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Found 8 results

  1. Hi Developers, Could you add a option to create a template of different selected static objects. Sometimes, while editing, one would like to use the same group of statics on different places on the map. Now it is only possible by creating a group of controllable AI planes or vehicles. So in other words, one must repeat all the same static setup all over again. The same handle would be great to be able to create a group of static objects too. ** MISSION EDITOR - ADD/CREATE TEMPLATE - STATIC GROUP - (hold CTRL and select static objects) - SAVE TEMPLATE. Kind regards and thank you for this great simulation
  2. Hi @BIGNEWY I just tested the claim that @TheTrooper made in another thread and it seems that Command Center static object in fact cannot be killed now. I had the mission in the past where I was bombing Command Center and one other static bunker with 2000lbs bombs - that mission worked for me in May 2020 fine, with static destruction based triggers and all. Now, in Wags' video about GBU-24 from December 2020 it is visible that the first Command Center was not destroyed after it was hit by GBU-24. I was able to reproduce this toady in Syria map, track attached. UNDEAD-CC.trk
  3. Hi All, I'm just now getting into making FARPs thanks to the Apache. I have a FARP with a lot of static objects on it, and I want to move them to another location of the map. Is it possible to move them all at once? I know you can create/load Static Templates, but they only place the objects in the same location on the map the template was create on. Also, you can only copy and paste a unit, and cannot select multiple static objects to copy. Is there no easy way to achieve this besides one at a time? Thanks in advance!!!
  4. The release of the Marianas was a huge scenery booster to DCS. Especially for those with a love for low-level sightseeing ─ pardon: 'recon missions' ─ in slow prop planes and rotaries. Maug Islands has soon become my favourite spot, criss-crossing its caldera almost every morning... After a while I began to daydream and having visions. I saw shipwrecks on the caldera's bottom, with great whites patroling. And sometimes I even believed to see a glimpse of Amelia Earhart's Electra 10. With no knowledge or experience with neither ME nor Blender and its EDM Exporter it was a LONG journey until I had a good number of (unanimated) objects 'DCS-ready'. BTW, as the year in the title suggests, they're all peacetime objects! (The video, though, does include carriers and planes by Hawkeye60.) I don't know how long the next step, dealing with object animations, will (or would) take. But after months of work I felt for a break. And then <hint, hint> I think of the project as an 'open project' anyway. So everyone is invited to enhance and expand it! My personal whish-/todo-list includes animated sails and flags for the sailships animated Birdman (the original 3D model is actually fully rigged and playing in Blender) animated great white (same here) group of animated whales for 'whale watching' Thanks to tobi, grajo, copprhead. Without their help and work this project wouldn't exist. This free addon is not quite ready to be released, its scope will be much subject to availability/affordability of necessary licences. But here's a teaser video. Please comment and help to keep the project thriving. EDIT: 2022-02-03: I just put one of the sailships in the user files. 30+ variants of hoisted and furled sails, transparent or battle torn, bring some color to any of your sceneries and missions. Not alone the Marianas, but also to Normandy, The Channel, Syria... Version history of «BRIG»: v1.0 Initial release v1.1 Added moderate wake, front and aft. What seems appropriate for a sailship with no screws and an average speed of around 10 knots. v1.2 Improved NORMALS and SPECS for sail canvas. Streamlined usage of all NORMALS and SPECS, now only very upclose (LOD0, 300m, some LOD1). Some changes to the Static Templates. A second sample 'mission' file giving a quick overview of all 32 variants in box formation is now included (like screenshot above). Extract and overwrite all existing files.
  5. Got my hands back on 3DS thanks to a good friend so i can hopefully finish what i've once started. Figured that lights only work when you use your object as ground/fortification. What bothers me so far is that all my objects are not even with the ground when the ground is not even.. ehh.. just take a look It allready has a working collision shell Any Ideas?
  6. Hey Folks, newbie to blender here. It's been a while (at least 2 years) since i've worked with 3DS and now i've started to work with blender 2.93. So far i managed to create a cube, exported it and created a lua file so it's visible in DCS 2.7...so far so good. What i don't understand is how to create lights, for example a few spotlights for a flood light tower or a simple street lamp. I've checked some tutorials also of Grajo but i quiet don't get it. Is there a simple step by step to create a light out of a simple object. A Sphere, a cube.. Inside the edm export tool readme there's this sentence that i also don't understand "To place a light in the edm model, you have to place an empty-object and choose Light as Emptytype." How can i create an "empty-object"... Any help is appreciated, will bother you with more question if things work out.. Thx folks
  7. 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!
  8. I love the addition of cows in the mission editor! Thank you! Would you please make the cow a multi-unit object? So I can place a cow, then click an "x of y" iterator to place more cows in the area? Placing and moving a herd would be preferable to placing and moving 30 or 40 individual objects. Again, thank you!
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