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Showing results for tags 'ground units'.
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Good day everyone, I set up a ground unit to perform a loop using, on the last waypoint, the command "Go to waypoint" to make it start again its loop. First of all, when using "Perform command" it automatically reverts to Perform Task (you will notice clicking other options and going back to that action). Anyway, the ground unit reaches the last waypoint, goes to the first one as per command but it stops and doesn't start the route again. Here attached a simple test miz and track file. Tested on different maps (Caucasus, Syria, Nevada etc.) and different ground units. Many thanks Go to waypoint bug test.trk Go to Waypoint BUG test.miz
- 8 replies
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- mission editor
- go to waypoint
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Pretty simple ask, would enable a lot more control for mission makers if ground units could have access to this ROE option.
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- 2
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- roe
- ground units
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Hi all! whilst we can use set formations in a waypoint via e.g. ... ["formation_template"]="Ammo Truck Circle" ... the actual references seem only to exists in the mission file in the miz. The setup is relatively simple ["customFormations"] = { [1] = { ["name"] = "Ammo Truck Circle", ["positions"] = { [1] = { ["y"] = 0, ["x"] = 0, ["heading"] = 4.4134813168853, }, -- end of [1] [2] = { ["y"] = 208.17113065999, ["x"] = -24.903908270004, ["heading"] = 4.4134813168853, }, -- end of [2] [3] = { ["y"] = -74.07316305011, ["x"] = 173.05023437999, ["heading"] = 4.4134813168853, }, -- end of [3] [4] = { ["y"] = 321.19656048995, ["x"] = 153.25482011, ["heading"] = 4.4134813168853, }, -- end of [4] [5] = { ["y"] = 27.458155269967, ["x"] = 330.13642498999, ["heading"] = 4.4134813168853, }, -- end of [5] [6] = { ["y"] = 223.4966126699, ["x"] = 327.58217799, ["heading"] = 4.4134813168853, }, -- end of [6] }, -- end of ["positions"] }, -- end of [1] }, -- end of ["customFormations"] Question: Can these be dynamically added and/or altered via the API with LUA scripting? Thanks
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When giving units (t-72's in this case) waypoints, the unit will turn and drive towards the given waypoint. however, after a certain distance or period of time the vehicle stops as if it has reached the waypoint. giving a new waypoint gets the vehicle moving again but it never really seems to get more than halfway to the waypoint before stopping Also, units follow pathing as if they are off road even when the path is set to be via roads and they start on roads.
- 8 replies
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- ground units
- combined arms
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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
- 2 replies
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- 1
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- insurgents
- mission editor
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Some ground units seem to be unable to fire/ direct their AA correctly. Video below and link to trk file: https://drive.google.com/file/d/1C8pfJqN-tSNo3UIEryMdXMOkc6-Z4iwD/view?usp=sharing
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For too long has the cow been a simple "static object", cursed to be out standing in it's field and be a mere witness to the world around it. Corralled in one place to watch as it's blue or red country men moove and fight and be butchered without being able to take stock of the situation from another angle. Denied the udderly basic right to explore. NO WHEY, I say! This is a miss steak! It is time for the dairy queens to be herd! To be a full "ground unit" with waypoints, groups, and late activations! To have free range of the map! To... okay, I'm over mooing it. I think it would behoove the community to have some better control over the cows in the mission editor. Short of using MOOSE (sorry) or MIST, we're unable to do much with the cows other than fire some triggers on their death. Our discord group uses the cows for our bullseye (not sorry) and like to add small easter eggs in the missions involving the cows. It'd be great to be able to assign waypoints and have the cows act more like a ground unit. A low priority for sure, but if it's easy to change it's classification to an unarmed ground unit, that'd be great!
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- 4
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- cow
- static object
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Hi everyone, Very pleased that the AN/FPS-117 has made it to DCS (finally our first western EWR!), though I do have a request for it. At the moment there are 2 mounting options which are treated as 2 separate units: there's one on a tower and one inside a radome. Firstly: would it be possible to have the mounting options be selectable from the additional properties menu, much like configuration settings for the land rovers and several other vehicles? Instead of being 2 unique units. Secondly, for the ECS would it be possible to have it just mounted on the ground (so just the ECS container), and have the platform be a static object? (Ground units will be placed onto static objects as is). Thirdly, would it be possible to have the tower the base AN/FPS-117 is mounted on be a static object? Allowing it to be used for other purposes (such as a raised AAA platform).
