Jump to content

Habu23

Members
  • Posts

    155
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Habu23

  1. Op. Bactria v2.0 will load with DCS World and I'm pretty sure Hawg and Pig flights (4-ships) will work okay, but audio files will not play in 1.2.0 and the JTAC recognition for Boar flight is rather unreliable. Once these issues can be fixed or worked around in DCS World I will be sure to announce its compatibility. Habu
  2. Yes i'll make one very shortly. Habu
  3. Operation Bactria v2.0 Released! Download Link, v2.0 Compatible with DCS: A-10C v1.1.1.1. I plan to make this mission compatible with DCS: World once some bugs in the current build are worked out. Changelog: **New Content** - Op. Bactria is now a COOP10 with the addition of a new 2-ship, Boar flight, that has its own randomized tasking. Boar tasks include interaction with the in-game JTAC's either on the ground or in the air via Predator drones. - Tankers have been added near the IP's of all flights. - The single Mk.82 has been replaced by a GBU-38. - All flights now feature the livery of their respective squadrons according to the briefing map. **Fixes** - All taskings that utilize smoke for visual identification have been altered to insure roughly 15 minutes of continuous smoke. No more losing the position of the enemy after four minutes. - Weather and clouds have been altered to simulate the 20,000 ft. peaks of the Pamirs and Hindu Kush. Clouds will hover just above mountain peaks and the temperature becomes negative at around 11,000 ft. - The immortal bug for Hawg 11 has been fixed. - Many taskings have been altered slightly to allow better gameplay. Screenshots Updated Briefing Map Hawg/Pig Loadout Tusk Flight Loadout Tanking New Tasking Enjoy! Habu
  4. Hi Chicki, Thanks for bringing the dead link to my attention. I am about a week away from releasing Version 2.0 of Op. Bactria that adds new content and fixes many bugs from v1.0. I will also release a single player adaptation to Bactria 2.0. I think it will be most rewarding if you wait until this new version! I intended to release v1.5 instantly as a patch to fix the v1.0 bugs, but I thought it would be appropriate to reward everyone with new content! Bactria v2.0 will be directed towards DCS-A-10C v1.1.1.1 as DCS: World has broken most of the functionality of the mission. Habu
  5. Same issue, only I am worried about my mission :( http://forums.eagle.ru/showthread.php?p=1501211#post1501211 Habu
  6. Hello, I noticed that sound files activated by triggers in 1.2.0 will not play for some reason. I released a mission, Op. Bactria, that utilizes dozens of .ogg files as part of the mission. Is this a known bug, a part of the new mission editor that I am missing, or a simple setting that is turned off? Help regarding this matter will be appreciated as I intend to release a large update to this mission. I noticed that the audio files that use to play in the instant action missions are muted as well. This question is in the context of "Fixed radio and trigger audio" as found in the DCS World 1.2.0 changelog. Habu
  7. Single Player Unofficial Release: Make sure to click "Download This File" and not the other links. http://www.filedropper.com/operationbactriaspv1 Important: The default playable flight is Hawg. To fly Pig flight in singleplayer, simply open the mission up in the editor, find Pig11 (Pig lead), and set his skill to "Player". This is Operation Bactria v1.0 edited for use in single player. I also included a fix for the immortal bug found by ralgha. Because this mission was built and designed for multiplayer, I cannot guarantee that the AI will be suitable replacements for human pilots. Thanks for being patient. Habu
  8. @blackpulpit: All you need to do is fly to the IP to activate tasking (via trigger). It is important to note that you must get within a few miles of the IP and you do not need to use F10 radio commands. Once you finish a task completely, fly back to the IP until AWACS offers you new tasking. With the messages and voiceovers, it should be very clear when a tasking is complete and what to do. @Everyone: I am presently traveling and am away from my main computer, so I will not be able to update the mission according to suggestions and bug reports for a few weeks. Please know that I am very thankful for your comments and that I plan to act upon them when I return home. I made an unofficial single player version of Operation Bactria that I will release shortly. Habu
  9. @ralgha: great find. That was certainly a leftover from my testing phase. I will be sure to address this issue promptly. @dejjvid: Thanks for your comments. Unfortunately only the host has access to the F10 radio commands in multiplayer. I will shortly release a patch that fixes that issue as well as establishes rearming bases. I am away from my main computer so it will take some time. Habu
  10. I will make a single player version shortly for an unofficial release. Habu
