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  1. I am trying to learn the Hornet and using Overkill's videos to guide me along. In the referenced video below, at 10:03, he opens the radio and creates aircraft as targets during the mission itself. Can someone point me to how this is done? Thank you. https://www.youtube.com/watch?v=08MLqgsg3sY
  2. hello i am trying to create zone capturing system using mist mist.flagFunc.units_in_zones{ units = {'[blue][vehicle]'}, zones = {'Zone1'}, flag = 7, req_num = 4, } essentially i want a zone to be captured when at least 4 units are present in the zone.The zone should become neutral when less than 4 units are present.Currently with the above code the script only runs once(4 units are entering a zone,flag 7 becomes true and a message is shown but when the conditions are no longer met flag 7 doesnt become false and the appropriate message is not shown) finally i would like this to be functional for multiple swithes of the ownership of a zone.
  3. OPERATION DESERT KNIFE | 2.0 UPDATE SHORT REMINDER: Original Name of this Mission was Operation Desert Storm but it got "rebranded" to Op. Desert Knife __________________________________________________________ Singleplayer - YES Multiplayer - YES COOP - YES Each other - YES Against each other - YES __________________________________________________________ Syria Map - Required Carrier Module - Highly Recommended Tf-51 / Is Free & should be Pre Installed Gray Shark Skin - Recommended 16-32 GB Ram - Recommended Hello and welcome to the information sheet for the 2.0 Update of Operation Desert Knife! Russia and Germany are tired of the American sanctions! The conflict is being fought in Syria! The Russian position in Hatay is currently under fire and Incirlik and Adana were successfully bombed by American B1 bombers and captured the B1 are on their return flight to the American base Al Hajar! ___________________________________________________________________________________________________________________________________ Will Russia and Germany retake Al Assad and bring the Americans to their knees and thus retake Incirlik and Adana? or Will the Americans take the last base called Hatay from Russia and Germany and win the RussGER USA conflict? _______________________________________________________________________________________________________________________________ Balance of power RussGER coalition | UNITED STATES: RUSSIA | GERMANY, 4 Su 33 | 1 Mig29 | 1 SAM position | 5 Soldiers | 4 Tanks | 1 AA _______________________________________________________________________________________________________ Eligible Russian Jets: 2 Su 33 | 1 MIG 29 | 1 Su 27 | Su25T | Eligible Russian Helicopters: 1 Hind | 1 Ka50 _______________________________________________________________________________________________________ Recruit, choose your role! Su 33, Su 33, Su 27, Su25T, Hind, Ka50 or Mig 29! Then immediately go to the quadrant assigned to you! __________________________________________________________________ Win Condition [JETS]: Destroy: 2 F14 | 2 F5 -> Then Land __________________________________________________________________ Win Condition [HELICOPTERS]: Destroy: 3 Bradleys | 7 Soldiers | 2 Apaches _______________________________________________________________________________________________________ AMERICA, 2 F14B | 2 F5 | 1 F14A | 1 SAM position | 7 Soldiers | 3 Tanks | 2 Apaches _______________________________________________________________________________________________________ Eligible US Jets: 1 F14-A | 1 F14-B | 1 F16 | 1 F18 | 1 A-10C | Eligible US Helicopters: 1 Apache | 1 Huey _______________________________________________________________________________________________________ Recruit, choose your role! F14-A, F14-B, F18, F16, A-10C, Huey or Apache! Then immediately go to the quadrant assigned to you! (BA41) __________________________________________________________________ Win Condition [JETS]: Destroy: 5 Su33 | 1 Mig29 -> Then Land __________________________________________________________________ Win Condition [HELICOPTERS]: Destroy: 1 Anti Air Vehicle | 5 Soldiers | 4 RUS-Tanks _______________________________________________________________________________________________________ Alternatively, there will be an airshow in Palmyra! __________________________________________________________________ Selectable aircraft at the airshow: 1 BF-109 | 1 Mig29 | 1 Spitfire | 1 TF-51 | 1 AV-8B ____________________________________________________________________________________________________________________________________________________________ What is NEW in Version 2.0? HELICOPTERS! (Hind, Huey, Ka-50, (Apache* when it comes out)) -F16 HARM fixed (dcs update caused trouble in 1.0) -2 new unique Tasks for Helicopters (US & RUS) -New Briefing Pictures for Helicopters, A10 and the Frogfoot Jet -Death sounds added for the Helicopters -Reworked the flares for orientation -Translation Issues fixed -Su33 Grayshark skin not showing up when installed fixed -Russian Carrier is closer to the Operation Area (distance is now more equal to the US distance to OP Area) -Changed Time to 5:58 ____________________________________________________________________________________________________________________________________________________________ I Finally have COMPLETELY renamed the Operation from Operation Desert Storm to Operation Desert Knife, because this Mission has nothing to do with Operation Desert Storm. ____________________________________________________________________________________________________________________________________________________________ ENJOY OPERATION DESERT KNIFE 2.0! ( https://www.digitalcombatsimulator.com/de/files/3316674/ ) (what is planned for 3.0?) -Apache, Eurofighter and Tasks for them
  4. Is there any way I could set custom spawn points on the carriers in the same manor you can set "ground" spawns with jets and helicopters and place them on flat pieces of ground? It would save so much headache with struggling to get my squad mates spawned in nice and cleanly during our missions. I'm somewhat familiar with LUA so if it is possible with that, I am open to that solution as well! thanks!
