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Even if the spawning slot 2 is selected for the helicopter in the Mission Editor, it will spawn in slot number 1. And if there is two helos on the ship, first spawn in slot 1 and second spawn on top of the first one---> A big crash. In sp slots seems to work ok.
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- mp
- type 071 transport dock
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Hi everyone, spawning a static C-130 works in my example, spawning a fire with smoke don't. Anyone got a tip for me? Both static objects exist in my mission, no typo in the names. Removing the country.id.USA doesn't work. My Code: crashZone = ZONE:New( 'foobazbar' ) wreckSpawn = SPAWNSTATIC:NewFromStatic('C130', country.id.USA ) fireSpawn = SPAWNSTATIC:NewFromStatic('CrashSmoke-1', country.id.USA ) wreckSpawn:SpawnFromZone( crashZone , 200) :Explode(2,5) fireSpawn:SpawnFromZone( crashZone , 200 ) Thanks and best regards, Andreas EDIT: found this in my dcs.log: 2023-09-30 13:32:10.144 ERROR APP (Main): unknown static shape_name, category , type: big_smoke 2nd EDIT: Method Explode() doesn't work anymore on POSITIONABLE in MOOSE 2.7.22, this Method has vanished.. In 2.7.21 Explode() allready works.
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EDIT/ADD: -Boost gauge tricky to read. Further down thread (see image) I found "true non bugged" idle boost ca -6.2. -I stupidly wrote zero (0) when meaning lowest idle boost. Edited to -6.2 in text (red). At no point during testing (all tests, all posts) did it actually show zero (0). Except engine off obviously. -Spitfire. Bugged (idle) high boost shifts between -3 or -4 depending HOTAS RPM level max/min. Might jump straight to post #6 (first with image). Previous posts I grasped less what's happening. Also, probably not intermittent (one thing I didn't grasp). I crashed Spitfire, did Quit -> Fly again. Suddenly Spitfire rolled on Spawn Rwy. Spitfire & P-51 both increase idle <1000 ~1500, Boost goes to -4 Spitfire instead of idle 0 -6.2. Seen once P-51, Spitfire all the time. Not tried others. When observed with Thrustmasters own software "Device Analyzer". All buttons work, analog hit correct endpoints (0-16383 for example). When plugging in the throttle the boost & rpm increases. What can this be? Throttle otherwise seems to work as it should, ie I can increase & decrease, just starting from boost -4 instead of zero -6.2 (Spitfire). Calibration? This has never happened before, bought 2018, so ie five years old, so I fear something more problematic is afoot.
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Why? Sandbox This idea comes from a inconvenience I have had for quite a while now. I like to make a "sandbox" mission for every map. Just for me and my buddies. So what I would do is put 6 of every playable aircraft in the mission. You might already see the problem. There are almost no (if there are some) airfields that can accommodate for that many aircraft. If we make a quick calculation we know that there are roughly 40 playable aircraft (I don't have access to the game at the moment so I cant count in game). If we take that 40 number and multiply it by 6 we get a whopping 240 aircraft that need to be placed. No airfield in DCS can take that many airplanes. Multiplayer DCS is a simulator. So DCS is not about balance. Some servers however, want a fun PVP experience. This means that some sort of balance needs to exist. These days its done with scripts. But that could break and prolonged support is not something you can expect. There is also the problem of liveries. Lets say a server doesn't mind Turkish F-16s flying about next to the US F-16s. If this wants to be implemented right now the server owner needs to add sperate Turkish F-16 spawns. This means that players that want to fly US F-16s cannot use those spawns. My solution Briefly explained A new "universal spawn point" (USP from now on). This spawn can be edited in quite some detail. It would gain its own settings. There would also be 2 separate USPs. One for fixed wing and one for helicopters. You can also select aircraft types that can spawn on that point or a simple "ALL" button. Country selection Within this USP you can set what countries can use that spawn. You will also have broad options like "ALL COALLITION MEMBERS". This option allows all countries that belong to that side to use that spawn point. If you only want a few specific countries to use that spawn point you can select them individually. So now everyone can fly in their F16 with their nation's roundel on the side whilst still using the same airfield! Banned weapons Not every server wants all weapons to be used. (This screenshot was taken from a normal aircraft spawn and it would not be green) A new tab would be added where the mission maker could ban weapons. But not just flat-out ban them! They also could set a maximum amount. This would prevent stuff like a F-18 with 12 AIM-120s. But still allow them to carry them. If you want to go all the way you could even make it so you can set specific pylons. For players trying to rearm it could look something like this: This would indicate that the weapon is not allowed on the airframe. This is dynamic because if only 2 AIM-120s are allowed you can select them in the beginning, but when you have selected the maximum amount (or what you want to select would go over that amount) it would go red. In preparation of a possible logistics implementation: This picture could indicate the weapon is out of ammo. As you can see they are different enough so players wont confused them. If this image would better suit the role if displaying that its not allowed that's also good. Its just an early idea after all. !Keep in mind I am in no way a graphics designer! Quick bit about hit boxes I have experienced spawning inside another plane. I don't know if its been patched or not. But if its not, this is my idea. If the red box detects an aircraft that spawn will go to "inactive" and players will not be able to spawn there. If the yellow box detects an aircraft the player will be given a warning before spawning. The yellow box is there to inform the player if leaving the parking spot might be difficult. These boxes would be the size of the larges aircraft that can spawn there plus a bit. The yellow one would mainly extend more to the front. Helicopters would have a slightly different hotbox. Their hotbox would go up higher. And the normal spawns? These would not effect normal spawns. This is mainly meant for multiplayer servers and sandbox missions. I don't think my idea is perfect. I do however think its a good place to start. I would like to make a helicopter base with only 10 spawns instead of (amount of helicopters * amount of players). TL;DR one spawn point that can spawn selected countries and aircraft types to make mission design easier. Can also limit weapons choice so PVP servers can balance without using scripts.