  11. @Ralgha, thanks for the coordinates. Is there any chance that you received this multi-comm tasking after completing the CSAR scenario in Hawg flight. I experienced multi-comms during testing with this task. I thought I fixed it, but there is a chance it was not properly addressed. If this is the case, please let me know so I can look into it again for a future release. Habu
  12. Thanks for all your comments. I will definitely think about integrating your ideas for future versions. @Ralgha- The mission is setup so that if you fly through a certain zone, it shouldn't affect tasking. Can you tell me which flight you were in to debug the issue of multiple tasking coming up? The aircraft are not set on immortal, so it may be a local issue for you or possibly some type of network lag, but I believe its probably the first one. @Danguard- The mission has an F10 radio function to tell AWACS to RTB if you need to rearm. I do like the idea of having a base close enough for the purpose of reloading. I designed this mission to support a minimum of four pilots for our events, where we get between 4-8 pilots for DCS. Due to this, I have never really considered the issues that might come up for 1-2 pilot play-throughs with less collective ordnance. Habu
  13. Hi Danguard, Thanks for your feedback and bringing this to my attention. It it is a combined limitation with the mission as well as the game as a whole. My mission doesn't regenerate deployed smoke for long periods of time in case of a shoot down or prolonged engagement. In addition, AI soldiers will stop firing their weapons after a certain point, making it impossible to follow their tracers. The enemy was likely there, but nearly impossible to see due to the foilage and the lack of firing. In a future version I will establish a system where smoke will be deployed for a long time in each tasking, possibly 10 minutes, to insure that players have a target after several minutes when the AI stop firing. Habu
  14. Thank you all for your kind words and comments. I am happy that you are enjoying the mission. @Danguard. I appreciate you bringing up a possible bug or issue. Could you be a little more specific about the problem you faced? Identify if you were in Hawg or Pig flight, describe the task given to you, and tell me where in the task it went wrong. I then will be able to help you and possibly patch the mission to fix this problem. It is likely that you might have misinterpreted a task and did not finish it properly. Thank you! Habu
  15. I occasionally experienced a dropout of recorded audio comms as I was testing my Operation Bactria. Habu
  16. @Druid Which tasks are you referring to? There are only 3 tasks among 12 where you are asked to kill every unit to make way for chopper landings. These tasks are mainly concerned with vehicles. Every CAS intensive task that deals with infantry utilizes the triggers you are talking about to insure that players don't have to search for one infantry unit. For the tasking you are referring to with the HVT in the house, your primary mission is to eliminate his compound. You are not expected to eliminate the air defenses unless they threaten the safety of your flight: "The target is a small building with two Ural trucks parked outside. Remember, your primary mission is to eliminate this target. You are authorized to engage air defenses if they pose a threat to your flight." During the testing phase, some of my fellow pilots were unsure of this task until I redid it with the above message. If there is more feedback on this issue from other players, I will make sure to address it for a future version. Thanks for your input. Try out Pig Flight next time! Habu
  17. Download link updated to direct towards DCS download page. I apologize for all those vague links on the filedropper website! http://files.digitalcombatsimulator.com/en/201633/ Habu
  18. Hi Blackpulpit, I will upload the mission file to the Download section of the ED website later today. Make sure to press "Download this File". I apologize for this inconvenience. Habu
  19. Operation Bactria, COOP14, Afghanistan-style CAS DOWNLOAD LINK v3.2 Release Notes v3.0 /3.2 - Inspired by early 2000's and contemporary Afghanistan conflict - A mission striving for pure realism with regards to tasking and loadout. - Mountain Combat - Completely randomized tasking. - Modular design allowing for more tasking in future versions. - 283 triggers, 171 custom voice recordings, excellent FPS. - Compatible with DCS: World v1.2.3 - Multiplayer, COOP 14 players ****RELEASE HISTORY**** v3.0 - Addition of 4 ship Tusk flight to make the mission a COOP14. Drastic gameplay improvements and bug fixes. v2.0 - Addition of new content to make the mission a COOP10 with a new 2 ship. General bug fixes and enhancements. v1.0 - First Release C3k-84ST1YA ***Task*** Hawg, Pig, Boar, and Tusk flights will proceed to IP Banks, IP Adder, IP Dodge and IP Mazda respectively, where they will receive on-call tasking from AWACS. Once tasking is complete, AWACS will order each flight back to their IP's and generate