- 2 replies
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- 1
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- an/fps-117
- ewr
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hii, I have a problem with placing ground units in the ME. When I place a ground unit everything seems to be fine but when I load the mission it does not appear. This happens with ground vehicles and ships. This problem does not occur with aircraft. I hope somebody can help me out. (I have the VSN aicraft mods installed, these are the only modded files I have currently and yes I ran the repair tool but without any success).
- 15 replies
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- problem
- mission editor
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Howdy everyone, I'm experiencing a problem I've never seen before. It's probably not a bug, just something with a solution I haven't considered. I've got some ground units set up. Currently none are set player driving, none are late activation, and none are cold at start. These vehicles shut off their engines within a few seconds of the mission start. This mission was saved from an earlier mission in which these ground vehicles were set for cold at start and late activation, but I verified none of that is the case now. Originally, the waypoint 0 (off the road) speed was zero, and the first waypoint (on the road) with a speed of 11 knots. I did a couple of things to see if I could resolve the problem. I made the waypoint 0 starting speed 11 knots (didn't work), and I inserted an off-road waypoint between the starting point and the on-road waypoint for each of the vehicles (also didn't work). Any ideas? Could my little AI guys have gone AWOL? Deserted? (These are blue force vehicles, by the way.)
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This is for all you mission editors and other curious people out there There are 3 parts in this guide series: GUIDE #1 - Visual overview of Mission Editor units - JETS AND HELICOPTERS: https://www.digitalcombatsimulator.com/en/files/3327933/ GUIDE #2 - Visual overview of Mission Editor units - GROUND UNITS (minus air defence): https://www.digitalcombatsimulator.com/en/files/3327950/ GUIDE #3 - Visual overview of Mission Editor units - STATIC OBJECTS: https://www.digitalcombatsimulator.com/en/files/3327988/ For SAM air defence see this excellent guide: https://www.digitalcombatsimulator.com/en/files/3327927/ Example photos from the "Ground Units guide" below:
- 2 replies
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- 6
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- helicopters
- static units
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I have a convoy sent to ON ROAD. I am using two flags and the radio menu to stop and start them, using an advanced Trigger Action of HOLD /? with a STOP CONDITION of the GO flag being true. Nearby this convoy I have a CLIENT helo with 14 infantry spawned stationary right next to the helo for boarding. As soon as the mission starts the first unit in both groups goes for an extended walk / drive about - despite the infantry having no waypoint to go to prior to embarkation and the front car of the convoy going in circles in the opposite direction of the first waypoint. The first infantry stands on the opposite side of the helo from the stationary other 13 members of the group and runs around in a small circle forever - at least until instructed to embark. The car eventually drives towards waypoint one and the ones behind eventually get the idea to follow, but then when I issue the stop command, instead of them all stopping, they drive OFF ROAD through gardens, across railway lines and other roads that weren't on the waypoint list in order to 'stack closer' to the lead vehicle, but then they screw that up and break into about 3 groups, some not moving, some getting stuck in the scenery and some eventually getting closer to the lead vehicle than the default starting spacing forced upon us all. When you send GO again, the front ones follow the waypoint on road (mostly) but the back ones don't know what to do or where to go, eventually the start moving and then when you say stop again they cross country, through buildings, gardens, car parks and everything and again, get stuck. HOW is this correct and acceptable? If they were all set to OFF ROAD, whilst still utterly awful, going direct to 'stack up' (which they still shouldn't do) would be slightly more acceptable, but when they are constrained to 'ON ROAD' this type of behaviour shouldn't even be possible. Here is a video of it on YouTube showing just how broken and screwed up the pathing is: https://youtu.be/8H3vcy--B-g And how unreliable it is when you have a convoy and need it to stay together as it moves into the target zone. You can't even trust your units will make it there to be fighting efficient!
- 13 replies
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- 2
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- on road
- ground units
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