process runs with EDGE it would be complete when next gen of standards are set on the market and then it will be outdated just when released. If engine came to the limits, then no more discussion here. No prob, say it and we will stop dreaming, and paying, of course. Let´s squeeze what we have till it dies and people gets bored of it. There will be always a Georgia map in the engine for the people who prefer the other alternative or is happy with it but as maturin said I have not seen so many giant battles on the servers so far. I have been playing missions for 5h and I had pain on my ass after it, so... come on.. don´t tell me that I even need more km in a map to enjoy a mission cause I don´t really need them. In 2013, instead, I honestly expect photorealistic and DEM terrains, detailed environments, detailed cockpits, realistic sounds, realistic navigation and realistic physics. It costs 80€ instead of 40€ to have an improved simulation engine? Taking into account the money a typical simmer spends on just sticks or home cockpits complements... that´s the smallest problem one may face. I don´t care about FPS. I will be always able to tune settings lower. The problem is that now, I can´t tune them higher even if my PC allowed that :-(
  9. Yes provided that navigation and atc options are extended in accordance to make sense to fly them
  10. Its being approved by moderator on the download section. I reuploaded it yesterday cause i forgot to hide the units. Sorry wait a little bit...
  11. Guys, come on. Read my posts before firing to me like crazy. I did not say to use an Arma 3 island for DCS. I just said that the graphical engine of Arma 3 is far away from the one of DCS because it´s able to handle a huge island with huge amount of detail, and to me, the future of simulation was a mid term between both things. EDGE? Sure, I want it, all of us want it. Graphics, sounds, physics, realism... All those topics are important in a simulation, not only the cockpits themselves. To feel the simulation you have to feel that you are there in some way. Now, if I take a module in DCS and enter the cockpit I feel it, but... till I start to fly and face those ugly cities, that ugly infantry that moves crouch with no animation, stay put perpendicular to the surfaces against all rules of nature, etc. I don´t want that for a tank simulator cause there you will still be closer to such kind of details. Blame me if you want. I´m a customer and I know what I want for my money.
  12. Come on... Do you really want to drive your tank from one corner to the other on the whole georgia map (such an obscene amount of Km are useless if the map is almost empty) with such a bald repetive landscape and unaligned objects or roads, and phantom trees that fly on the edged polygonal hills as in current DCS, or do you prefer to drive it on a detailed Queens map, with curvy hills, details such as stone walls, fields, bushes, properly aglined streets, signals, rivers and coastial details and all crashable and destructable...? Or check even this one: And the details of buildings here: Now open DCS, drive inside a city and cry with the 128 Kb textures on those "boxes" (not buildings) and drive through the "texture trees" (not crashable objects). And don´t even pay attention to the ground texture, cause it was made for flying and is so pixelated that you will only see blurry ground. Sorry, I prefer Queens again :P (just kidding) Anyway, I respect your point of view and I said future is a middle term between both but honestly Arma3 graphical engine is far away from the 10 years old refurbished Lockon terrain. DCS is superb on many other things, sure, and I´m really happy with them, but not on terrain, which is vital for a ground simulator (probably not important for an air one). Even for the recently released Huey or any other chopper module a proper ground environment is a must have. Arma 3 on the other hand is a shit for many other things and I don´t like them at all. They are just two concepts, but I would like to have the best of both in just one single product.
  13. Yes, that would be interesting. However the graphical environment at land level should be seriously improved. We still have the old style graphics from lockon and even infantry moving perpendicular to those angled surfaces. I own Combined Arms, but see Arma3 for instance: huge island, huge terrain details, huge immersion, huge effects and nice sounds. A moderate shit on vehicles simulation but... really impressive on infantry and environment with acceptable performance on medium edge machines. Future of simulation is a mid term between both things: eye candy and versatility of Arma3 (incl. troops being able to enter and shoot from vehicles, paradrop, etc) + realism, fidelity and vehicle physics from DCS.