new, randomized tasking. AWACS will indicate when a flight's station time is complete. Each flight will fly in a geographically distinct area and is not connected with the other in communication or organization. ***Mission Background*** This mission seeks to replicate the nature of A-10 sorties in Operation Enduring Freedom, Afghanistan. While the combatants and tasking are not direct references to real life engagements, many of the taskings in this mission were inspired by real life events (Battle of Takur Ghar, Battle of Wanat). The enemy will sometimes exist in a more conventional form as the Taliban existed during the 2001 invasion, comprised of armor and moderate air defenses. Other times, the enemy will consist as insurgents who ambush NATO forces in an unconventional manner. The taskings I created range from on call CAS in support of infantry or convoys, static strikes of caves or buildings, as well as assisting conventional and special forces. The Caucuses were used to emulate the Hindu Kush, Pamir, and Arma mountain ranges of Afghanistan. The loadouts for both flights were carefully chosen to adhere to realism as well as maintain gameplay. Pilots must use their ordnance in moderation. The loadouts were picked and setup according to real life research and photos. Combined with fuel, aircraft weight is roughly 88-90% of maximum weight allowing for excellent maneuverability at altitude. Pilots will rely heavily on their gun in CAS oriented taskings and can utilize precision guided munitions for more conventional missions. Credits: Everyone that assisted me in this thread. Voice acting: Fluffer, www.unitedoperations.net Krause, www.unitedoperations.net Mongo, www.unitedoperations.net Fluffer, www.unitedoperations.net Impulse9, www.unitedoperations.net Boondocksaint, www.unitedoperations.net WA Lancer, www.unitedoperations.net The Enemy in its Various Forms: Various Scenarios: Snatch and Grab CSAR Convoy Protection AFACs and JTACs Tanking Support Hope you enjoy! Questions, constructive feedback, or requests are welcome. Habu23
  20. Hello all, I have a question regarding the "Add Radio Action" in the editor. According to the manual, this function does not work in multiplayer. I have tested radio actions in mutliplayer by using this action and I can confirm that it does not work. However, I have flown in various mission where radio actions are present in multiplayer? How did the mission-maker accomplish this? Any ideas on how to make radio actions work in multiplayer? Thanks, Habu
  21. Hello all, I am attempting to build a mission where friendly ground units fire on a group of enemy infantry to create the effect of a large shootout. In order to prevent the enemy infantry from being killed by the ground units before A-10C's can engage them, I have experimented with the immortal command and have failed to fix this problem. I have also attempted the "Fire At Point" and "ROE: Weapons Hold" to get the friendly ground units to intentionally miss the enemy infantry, but instead they kill them almost instantly and way before I get a chance to engage them with my A-10C. Ideally, is there a way or method where enemy infantry are immortal to friendly AI ground units but vulnerable to the weapons of a player controlled A-10C? Any help is appreciated. Habu
  22. What you can do is place infantry men on the runway or near airport buildings as "proxies". Make some triggers where if an infantry unit is damaged or destroyed (if one of these units are damaged or destroyed, the building or object right next to it will likely be as well) it sets a condition as you wish. This is not an ideal measure at all but it will work. A bomb that is dropped on the runway or airport building (and hence the infantry unit) will register that portion of the airport as destroyed. Habu
  23. Yes the "zones" were simply placed to test the framework. It was the only way I could think of testing it with my knowledge of mathematical logic hah. In real missions the end conditions would be a lot more elaborate "group destroyed, flag X, flag y, etc.)" so end conditions cannot be prematurely activated. Good notice, however. Habu
  24. @Weta43: I see what you are saying. Its more efficient to make the trigger "If Flag 1 = value 1" then "If flag 1 is greater than 0 and less than 2". It will probably lead to overall greater performance @Bushmanni Flags 100 through 1000 are the end task variables. I made it so that a task can only be selected if its "end task variable, 100, 200, 300, etc." is not defined for its given task. Simply defining any of these end task variables will permanently remove that task from the play-through. Is this what you were recommending or am I mistaken? Habu
  25. Attached is a working mission template that randomly picks one of 10 tasks. When this task is completed, it randomly selects another task without repeating until all tasks have been completed. To switch tasks, simply set one of the "end flags" as true. Habu Random_TriggerTask_Framework.miz
×
×
  • Create New...