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Panthir

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Everything posted by Panthir

  1. Many thanks for your effort. I am looking forward to test it.
  2. Many thanks mate. Checking the new features!!!!!!!!!!!!
  3. Gents I have a question about TPS 117 radar. Is there any harm thread code (ID number) for this Search Radar?
  4. Gents I have a question about TPS 117 radar. Is there any harm thread code (ID number) for this Search Radar?
  5. "Cross the Line 1-4", one of the most beloved and challenging missions during my first steps in DCS. The mission was created by @CuteQA https://forum.dcs.world/topic/30503-cross-the-line-1-4. I don't know if he is still active in the DCS community, so I tried to revive his mission in order to run with the latest DCS versions. It's a pure medium - hard Helicopter Mission, initially flown with KA50. I faced some issues with the trees removal from the scenery in TORBA FARP location (in the past the area was not covered by trees) and I enriched the mission with random groups in order to make it interesting for those that they wish to play it more than one times. I attach a version with 2 x KA50III and 2 x AH-64. PS: a. Due to the fact that the mission is medium to hard and long lasting, for those that they wish to skip the EWR Site attack and the recapture of TORBA FARP, only for the 51 ALPHA group, there are relevant RADIO ITEMS in F10 menu to skip them. b. Don't forget to paste the SimpleSlotBlockGameGUI.lua in your C:/Users/<YOUR USERNAME>/DCS.openalpha/Scripts folder in order to enable slots activation in TORBA FARP after being captured by the RED forces. I attach a version with 2 x KA50III and 2 x AH-64. ATTENTION: After mission start, verify via F-10 map that trees have been removed in FARP TORBA area, otherwise restart DCS and most probably will be ok. Enjoy SimpleSlotBlockGameGUI.lua Cross the Line 1-4 (revived).miz
  6. One of the most beloved missions during my first steps in DCS. Dear @CuteQA I don't know if you are still active in the DCS community, so I tried to refurbish your mission in order to run with the latest DCS versions. I faced some issues with tree removal from the scenery in TORBA FARP location and I enriched the mission with random groups in order to make it interesting for those that they wish to play it more than one times. I attach a version with 2 x KA50III and 2 x AH-64. PS: Don't forget to paste the SimpleSlotBlockGameGUI.lua in your C:/Users/<YOUR USERNAME>/DCS.openalpha/Scripts folder in order to enable slots activation in TORBA FARP after being captured by the RED forces. SimpleSlotBlockGameGUI.lua Cross the Line 1-4 (revived).miz
  7. I will test asap Just tested it and it works perfectly. You are faster than the light. Many thanks have a nice weekend!!!!!!!!!
  8. I tried your mission by replacing the A-10 with an F-18, I destroyed the house and I got the same message like you. The issue is that this is just an announcement and the score is not saved anywhere. In the mission, I sent you, which is exactly the same like yours (the only difference is that I added a BTR80 the a Static Helo, the playerScoreConfig, playerScoreTable, Persistence and the save menu zones), as you can see in the following screenshots, i destroyed the house and the BTR80. But although I was awarded with the BTR points (33) I didn't get any points for the house. The same occurred for the coalition Score.
  9. Dear @cfrag, I have just tested this mission and despite the fact that bangs the oKill flag and you get the relevant message, that the house is down, it doesn't give any score to the player. So, I modified the mission by adding a complete playerscore module setup. Moreover, I added a BTR-80 and a static object (Helicopter) for testing score. So, if you kill them you get points but you don't get points for the house, even if you get the message that the house is down. On the other hand, If you add in the mission blueScoreFlags trigger zone and you setup there the oKill to get 100 points, then when you destroy the house the team gets the 100 points but the player is awarded only with the points he gets from the BTR and the static helo. Moreover, I tried to add oKill to the playerScoreTable to check integration but it doesn't award any points either to the team or to the player.ODD my score (test without blueScoreFlags).miz So, I was not able to find out what is the use if you add blueScore and redScore. Cheers
  10. At first, Red/blueScoreFlags award score only to coalitions. The player that bangs the flag (destroys the target) doesn't get any points. If you remember, Red/blueScoreFlags were created to provide the mission designer with an option to award score to teams for targets that were destroyed by AI. Secondly, given the fact that OBJECT ID is not working anymore, a mission designer is able to set up score for scenery objects, only in Red/blueScoreFlags via flag usage. It will be a nice option to allow flags to be used in playerScoreTable, as well. This option will give the mission editor flexibility to allow score award to players for destroyed scenery objects. Dear @cfrag Moreover I tested the following ownedzones mission template3 ring circus Blue and Red 120 sec coundown.miz and it seems that although zones are changing hands and you get the relevant messages, the "resetting" 120sec countdown is not working anymore.