  14. Name: UH-1H Airmobile M02 - The Death Valley Author: Angel Mission type: SP + MP / Transport and CAS /Combined Arms support Controllable: UH-1H / Light vehicles Quick summary: Marines will conduct an airmobile operation using a UH-1H formation to insert troops in the LZ. Flight will arrive to FARP Madrid in 5min and transport troops periodically, so hurry up to join them in the journey to the LZ. Army UH-1Hs can support the operation and transport or extract troops on demand. The Seawolves gunships will provide CAS for troops and escort the transports. Airforce and artillery will perform an attack during troops insertion. Troops are a key element to clear the enemy positions hidden in the area and can be extracted and reinserted to perform search and destroy missions. IMPORTANT NOTES: 1. Take control of FARP Berlin (former Kalitka located 3km NE of combat area) in order to allow rearming and loading troops there. The main base can only be used to repair and refuel. 2. Ground Commander can only use trucks and M113 to transport troops but has a small tank platoon available to support the ground operations 3. Ground Commander has also a backup set of supply vehicles to deploy at FARPs if needed. Link/Download: At discussion thread Discussion thread: http://forums.eagle.ru/showthread.php?t=109337
  15. A new mission is available on the missions corner: http://forums.eagle.ru/showpost.php?p=1798689&postcount=16 Uses the complete cargo script and the task is to escort a formation in their way to the LZ and help to clear the area. It has localizers, UHF radios and more things. Read complete briefing to get all details. You need the custom NAM skins to properly display the skins, but they are not mandatory to be able to play the mission. Remember that rearming is not possible at base (only refuel and repair). US need to take control of FARP Berlin to allow it there, so take care of your ship in the first raids or a long trip from base to target will be waiting for you..
  16. Dont forget rain drops for wippers. Other games use them since years ago and produce a real cool immersive effect specially now that they are fully operational in our cockpits
  17. Be sure to use the exact names in both the script and mission editor and always reload script in editor and save mission after any changes in the names or script configuration. This is needed by the game itself to update the mission properly.
  18. Seems to be the typical problem I faced several times. Check that you have added the trigger zones correctly to both the map and the sctipt section (names for pick and drop zones). I have edited the script to remove the option to spawn troops on the pick zone. I realized at the end produces a lots of unused troops in the pick zone due to players unloading them. The problem is related to a player being killed while he was loaded with troops. After respawn the variable for defining troops loaded is kept. I had not figured how to detect a player respawn so I decided to delete that feature. You can however still return troops to base which will set you as empty (but this didn´t do anything even in the past). Alternative to bring back troops and really spawn them is to unload them elsewhere in base but not on the pick zone. Commander can, for instance, send them to another duty from base since you had returned back Cheers
  19. Fantastic job. Thanks for the info. Looking forward to see it on the game
  20. I simplified and expanded the configuration in the new Transport.lua regarding the original Hueydrop.lua to avoid mistakes. Don´t touch anything or add entries like that. Use the following method instead, and don´t forget the "" for the names. To edit pick/drop zones change names and smoke colors here: PickZones = { "pickzone1", "blue", "pickzone2", "blue", "pickzone3", "none", } DropZones = { "dropzone1", "red", } To disable or enable already configured smoke markers use: smokepick = true smokedrop = false To edit human players pilot names: HumanTransportsNames = { "helicargo1", "helicargo2", "helicargo3", "helicargo4", ... } And for AI transports: AITransportsNames = { "transport1", "transport2", "transport3", "transport4", ... } Below that you don´t need to touch anything. It´s the pure content of the script itself. But if it works for you now let it be anyway :thumbup:
  21. Sure. If someone tells me the command in LUA I can check it. I honestly don´t know it
  22. Mission updated due to script updating. It´s much more complete now. Details: http://forums.eagle.ru/showthread.php?t=108523
  23. First post updated and also example mission included (uploading to downloads too). Now you can extract previously inserted troops or return them to pick areas. Humans can deploy and extract troops everywhere (it´s not limited to drop areas only). AI still needs a drop trigger to perform the automatic unloading. I decided not to add much more features cause I see this is quite complete as it is now and there are also other nice Medevac and CSAR scripts available that you can use for those purposes. Happy transporting!
  24. I think you should use #spawnunits in the "for" operator, as spawnunits is the array containing the units inside the group. For the position try something like this: unit = spawnunits pos = unit:getPoint() First one selects the array entry i on every for loop and then reads it position vector with getPoint. You can later access the x, y, z coordinates with pos.x, pos.y or pos.z
  25. Pick and drop and reinsert will be available. I made tests yerterday and plan to release a new version today or during weekend. This allows more teamwork in missions as one can be just moving troops to an intermediate point while others take those and insert them in front line. Also allows to change position of inserted troops on demand in case reinforcements are needed elsewhewe in the combat area
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