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- spawn
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Как допустим сдвигать спавн юнита в след за подвижной зоной или может есть альтернативный способ? (На всякий опишу сценарий в который мне нужен этот функционал: Есть условный авианосец, в тренировочной миссии на моём серваке. Но по прошествии некоторого времени, он отдаляется от спавнов тренировочных бортов, которые как бы должны на него садиться. И первое время это ещё мало критично, но со временем дистанция растёт, и доходит до 30-50 миль, и мне бы хотелось чтоб спавн как-то сдвигался) Заранее спасибо за помощь.
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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).
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- mission editor
- spawnpoint
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Hi guys! Do you want to dynamically spawn, respawn and despawn groups in your DCS mission? Do you want to have sub folders in the F10 menu? Did they tell you you'll need to learn LUA coding and the DCS scripting environment to do it? Well, I learned LUA so you don't have to. This script will create submenu's in the F10 menu based on the names of groups. It will create a sub menu for every group that has within a spawn and despawn button, these do exactly that. For now it's possible to go 1 submenu deep and also to add multiple groups to 1 spawn/despawn button. An example: If I have the following groups: !! Red 1 !?Wave 1?! Red 2 !?Wave 1?! Red 3 !?Wave 2?*BULK 1*! Red 4 !?Wave 2?*BULK 1*! Red 5 The following F10 menu will be created (not accounting for the random order it will be in): Red 1 Spawn Despawn Wave 1 Red 2 Spawn Despawn Red 3 Spawn Despawn Wave 2 BULK 1 Spawn Despawn As you can see Red 4 and 5 are not shown as they are a part of BULK 1 and both will be spawned or despawned by the buttons. To learn more check it out on GitHub: https://github.com/Markoudstaal/DCS-Simple-Spawn-Menu Need help? Join this Discord: https://discord.gg/8VbKnKvN5r
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As the title suggests...I ask if there's a script or a way of keeping a copy of the plane, a static, where I left it after landing on an airfield or wherever, instead of de-spawning when using the "Choose Slot" menu (Singleplayer), aka changing to another plane. I'd like to see the plane I flew for hours where I left it as I change to another airplane in the same airport, it's a bit more realistic and gives a feel of accomplishment but I totally understand if there's a limitation to this or if it's not possible at all I tried a mod provided in a reply to this post called SWAPR which is fantastic and it fills the airfield with "life" so to speak, it's similar to what I'm describing but it doesn't replace the live plane with a static after switching. It'd be awesome to have the plane I poorly parked next to another static client plane, switching to that client plane and seeing the static just as I left it. However, I have no idea how to do scripting in LUA, much less MOOSE so, I ask if anyone out there knows of someone with the same question or if someone would be able to create what I'm asking for or something else. It'd be immensely appreciated!
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I want to start a mission on air or ground at random position, altitude and heading. How can I spawn a non-AI unit like player/client using MOOSE?
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- single-player
- dynamic
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I've been creating multiplayer missions and when I flew these mission with my squadron friends, we always encounter "your flight is delayed to start" issue in the beginning when the server starts. I'm sure I have spared enough space for the normal spawn/respawn points on deck but still some of the multiplayer clients couldn't get a spawn space on deck. Anyone also encountered the same issue? and how should we do to circumvent this issue? Thank you.