  5. I would like to suggest for some view-related settings that I mark in this binary options script, this should also be included in the Mission Editor section of Mission Options so that it can facilitate mission creator. so there is no need to open the options script in the .miz file. It's like replacing the coalition before, it seems likely to be incorporated into the next update. Thank you.
  6. Hi everyone, In the future, would it be possible to expand the icons displayed in the mission editor and F10 map? Currently we have 2 icon styles available, NATO and Russian. Personally, I'd like to request another symbol set be included, and that's NTDS symbology (for air and naval units) and NATO APP-6A (or later) for ground units. One limitation of the current NATO symbology, is that it doesn't have direction information present, so when the game is paused, you can only find direction by clicking on a unit and reading the heading from the information table. See the spoiler below for a full legend: Where NTDS falls over on though is classifying ground units, so if NTDS would be considered, it should be used for naval and airborne units exclusively, with ground units classified under NATO APP-6A symbology (or later). Regarding the NATO symbology though, DCS typically gets symbols correct (but not always, I'll go through them all and report them), however, introduced in APP-6A, is an affiliation indication, which is done by symbol shape, and colour (currently DCS does colour, but not shape). For ground units: A blue rectangle is used to denote units that are friendly A red square at a 45° is used to denote units that are hostile A green square is used to denote units that are neutral A yellow quatrefoil is used to denote units that are unknown Another thing DCS does, is that it uses hostile symbology for REDFOR and friendly symbology for BLUFOR. Personally, I think it would be better (and more accurate) if it uses friendly symbology for units that belong to a certain side, and hostile symbology for units belonging to the side that's hostile to said side. Even better would be coalition specific symbology, even if it was NATO for BLUFOR and Russian for REDFOR (though personally, we need a drastically different coalition system that's more flexible, which I might make a separate wishlist thread about, though a similar thing has been requested before). One thing that I did mention here, is the usage of icons per unit, and icons per group. When sufficiently zoomed out, units belonging to a group should use an icon appropriate for the group (even if user defined), positioned over the average position of all the units in the group, instead of having an icon for each individual unit, which when zoomed out, end up cluttered and stacked on top of each other. When zoomed in however, such that icons are sufficiently spaced apart, they should switch to individual icons (like we have now). When clicked on the group icon, it should show a small list of units to be selected, organised the same way as the group. The only other thing I'll mention is airfield icons, would it be possible to change these to the kind of icons seen on aeronautical charts? Filled circle with runway layout for an airfield with hard-surfaced runways 1500 - 8069 ft Unfilled circle with a coloured border for airfields without any hard-surfaced runways Runway layout with a thick coloured border for airfields with at least one runway that is longer than 8069 ft Blue used to denote airfields that have a control tower Magenta used to denote airflields that don't have a control tower
  7. I can't see the H-6J in the mission editor in any map, but can see it in the encyclopedia and in missions built by others. I have tried both short and long repair, as well as deleting the China asset pack folder and repairing so it downloads again. I am running the current open beta. Since others can make missions with it, I assume this is operator error. What am I missing?
