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Everything posted by Druid_
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Let me just complain a bit about jtac and then ill be happy
Druid_ replied to maxmax's topic in User Created Missions General
an A10 AFAC wouldn't designate ground troops in a miz that I still have under development (1.1.09 broke it). I guess you could utilise the F10 radio menu "1. Request WP on enemy troops" set a moving zone on em and then mark them. Or just give them a talk on to their position. If Bluefor are pinned down they sometimes fire coloured smoke on their position and fire a different colour on the enemies position, don't know if that helps. AFAC would be best, if it worked. I do agree however that ground troops are very hard to spot from the air but I'm pretty sure they render ok (caveat: haven't checked in 1.1.09). -
Let me just complain a bit about jtac and then ill be happy
Druid_ replied to maxmax's topic in User Created Missions General
Yes it did I'm afraid. Look forward to your mission. Are you using the same callsign and frequency for all of your FACs. You can do as long as you deactivate the previous FAC before activating a new one. It will then appear to the player as if there is only one FAC. Requires a bit of timing though, but possible. -
Let me just complain a bit about jtac and then ill be happy
Druid_ replied to maxmax's topic in User Created Missions General
Funnily enough you can have the sim environment & the ME running at the same time (run the ME, then run DCS Multiplayer) so that's not a problem. At the moment, all units are placed on the Map at mission start when the ME lua library is loaded into memory. Therefore, through C++, or whatever programming language they choose, they should be able to access & modify those parts of memory in real time. In short, the position, elevation & orientation is known to DCS when running in the sim environment. Allow the Modders access to this information (quite possibly stored in an array/table/stack) and it won't be too long before we have 3D satellite view along with a great many happy miz builders. -
^^^ will only activate the SAM-11 Once. If you want it to do so repeatedly then you must do SWITCHED CONDITION UNIT IN ZONE zoneneame, player GROUP AI ON samname SWITCHED CONDITION UNIT OUTSIDE ZONE zonename player GROUP AI OFF samname It might be an idea to make the OUTSIDE ZONE trigger a larger diameter than the IN ZONE trigger. That way if he has aquired a lock and you do a quick 180 he will track you for longer.
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Let me just complain a bit about jtac and then ill be happy
Druid_ replied to maxmax's topic in User Created Missions General
Satellite view for the ME is something we've been asking for since the release of BS. Maybe one day. The ME does look like its getting more & more attention but I'd think Sat View is a major upgrade that possibly keeps falling to the bottom of the list. -
Let me just complain a bit about jtac and then ill be happy
Druid_ replied to maxmax's topic in User Created Missions General
When you are sending vehicles off-road in hilly terrrain then atm hours of testing is the only solution to seeing how they cope. It would be nice if within the ME there was a check route button which would compute the terrain inclines that the vehicle travels over and report the point at which it will get stuck. Even better would be computing the WP route on the-fly and show the route in amber where problems will occur. You can then move your WPs until they all display green (or whatever colour designated OK). Now there's devotion for you. Not sure I can handle those levels of frustration anymore. -
Let me just complain a bit about jtac and then ill be happy
Druid_ replied to maxmax's topic in User Created Missions General
I think there might be a problem when units are activated/spawned after the FAC has been activated. The programming logic might not do a continous sweep for targets throughout its lifespan. More testing required on this for SP but for MP it definately doesn't work. As for 4. If you have a convoy then I find different units travel at different speeds and exhibit different behavious resulting in the convoy acting like a drunken herd of animals. Once solution I have found with bridges is to place a WP HOLD for 20 seconds prior to the bridge (lets units ocatch up & organise themselves) and then have them cross the bridge at 10 km/h max, a good 100m after the bridge set a WP which allows them to speed up again. Also when individual units within a convoy get destroyed on a road, the remainder of the convoy exhibit a drunken coral/circling tendancy for which I have found the only solution to be to send convoys off road as much as possible & keep their numbers to a minimum. -
IIRC printscreen puts your screenies in C:WIn7/users/Name/Saved Games/DCS WH/Screenshots
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BTW the ME has Copy and Paste
Druid_ replied to Nate--IRL--'s topic in User Created Missions General
Bloomin marvellous, thanks for the info Nate. (Any chance the patch 09 official update info could be ummml .... updated with this kind of valuable info?). Cheers D_ -
IIRC clipmaps require textures to be loaded from Disk into system memory then transfered to GPU texture memory. Could well be a few who will suffer frame rate loss from disk access and CPU system memory caching. Unless of course DX11 takes care of all of this by using low utilisation cores/threads? Either way, I have an eye out for upcoming SSDs. Looking forward to more realistic hiDef terrain thats for sure.
