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Exorcet

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  1. Exorcet's post in Vec3 for (a) dummy, still confused was marked as the answer   
    My understanding is the orientation for the object rotates with the object. The x, y, z after the p are telling you where the x axis, y axis, and z axis of the object are pointing.
     

    This is 2D and not 3D, but the p would refer to the blue lines while the x would refer to the black x orientation line and y would refer to the black y orientation line (though I think that's actually z in DCS). The x and y are vec3 because you need the three components along the global x, y, z coordinate system to define them.
  2. Exorcet's post in Ideas for COIN warfare? was marked as the answer   
    You'll probably want to practice working with triggers and flags if you haven't already. The ground AI isn't very dynamic on its own. You can make them move around and engage in various tasks to a degree with commands like Hold, or go to waypoint, or passing them tasks to shoot at points or engage certain targets.
    While this can work to an extent, it's also a bit tedious to do. My suggestion for mission building is to set up one semi complex mission with features like this and then when ever you want to make a new mission, start from the prebuilt mission with many triggers etc. That way you can save some work. You may spend a lot of time on the original mission, but hopefully not so much on subsequent ones. Pick your map wisely since we don't have an easy way to copy between maps.
    Something useful for more than COIN is learning how to set groups to spawn randomly as it makes missions more fun to replay because they become dynamic. Do this by setting multiple groups on the map with "Late Activation" checked. Then on the trigger page you can set triggers to assign a random value to a flag and then make each value of the that flag spawn a different group in the mission.
    Also a tip on the suppression idea that you mentioned. Don't use deactivate, unless you want the group to vanish forever. You can instead turn the AI off. This leaves the units in the mission and allows them to be turned back on.
  3. Exorcet's post in radio.lau for Persian Gulf mission ATC freqs for Bandar-e-jask but they exist in the Mission Editor?! was marked as the answer   
    Since the hardcoded (assuming they actually are hardcoded) values were wrong in the past, the radio.lua is probably correct.
     
    You can report map issues here:
    https://forum.dcs.world/forum/520-bugs-and-problems/
  4. Exorcet's post in Mission Editor changes mission name to 'tempMission.miz' randomly when you quit out of a mission you're working on to return to the mission editor. was marked as the answer   
    This is correct. I was going to post this when I saw the thread earlier, but I didn't see any mention of the save changes warning in the original post so I thought it might have been a different issue.
    While it's unintuitive, I can see the mission zoom setting being a save feature. I think it also changes the default F10 map position when starting a mission. That said, it can also be annoying. I'm used to it so I don't find it a big deal but disabling the temp mission feature could be a useful option. Some time ago, the ME would auto open the last played mission in a session which was something I found helpful. It would even open the mission if you had not saved it. I think that would be a nice feature to have return as an option as well.
  5. Exorcet's post in Tasking AI (wingman or other) to perform more than one task. was marked as the answer   
    I believe default tasks like SEAD override others. Don't use them unless absolutely necessary. Try Search Then Engage or similar instead and see if this works better.
    You might also want to create an end condition for the STE task so that it doesn't top the AI queue list indefinitely.
    I can't look at your mission right now, so apologies if what I said does not apply.
  6. Exorcet's post in Starting a mission with already-destroyed buildings was marked as the answer   
    There is a trigger for this specifically, Scenery Destruction Zone, it has a percent option to control how widespread destruction is:


    For fire specifically, use the Big Smoke static object, it can be turned on and off with triggers, has different sizes of fire and smoke, and moves with the wind (so they look kind of weird at zero wind because they go straight up):


    Note that each fire or smoke plume is one object. I suggest adding a few of the different sizes to the map, then copying and pasting the sizes you want around the area. Also, note that since building destruction can be randomized, fire might not line up with destroyed buildings unless you specifically destroy the buildings you want on fire, or just use 100% destroy to destroy everything in a zone.
  7. Exorcet's post in Installing Stable along side Beta? was marked as the answer   
    Yes, I've had them both installed as standard for a long time now.
  8. Exorcet's post in Unlimited ammo for ground missile was marked as the answer   
    The trucks have a black ring around them in the ME. They only resupply units within that ring.
     
    The trucks do not have to be the same group as the units they rearm.
  9. Exorcet's post in Missiles was marked as the answer   
    Yes these are surface based missiles and they do work.
  10. Exorcet's post in Last Track File? was marked as the answer   
    C:\Users\<Username>\AppData\Local\Temp\DCS
  11. Exorcet's post in Setting Up AI Escorts - Please Save My Sanity! was marked as the answer   
    You have fast jets trying to cover a slow prop plane. That's why this isn't working.
    Escort is not a good choice for AWACS cover, what Escort is for is covering packages that are moving along waypoints.
    If the defended target is stationary or orbiting, you just need to setup a CAP flight next to its orbit.
     
    You also had the escort task at WP0. Don't do this, it doesn't give the AI time to set itself up. The E-2 Also is told to fly to its final waypoint at 30,000 ft but orbit at 20,000 ft. Why the big gap in altitude? It only complicates things (and AWACS flying low doesn't make much sense).
    Again you had escort at WP0. I gave them a waypoint to form up and then pushed the escort task down the line and it seemed to work.
     
    EDIT
    I deactivated the client planes for testing by the way, so don't forget to fix them if you use the mission modification I added
     
    FA-18C - Stage 1 Rockets and Guns fix Escort 2.miz
  12. Exorcet's post in First time 'seeing' an invisible carrier was marked as the answer   
    The 70 has been removed if I recall, which probably causes issues like this in old missions.
  13. Exorcet's post in Delayed Mission Start was marked as the answer   
    Try posting the mission, it makes debugging easier.
    What time are you changing? If you change the WP0 time that will change spawn behavior. You can place units to the map and have them start later by using the "Uncontrolled" checkbox and giving them a start command.
  14. Exorcet's post in Q on FLIRs was marked as the answer   
    ATFLIR is carrier rated, used by the USN.
    LITENING is not carrier rated, used by USMC, and for roleplaying as a Spanish Hornet.
     
    LITENING was added first because it was already in the sim. ATFLIR would be considered the main pod for our Hornet.
  15. Exorcet's post in Which DCS player flown aircraft (red&blue) require a boom vs basket? was marked as the answer   
    Boom is pretty much exclusively the USAF. F-15, F-16, A-10.
  16. Exorcet's post in Do AI see/react to the new clouds? No, planned for future release TBD. was marked as the answer   
    This is planned but we have no ETA and it seems like ED is rotating priorities, so we have to wait for them to shift their attention back to weather.
  17. Exorcet's post in Effective A-A Radar Range currently, especially for Cold and Flanking targets? was marked as the answer   
    Med PRF isn't going to see very far. I usually stay Interleaved.
     

  18. Exorcet's post in AI & BVR in general was marked as the answer   
    Default tasks like "CAP" are pretty useless. You should use Search Then Engage, etc, with options.
    Another problem is that ED added some attack options to tasks by default but one of the options for air to air makes zero sense. It's the randomize missile launch range. It can force the AI to wait until WVR to fire BVR missiles.
    I asked them to fix the issue, but got no reply, maybe it would help if more people were talking about it:
     
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