  8. When using the payload restriction feature(btw great feature guys) I noticed it takes a lot of time to find specific weapon. What if there was a search bar to make finding specific weapons easier.
  9. If you build a mission with multiple flyable client aircraft it would great to see them as static aircraft if not taken by a player. At least for aircraft that are set to ground or ramp start. Maybe as an option. Would make the airfield look more populated.
  10. I would just want the lua coding window in ME to be bigger. It would make working with lua much easier.
  11. There's been plenty of times where I join a random server and stumble upon there only being hot start slots, with optionally some cold start slots far far away from the AO. Hotstarts are immensely immersion-breaking for me and take away a great part of the experience of using DCS, namely going through the whole startup sequence. First shutting down a hotstarted aircraft is not an option, imho. To alleviate this issue and that of mission makers having to add two slots to accommodate for those wanting cold starts and those wanting hot starts, I'd like to propose to allow the user to decide whether ramp/ground starts (Takeoff from ramp, Takeoff from parking hot, Takeoff from ground, Takeoff from ground hot) are hot or cold. Essentially merging the types leaving us with Takeoff from ramp and Takeoff from ground. I'd imagine one way of allowing a user to decide would be to show a checkbox or combobox for ramp start slots which allows the user to select which type they'd like. Naturally, startup types should still be enforceable for mission makers and to preserve backcompat with older missions.
  12. You can enable EPLRS in the advanced waypoint setting for every unit but I would like to know what excatly EPLRS is and what it does in DCS. The DCS manual only says that EPLRS Set the unit's position datalink on/off. So do I have to activate it for every plane in DCS so that players are able to use their datalink in multiplayer missions ?
  13. Hello there, Here is the idea, could it be possible to have an option to manage airports as a kind of FARP. Let me explain. How do a FARP work ? You can have unlimited supply on it, it will not Rearm, Refuel or Repair yourself as long as you don't have a truck to bring you supplies. If you have close to the FARP a fuel truck, the FARP will provide you FUEL. If you have close to the FARP an ammo truck, the FARP will provide you AMMO. Improvement Idea So could it be possible to have an option to activate something similar to this mechanics on airports. For example : You have an airport with unlimited supply on it but it doesn't rearm or refuel you unless you have an Ammo truck and/or a Fuel truck inside of the capture zone of the airport. What's the purpose of doing this ? - It will let the ability to the mission maker whenever he wants to allow or not rearming or refueling on an defined airport. (using late activation truck) - It can improve realism because Fuel or Ammo need to be carried to the aircraft. ("using a truck for example (joke ;D)") - It can become high value target to find and destroy the enemy Ammo/Fuel truck in order to limit the rearming/refueling opponent's capabilities. - This idea is not interfering with the warehouse system already present in game. Finally I recommand to have an option to be able to activate this features to avoid Mission makers to be lost with a new system that they don't understand. Thank you all for taking the time to read this topic. Best Regards Wolf4Pm.
  14. Hi. I'm trying to learn some mission scripting. I'm currently trying to write a function that will update groups' routes dynamically, for things like a formation of ships or CAP over a moving carrier. Please could someone confirm the following assumptions I've made based on testing and the docs: 1. There is no way to access current tasks for a Controller, and therefore no way to update waypoint locations not stored in script. 2. A sensible way (in terms of ease, precision, and resources) to create dynamic routes is to have three waypoints: [1] current location, [2] predicted target position for one minute from now, [3] predicted target position for two minutes from now, with a waypoint WrappedAction at [2] that calls the function again ([3] being only included for smoother turns). My current attempt at this produces a crash every time, with no scripting error in the log. I know it's something silly that I've missed, but the CtD with nothing logged makes normal debugging harder. I also have the following unsolved questions about mission tasks that may or may not be contributing to the problem: 3. What is the reference point for waypoint ETA vales in LUA? 4. Do ongoing tasks and options (e.g. RoE and CAP) need to be cancelled if not intended in the new mission task, or reapplied if they are? 5. Does the group's current waypoint index need resetting after setting a new mission task? Apologies that I can't answer these through testing, but I'm fed up with the long CtD cycle. test.miz waypoints.lua
  15. Using a continuous statement that is running "group stop" on a SA-6 site to prevent the site from being moved in multiplayer. The statement fires continuously(using a signal flare as visual indication) but the waypoints given by a tac commander are followed, the group will not halt. This does not quite seem like intended behaviour by the action. could someone clarify the method and possibly a solution for the desired result of making unit controllable but immovable? EDIT: achieved goal using the AI SET TASK option and adding a task for "halt". Intended behaviour still seems off
  16. Disregard (or delete). Correction. Used "Takeoff from ground" and just realized this is a free placement tool (I think). I need to move it. Crammed between buildings. Tested F-86 and P-51. Same. Suffice to say, damaged on spawn (it's a cold spawn, so no engine-on-run-away).