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Not at all, I have the advantage of tinkering with the mission editor for some time now. A lot of it is trial and error. Change this, change that & try again. May I suggest that maybe you download a few other peoples missions (avoid Speeds) and open them up in the Mission Editor and look at whats happening. Its not easy to read someone elses missions but you never know you might pick up an idea or two as well as answer some future questions/problems. Thats how I started... As always glad to help out a fellow miz builder, let me know how you get on with the above fixes.
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OK. Sorry busy doing other stuff at same time, got it working. I can't post the miz for you as I have not got patch 1.1.09 installed besides its best you learn by doing it yourself. At Waypoint 0 you need to set a speed other than zero, I changed it to 90. I also changed the altitude at WP 0 to 200. Then change orbit type to circle (its currently race-track) and increase orbit altitude to 100ft. That should work fine.
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on orbit click on STOP CONDITION. tick the is user flag box and place a 1 in the is user flag number box, place another tick after the number for true. Change your first trigger condition to TIME MORE 30 to test it properly (Apache should orbit for 30 secs) should work
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Not quite sure what you mean, you want them to leave the hold and then head off in the direction of the destroyed unit? If so you will first need to set an orbit at the waypoint where you want your apache to hold & tick the box flag number in the stop condition of the orbit. In your triggers you can then set that same flag number to true when the unit is destroyed. Thats the easy part. If you want them to head off to any destroyed units then you are going to have to create multiple waypoints over all of the units you want the apache to cover. Then at the waypoint after the orbit you will have to set multiple switch waypoint commands based on a bunch of different flags in the switch waypoint start condition. These flags must be set in your trigger section by ONCE UNIT DEAD a FLAG TRUE 5, ONCE UNIT DEAD b FLAG TRUE 6 and so on.
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Not any more
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+1 on Speeds requests plus lua functions that allow us to 1) Mod ATC comms 2) Manipulate Radio Menus e.g. change Loadout Menu to restrict weapons available for mission 3) Use existing ingame comms. (saves recording our own & reduces miz filesize). 4) Have the ability to pop menus & select items as in patch 1.1.08 using RadioCommandDialogsPanel.setShowMenu(true) RadioCommandDialogsPanel.selectMenuItem(10) 5) A lua guide with a complete explanation of all functions. I believe Святой is working on this but thought I'd add it anyway. appreciate ED being open to suggestions in this little touched upon area of DCS.
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^ this is what I have seen also. However, whats more unusual is the ability for a Humvee on the move to continuously mark targets over 1k away with WP. Don't quite know how they manage that.
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ONCE ... GROUP DEAD groupname GROUP RESUME nameofgroupthatisholding
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Fortunately for me I didn't delve too deeply as I was worried by the numerous changes that took place with each patch. Once we are in a stable position with regard to development I will start delving. trigger.setUserFlag() was a big one for me along with some io handling (I worked on the ability to LOAD & SAVE a mission I built) which if they could restrict to a certain folder would be great. Others have delved a lot deeper and I cannot comment on any other functions I'm afraid but I'm sure they will be in touch.
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Yep understand what you are saying there. However, mentioning only the positive in patch notes only is counterproductive imho. As for the bitching, whats the difference between bitching prior to release and post patch release? None as far as I can see other than maybe, just maybe some clever community member might pick up on a mistake or even offer an alternative or two resulting in less post release problems which can only be a good thing. Somewhere between 50-80% of multiplayer missions (can't comment on SP but I know for one most of mine) are screwed by this patch, I would have been nice to have had a little more officially in the way of feedback as a result. Having said all of the above of course, and after a whole week has gone by once again Well its been a week and nothing new or official from ED on any of this, unless of course I missed it? Just so its in black&white in this thread & until a Moderator starts a new forum topic (e.g. Community Development) for modders & Lua users .. Can we have Print(), os.Time(), & trigger.setUserFlag() back along with all other non security problematic os/io functions please. A solution to long-term file handling in the new scripting environment would also be appreciated.
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Use triggers ONCE whateverdescription TIME MORE THAN timeInSeconds MESSAGE TO ALL yourMessage e.g. HAWG11 target assignment: Ammo Dump at LatLong etc... 'TIME MORE THAN' is a condition which you can change to anyhting of your choosing e.g. GROUP DEAD firstTaskGroup
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post removed as no longer accurate