  11. Many thanks for this great update. I would like to address an issue related to the cfxObjectDestructDetector.lua, scenery objects and the way you can award score to their destruction (playerscore integration). For example the bridge that you can see in the screenshot is divided in 4 scenery objects. Although each trigger zone has deferent name (car_bridge_4line-1, 2 etc) the "NAME" attribute is exactly the same (car_bridge_4line). So if you prepare a PvP mission, due to the fact that the vast majority of the bridges are consisted of several car_bridge_4line scenery objects, it is not possible to setup bridges as targets for both coalitions (the same issue occurs for several other scenery objects), because if you use the "NAME" in the playerScoreTable to assign a score value, DML will not be able to know to which coalition will award the score (it's confirmed through extensive testing that although the Blue coalition destroys a Red Bridge the score is awarded several times to the Red Coalition). Moreover, OBJECT ID (in the past was working perfectly for both playeScoreTable and red and blue ScoreTables) it is confirmed that is working correctly only if you assign to the scenery object a Flag value "f!", to award score to coalitions via the red and blue ScoreTables. So, I didn't notice any change in DML II version related to the aforementioned subjects. The most appropriate solution IMO would be to be able to use only flag values "f!" for both playerScoreTable red and blueScoreTables. In this context, awarding score to scenery objects will be without any trouble. I don't know how difficult will be for you to implement such a change.
  12. Hello. Incremental score most probably will match you.
  13. Happy New Year Chris, Many thanks for your effort. My best wishes to you and your family.
  14. Dear Cfrag, While I was investigating the DML Recon, I wanted to ask you if you assess that it would be easy to add the following option: the detected enemy units to be depicted via F-10 marks only after a successful landing of a recce aircraft - helo in a “recceBase” zone (like it occurs with CSARBASE or scoreSafe zones). This option simulates the vast majority of the modern recce pods, as long as the recce reports are taken after landing. We could even set an attribute to specify the time needed by the recce personnel to analyse the taken pictures - video after landing. In this context, a recce mission would be simulated very realistically e.g the F-10 marks to appear 30 minutes after landing.
  15. Please add the from ground and ground hot aircrafts and helo to be read from the airbase and farp warehouse where certain conditions are met (eg when they are located inside an airbase - farp zone). Right now you can overpopulate airbases and farps by placing ground and ground hot aircraft and helo slots. They can rearm and refuel but they can’t be read by the warehouse. Consequently, any loss is not tracked by the warehouse, although the weapon that they load are tracked.
  16. It works. I have forgotten the ? at the end of message Perfect Have a nice Weekend!!!!!!!!!!!!
  17. Yes you are right. I have tested it now and it seems to work ok. The only issue is that when the 2 minutes time passes it continues to countdown and doesn't announce the winner.
  18. Many thanks. We are dealing with a Swedish Sqn (Master Arms) to fly together a Sequential Mission Campaign and we need this concept (the three zone conquer mission) to work. I hope you will fix the countdown issue. Many thanx.
  19. Well I tried to apply the new pulseFlag.lua and onStart attribute to the "3 ring circus Blue and Red.miz" and there are some issues. a. Taking in account that the ownedZonesConfig is setup for numCap=2 and numKeeps=2, the first issue has as follows: If the units that are entering a zone are grouped, then the zone is taken when the 1st unit enters the zone, even if numCap=(higher than 1). Normally the zone will have to turn blue or red only when the second unit enters the zone, as well. If the numCap=5 and numKeep=5, the zone will have to be taken when right after the 5th unit enters the zone. It seems that numKeeps is working ok. b. The two minutes countdown seems to work ok and reset for blue but it seems that it doesn't reset for the red coalition. c. When the two minutes countdown ends the clock doesn't stop and the winner is not announced as it happen in the passed. I attach you the mission and a small video to watch and I am sure that you will see what happens.3 ring circus Blue and Red DML150 pulseflag 201.miz download the video https://we.tl/t-WWSmKRZFeZ
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