  17. So I'm an individual that plays almost exclusively single-player. I have horrific anxiety on Multiplayer games so needless to say the Mission Editor and I are very intimate. With version prior to 2.7, controlling the weather was pretty straight forward. Wind direction, cloud density, cloud elevation and thickness, Rain/Snow/Temperature... with 2.7's system you either use one of the presets (Broken 1-7, Overcast 1-3 etc.) but you are no longer able to fine-tune the weather patterns you want. I've tried applying a preset and then switching back to the pre-2.7 system (IE: Change preset to 'Nothing' and you'll get the old weather system). The old weather system only partially exists because the cloud-settings you're choosing under 'Nothing' apply t o clouds that aren't there. 'Nothing' = Null, so no matter what I can't put in weather effects that I want. Currently my only option is to choose one of the pre-set cloud or weather conditions, or enter in my own temp/density/precipitation on a map that won't spawn clouds. I see tons of posts about issues with the new cloud system (Rain drops on the canopy seems to be the biggest one which has already been reported) but I haven't found one addressing the Mission Editor's limitation. Any input the community or ED has would be awesome (Maybe I'm just missing something). Cheers.
  18. Here are some log lines showing player "xvii-Dietrich" in an FW190 bombing a map building. The building is destroyed. The bomb blast also damages the FW 190. Please note that the Target ID number is missing for the statics and buildings. This is evident in the lines where you see "target=" 2021-04-21 08:52:43.086 INFO Scripting: event:targetPilotName=xvii-Dietrich,type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=FW-190A8,t=777.59,initiatorMissionID=19699,targetMissionID=19699, 2021-04-21 08:52:43.211 INFO Scripting: event:type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, 2021-04-21 08:52:43.211 INFO Scripting: event:t=777.715,type=dead,initiatorMissionID=, 2021-04-21 08:52:43.212 INFO Scripting: event:type=kill,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, I will break this down a little more: 1. In the following line you can see the the bomb blast hits the FW190. The Target ID is correct (see green text) 2021-04-21 08:52:43.086 INFO Scripting: event:targetPilotName=xvii-Dietrich,type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=FW-190A8,t=777.59,initiatorMissionID=19699,targetMissionID=19699, 2. In the following line, you can see where the building hit is logged, however the objects ID / type is not known (text is red): 2021-04-21 08:52:43.211 INFO Scripting: event:type=hit,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, 3. In this line you can see where the building is destroyed (killed). once again the objects ID / type is not known (text is red): 2021-04-21 08:52:43.212 INFO Scripting: event:type=kill,initiatorPilotName=xvii-Dietrich,weapon=SC 500 J,target=,t=777.715,initiatorMissionID=19699,targetMissionID=, Having these details properly recorded in the logs is critical for many servers which collect and display statistical information for their players.
  19. Hi, DCS 2.7 I cant seem to select ground vehicles for Insurgents faction in the ME. I can choose only 3 infantry units. This is strange as I could previously. Not sure if this is a 2.7 issue or not? Can anyone help? Cheers Steve
  20. Problem : F-16c on red side not appearing in same group , It appears for 2-3 second for leads and then same group flights get into green , Only problem is HOT AIR start Red side only F-16c same group ( Not appear as blue ) No problem with AI flight Only problem is in Multiplayer Expected behaviour : F-16c should appear on same group I have attached mission and single player trackfile and multiplayer trackfile SP.trk MP.trk Training-v12.2.miz
