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Found 7 results

  1. Ahoi, I have a little trainingmission where a carrier spawns randomly around the marianna-island. Some other ships are randomly spawned aroud this carrier, everythings looks fine, see atachment. Now I want for randomly place some Hornets on the deck of the carrier. If the carrier is not "late activation" everything works fine, there appear some Hornets. But without "late activation" I cannot spawn the carrier using MOOSE randomly in one of my placed zones. I spawn the carrier randomly with MOOSE: local carrierSpawn = "CARRIER" .. math.random(1, 999) BRC = math.random(1, 359) local SP = SPAWN:NewWithAlias('CARRIER',carrierSpawn):InitCountry(country.id.USA):InitHeading(BRC):SpawnInZone(spawnZone, true) The code I use to spawn some Hornet on my spawned carrier (it's part of an iteration, i is index, x,y,angle are from a randomized table of available positions on the carrier): CGI = Group.getByName(carrierSpawn) CGI2 = Group.getID(CGI) local staticObj = { ["name"] = "Hornet_"..i, ["livery_id"] = "vfa-37", ["category"] = "Planes", ["offsets"] = { ["y"] = ypos, ["angle"] = angle, ["x"] = xpos }, ["type"] = "FA-18C_hornet", ["groupId"] = 1, ["unitId"] = 1, ["y"] = 0, ["x"] = 0, ["heading"] = 0, ["linkUnit"] = CGI2, ["linkOffset"] = true, ["dead"] = false } coalition.addStaticObject(country.id.USA, staticObj) BUT this only works with a static placed carrier. When I initially spawn my carrier with MOOSE the addStaticObject-function doesn't work. Has anyone a hint for me to use addStaticObject ON a MOOSE-spawned carrier? A dump of all units filtered for the carrier looks like this: 2024-02-19 17:41:25.611 INFO SCRIPTING (Main): #DBG# iterate CARRIER#001 ID:1002638 -- spawned one 2024-02-19 17:41:25.611 INFO SCRIPTING (Main): #DBG# iterate CARRIER ID:1 -- originally "late activation" one Credits, Greetings and Thanks go out to @Adalla for his great dynamic deck templates, I desperately try to use his way of spawning static units in my training-mission! thanks and best regards, Andreas
  2. I love this campaign so I went to try it from the beginning with the new clouds in 2.7, but I didn't get very far. I called for ground power on mission 1 in the MiG-15 and there was no response. The F10 map showed Anapa as neutral but the mission editor showed it as red. Huh? Based on this thread I tried adding 10 Russian tanks nearby in the ME. Then Anapa showed up red in-sim and I got a ground crew response. So for some reason, the airfield doesn't seem to have enough red forces around for DCS to consider it properly red. I didn't see any non-red forces around so I'm not sure why, but it seems this mission needs a little help to work again out of the box. I checked the first F-86 mission and the second MiG-15 mission and neither of them had this problem. I also tried creating a minimal test mission from scratch where I just added one cold start red MiG-15 to Anapa, and that worked fine.
  3. I made a mission for my Squadron (Arrorian Imperial Navy) and I made some neutral aircraft client. When the mission loaded no one could select neutral, only red or blue. It's not a big deal, as it was our server so we could just fight one another if we wanted. (It's was a private dogfight practice) But I wondered if there was a way around this. If not, I'd like to request that ED make it possible to fly as neutral in multi-player. (No, I have have no idea how complicated or simple this might be, I'm just making the request.) Thanks, and see you in the skies
  4. There are a lot of requests already on this forum in support of the idea of having additional sides or coalitions beyond the existing Red, Blue, and Neutral, I fully support these requests, and they should also include functions to set the hostility of the different coalitions. In a similar vein adding a command that woud allow units or nations to have their coalition switched would be a welcome addition to DCS. My use case for this is that I am making a mission in which the players will be primarily operating inside one country (UAE on the Persian Gulf terrain). I would like to have AI air patrols in adjacent countries (Qatar, Oman, Saudi Arabia) that will only become hostile only if they players stray into the airspace of the adjacent countries. My current work around is to have the AI flights always as Opfor set to Late Activation, and then activate them with a triggers shaped to the airspace of the adjacent country. If I had a way to change their coalition I could have them set to Neutral and actually on patrol, then use a fuction like setCoalition to change them to hostile if the players stray into their country's airspace. Possible implementations of a setCoalition command could either change the coalition of the entire nation, or just of a specific unit, or add a command for each option. Examples: Change unit's side CoalitionObject.setCoalitionUnit(coalition.side) myPlane.setCoalitionUnit(RED) Change nation's side coalition.side.setCoalitionCountry(countryId) RED.setCoalitionCountry(73)
  5. Hello guys. I have seen in some server the ability to choose your coalition via the ingame chat menu and then be "locked" to it without the ability to change side until server restart or done by an admin (DDCS, Buddy Spike...) Please can you point me to the direction on how this is done? What scripts are used, any threads i can read or YT tutorial videos (maybe?) Thanks in advance for your help
  6. For some strange reason, despite having COALITION and GROUP IN ZONE condition detectors, the only way to detect if someone from that side is above or below a certain altitude is at the UNIT level. This causes a significant problem in the ME when dealing with large MP flights of multiple large groups. Instead, it would be significantly easier, quicker, cleaner and more useful to specify at the COALITION level altitude limitations and be able to have an ACTION based on those being busted.
  7. You can't change the coalition of a trigger zone, and having the map show the locations of the smokes on all the trigger zones, defeats the purpose of having the players hunt for them.
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