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Everything posted by Druid_
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coalition.side.BLUE if I remember rightly. Useful script btw. Nice to see more people using the SSE.
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Try deleting the first task in the list at initial waypoint. It's probably says 'CAS'. If that doesn't work, attach your mission or record a track and attach to your next post and someone will take a look.
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Thanks for the comments. For a first attempt I'm happy as I am no expert. There are a few errors in there and there are things I'd do differently next time (if there is a next time). It was an interesting learning experience. Thanks. It's a great piece of music and one that I thought perfect for telling a mission story. Looking forward to SF2.
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Thanks for the feedback. Always great to hear from people , good or bad. Takes a long time to put together a miz like this. The two guys in the same flight have slightly different waypoints as they have different initial targets. Its in the brief. 1 Aircraft targets ammo dumps and other targets AD units. Of course, if you want to run this differently then thats great as not everyone will agree with my thoughts on how the mission should be executed. Ref Senaki If you take the tanker out then increase fuel in tusk flight to 8000lbs. Hopefully 1.2.3 will be released soon and this won't be necessary. Look forward to the Video!
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http://m.youtube.com/watch?v=06z0EU3dLls
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Merry Christmas all. Released !!! see first post.
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You are going to have to set and clear flags to do that CONTINUOUS -> Time Since Flag 1 is TRUE (300 secs) AND unit (pilotname) speed greater than 80 -> set flag 1 false SWITCHED CONDITION -> unit in zone (small app zone) -> set flag 1 true AND grp message (pilotname) 'welcome to XXXX approach, continue inbound' SWITCHED CONDITION -> unit in zone (airfield zone) AND unit alt < 3000 AND flag1 is false -> grp (pilotname) message 'climb above 3000ft' Note aircraft only has 5 mins after entering approach zone in which to land (change 300 secs to higher value if req'd) after which the process is reset and if he is airborne (speed > 80), leaves zone and re-enters above 3000ft he will get correct message. Also once he takes off (speed >80) he'll get the message 'climb above 3000ft'
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Currently it takes 3 GBU-10s or 3 Mk84s to kill an ammo dump. Just a thought but you might be able to soften it with a trigger explosion at mission start. Not tried it myself though so can't guarantee it will work.
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Uni-directional runway lights will only give off a halo effect in certain weather conditions e.g. Fog. So for the most part v2 would get my vote. Nice to see someone giving runway lighting some love and affection. Nice one!
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There is no lua function in the SSE that would allow you increase engine temp or force a failure at the moment. There is one possible solution but I can't guarantee it will work and it is a long shot. You could force an explosion in the vicinity of the engine by noting the posiion of the aircraft using Lua SSE and immediately using the appropriate offset force an explosion also using lua script. It will require trial and error to get the offset correct and even then it may not work as intended.
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You cannot use triggers to set a players or AI aircrafts engine on fire. The only thing you can do is, in the ME, set an engine failure after a specific time. Its the fifth icon right of the waypoint icon. There is a whole list of failures you can set there.
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You have to change the x,y,z parameters. Depending on wether you have metric or imperial set in options, the x,y,z parameters are feet or metres distance from the set to follow aircraft.
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Still being worked on. However it looks like the delay in replying is there to stay though. Not possible to change unfortunately. To optimise frame rates some tasks are split up over several seconds. JTAC takes approx 8 seconds to reply in testers build. Not too bad really. IR pointer, laser etc and several other long standing issues are being worked on.
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Yep, there appears to be a problem with Laser and IR. Reported to Dev & being worked on.
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Either 1. You have the wrong unit name selected in the 'unit in zone' or 2. You are sending the message to the wrong coalition I can assure it works fine.
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The way I scale missions is to use Once -> Unit alive (client1) and unit alt above (runway alt+10m). -> Add 1 to flag 1 Once -> Unit alive (client2) and unit alt above (runway alt+10m). -> Add 1 to flag 1 Do the above for every client. Then ... Once -> flag 1 > 0 ->. Spawn enemy gp1 Once -> flag 1 > 2 ->. Spawn enemy gp2 And so on. You could get more creative and use switched condition, unit dead plus a flag check to reduce flag 1 total too if your mission was going to be a public version and would cater for people leaving as well as joining. I.e. flag 1's total would always contain the number of clients in your miz.
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By using triggers it is possible within a mission to make the tanker orbit at different speeds depending n the aircraft he is refuelling. You would have to get creative though and have to create 2 different orbits (1 for a10s and another for f-15) and use a switch waypoint action to change between the 2. The condition to set a flag for the leave orbit and switch waypoint would have to be unit() in moving zone. Set a small zone around the tanker and you're good to go. Just make sure you don't have an a10 and a f-15 in the tanker moving zone at the same time!
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I don't think ED ever envisioned people using multiple PCs to create missions (very few have that luxury) but your observations are valid. Although it can't be too hard to make sure the settings you have on both PCs are the same surely? With regard to your load mission trigger, something similar happens with embedding sound files (and any other files also e.g. Lua). Edit the sound file after placing it in the mission trigger and the new version is not automatically included. You have to select a different sound file and then reselect the original one again. It's a limitation of the way the ME works. A possible solution would be to have a refresh or rebuild option on one of the drop down menus. However this may require additional checks and error messages if the files that are referenced are not there for some reason.
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JTACs - which ones have IR pointer besides the A-10C+TGP?
Druid_ replied to Megagoth1702's topic in DCS World 1.x (read only)
OK guys it looks like there are a few bugs that were introduced inadvertantly in 1.2.2. One of the Devs is looking into the JTAC code as well as 'possibly' adding a few ME GUI features to make its use of IR pointers/lasers etc a little easier (e.g. distance from target is a factor). so for now ... please standby.... -
Ever tried plotting something on a chart whilst flying a single seat aircraft in a combat environment? Asking for trouble. Adopt the KISS (keep It Simple Stupid) principle wherever possible.
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Missile Dynamics - A discussion
Druid_ replied to Teknetinium's topic in Lock On: Flaming Cliffs 1 & 2
Just for you Kuky, have a read of this -
Missile Dynamics - A discussion
Druid_ replied to Teknetinium's topic in Lock On: Flaming Cliffs 1 & 2
The idea is that the lock is transfered to the higher RCS of the chaff as it leaves the aircraft. By the way, as its released its travelling the same speed as the aircraft, it doesn't come to a complete stop. -
This is already the case, you cannot add additional aircraft to a 'heavy' as placed. If you add 4 fighters then change them to heavies then you are asking for a idiot check on the indecisive miz builder. Which of the four though would you have the ME remove? It reminds me of the 'place an object on a mountain peak then change it to a FARP' workaround. Much bigger things to worry about I'm afraid.
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Impossible to take off from aircraft carrier with my KA-50...
Druid_ replied to Skulleader's topic in Bugs and Problems
Helicopters moving on carriers has been reported to ED. -
I have been working on a few AI FC3 issues and some of the comments above I have already observed & mentioned. Most of my tests however have been set ME pieces with AI on AI. I observe the results and report when the AI could be improved. With so many variables of course it's very difficult to program AI to react correctly every time or unpredictably even. If you do encounter some dumb AI behaviour however, please post a trk file. I only have 1 request though... Please make it a short one & I will see what I can do. P.s. BTW some AI will exhibit different behaviour depending on their role as set in the ME.