  21. How do I turn smoke pods for AI aircraft on with triggers?
  22. OPERATION DESERT KNIFE | FICTIONAL | INFORMATION LETTER SHORT REMINDER: Original Name of this Mission was Operation Desert Storm but it got "rebranded" to Op. Desert Knife __________________________________________________________ Singleplayer - YES Multiplayer - YES COOP - YES Each other - YES Against each other - YES __________________________________________________________ Syria Map - Required Carrier Module - Highly Recommended Tf-51 / Is Free & should be Pre Installed Gray Shark Skin - Recommended 16-32 GB Ram - Recommended Hello and welcome to the information sheet on the mission "Operation Desert Knife" Operation Desert Knife is a dynamic mission that means there are multiple possible endings! You can play Operation Desert Knife alone, in co-op or against each other! There are no limits! The main goal in Operation Desert Knife is to take out the enemy aircraft (AI) and then land! Whoever manages this first, decides the victory for his faction! If one faction wins, the other faction loses! Again, you can fight the AI with a friend and then land. Or you can fight the enemy AI on your own while your friend / enemy has to do the same against you! The first to turn off all targets wins! You can of course do 2v2 1v2 and so on, no limits! The location is on the new Syria map and starts at sunrise! Now you are setup for my first Dynamic Mission and I really hope you will enjoy it! I have also added a Airshow! So you can train with oldschool aircraft like the TF51 or BF109! (please keep in mind that this mission does not try to be realistic at all! Its a 100% Generic Fun Mission, something you just wanna throw on without thinking to much and just testing out the latest stuff of DCS!) OPERATION DESERT KNIFE CONTENT - 2 rival factions, each with 4 selectable airmen - Real radio messages from the political groups: USA & RUSSIA - Different endings possible (Dynamic Mission) - Audio announcements if a team member has died or an enemy player has been eliminated. - Audio announcements if an enemy is sighted inside of your Political area & warning if you are in an enemys Political area. - The latest carriers are available for both factions! - SAM targets available for both factions (A-10II, SU25T - to counter SAM site) - Mission briefing for each Faction! - RAM friendly, despawning of cinematic aircrafts (aircrafts that only spawn to look cool), carrier and assets only spawn when needed (if you spawn inside a f14 the carrier will spawn for example (same for russian carrier and cinematic aircraft) So Assets which are just dont needed wont load! - Many many IF conditions for a balanced game flow - Self-made mission pictures so that you know what your task is! (dont expect picasso art ) - Airshow (Ram friendly, if you spawn inside of an neutral aircraft, everything that is related with the Operation Desert Storm Mission will despawn so you save Ram and can press F2 without seeing any other aircraft rather then yours! REAL ATC AUDIO RECORDINGS For an immersive feeling! Russian and American Voices! Alerts and kill confirmation Voice! Source: YOUTUBE! SELECTABLE AIRCRAFT RUSSIA: - Su 33 (on Carrier) - Su 33 (on Carrier) - Mig 29 (on Airbase) - Su25T (on Airbase) - Su27 (on Airbase) SELECTABLE AIRCRAFT USA: - F14 B (on Carrier) - F18 (on Carrier) - F16 (on Airbase) - F14 A (on Airbase) - A10II (on Airbase) ------------------------------------------------------------------ SELECTABLE AIRCRAFT NEUTRAL (AIRSHOW): - BF109 (on Airbase) - Mig29 (on Airbase) - Spitfire (on Airbase) - TF 51 (on Airbase) - AV8B (on Airbase) EPIC BATTLEFIELD INTRO SONG Epic Intro for following units - F14 B - F18 Whats planned for future Update: - adding 2 Helicopters with unqiue Tasks for each Faction (Hind + Blackshark - Russia) (Apache + Huey - America) OPERATION DESERT KNIFE TEASER (we recommend you downloading the Gray Shark Skin for cool looking SU33 AI and Client Aircraft ( https://www.digitalcombatsimulator.com/de/files/3312850/ ) ENJOY OPERATION DESERT KNIFE ( https://www.digitalcombatsimulator.com/de/files/3316674/ ) With best regards BlazeXI
  23. You wanna know more about OPERATION DESERT STORM? Then Checkout the latest Newspaper with all relevant information in it!
  24. Hi, I miss a trigger in mission editor, which would react on target detection (radar/visual). I imagine something similar like "unit/part of group/ part of coalition in zone" in combination with specific unit. e.g. IF unit(radar) DETECTS unit(target)/part of group/part of coalition DO .... I´am trying to bypass it by lua script, but without any succes yet
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