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Showing results for tags 'warehouse'.
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As per title, Nicosia airport doesn't exist in the ME, but it does for SSE and warehouses during the mission. And basically you can access is using the SSE, with Airbase and Warehouse class. This could lead to SSE errors when you're using any kind of code that handles items or spawn things over airbases. I discovered that cause I have a code that look for the nearest airbase and spawn aircraft (if available): the code breaks or go nil when it looks for parkings, cause Nicosia doesn't have them. Not urgent, but imho might be better to remove it from the SSE availability till it's fully integrated
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save mission file DSMC (the new "DAWS")
chromium posted a topic in Utility/Program Mods for DCS World
Dynamic Sequential Mission Campaign (DSMC) is a tool for mission designers, supporting versions of DCS World 2.5.6 and above. This tool adds persistence to any DCS World mission, done by allowing the user to save the scenario at any moment and generate a new mission file based on the situation at the time of saving, that can be loaded, or edited, using the DCS mission editor. DSMC is required to be installed on the host/server only and has configuration settings available for both Dedicated servers, or Player as Host, via the special options GUI in DCS World. DSMC creates a new .miz file that includes: All original triggers, scripts, and embedded files as the original .miz Updated unit positions and states (alive, dead) Scenery object states, like bridges, houses, and structures Updated airbases, Oil/Gas facilities & FARP ownership Updated warehouse contents of fuel, aircraft & ammo many many more things! DSMC also includes improved features and functions for dedicated server mode, and for servers with desanitized missionscripting.lua settings. It's strongly recommended checking the manual before using the mod, at least to understand what it does and how to use it To download the mod, check this site: https://dsmcfordcs.wordpress.com/ For bug reports & suggestion, or simply to share your experience, there's a dedicated discord channel: https://discord.gg/T7NhsaxXBB DSMC is created from the ashes of "DAWS" and "DAWS Package", rewritten almost from scratch to enhance capability & stability... there will be others, for sure: as you know, every time 1 bug is fixed there's the chance for a couple of them to kick in.. but I hope that this will work ok for most of you, and for the others I'll do my best to support properly Have fun!- 90 replies
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- save scenery
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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.
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This warehouse bug seems to break any custom warehouse of an airfield to persist onto any mission. Only fixed after a restarting DCS. So far I've only tested it with F-16s, I will come back and try other aircraft too. Steps to recreate: 1. Have a mission already prepared with custom warhouse and cold-start on any desired airfield on any map. (Provided: Limited Warehouse.miz) 2. Start DCS and run the mission (Limited Warehouse.miz) directly from the main menu via the "Missions" button. 3. Once mission is done loading, check the loadout screen and observe the now limited Ordinance (100x AIM-9L) 4. Now try to load another mission with supposedly Unlimited ordinance (Unlimited Warehouse.miz) 5. Go to the loadout screen and find the 100x AIM-9L to persist. Steps to fix the issue: 1. Exit DCS to desktop and start it again 2. Load any mission with a cold-start and Unlimited ammo enabled (Unlimited Warehouse.miz) 3. Go to loadout screen and see all weapons available again. However if you try to now load "Limited Warehouse.miz" you'll find the Unlimited Weapons will persist there as well. If you follow the steps to recreate above, but reverse with loading "Limited Warehouse.miz" 1st then "Unlimited Warehouse.miz" 2nd. The mission with limited weapons will now be broken and the unlimited ordinance persists there now instead. Limited Warehouse.miz Unlimited Warehouse.miz
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Blindsided : 5th revision (v6.0.5.0) Original release in 2012, a decade of getting 'Blindsided'! Updated for modern DCS, now fully voice acted and re-scripted with a new twist or two! Mission download here! Co-operative mission supporting up to: 46 player slots (2-6 players recommended default, 3-12 on difficult). Flyable aircraft: CAS (Air to ground) - 2x A-10C (Old), 3x A-10C II, 3x AH-64D, 2x AV-8B, 3x F-16, 3x F/A-18, 2x JF-17, 3x KA-50, 3x Mi-24P, 3x Su-25T CAP (Air to air) - 2x F-14B, 2x F-15C, 3x F-16, 3x F-18, 3x MiG-29, 2x M2000C CSAR (Search and rescue) - 2x Mi-8MTV, 2x UH-1H [Briefing room] We have not received any word back from the eastern patrol, since they reported hearing heavy vehicles in the pass. We can only assume the worst. Twenty minutes ago we received confirmation that insurgent forces are attempting a surprise attack on the Batumi aerodrome. Be advised we have received reports that the insurgents are able to mount a credible anti-air threat, furthermore there are indications they may have the support of unknown airforces. US Specops are right now sending ahead a two man TACP unit, designation 'Ferret', to provide coordination for a counter attack on an insurgent outpost located due east. Before we can rid ourselves of the outpost though, we must succesfully defend Batumi from the insurgent forces closing in. Be aware that we are facing at least two groups heading in from the outpost. Local defense forces are engaged with light enemy units as I speak. Your aircraft have been fueled and armed, there is no time to waste, scramble! Aimed at: Pilots reasonably comfortable with combat tasks and start up, moderate difficulty level. Pilots up for more challenge can enable higher difficulty at the beginning of the mission (Radio options, F10 Other). Featuring: * Co-op and single player support. Note: Difficulty higher for single player. * Plenty of scripted events with radio traffic and detailing. Fully voice acted! * Combined operations of air to ground and air to air aircraft, all playing important but not interdependent roles (Set higher difficulty for best effect). * Adapting mission design: Air to ground, air to air and combat search and rescue operations are each an optional component of the mission. All you need to do is fly the right aircraft and the mission commences. * Dynamically generated randomized air to air threats for the entire duration of the mission. You can't be sure where the enemy air assets will strike from. * Dynamically generated CSAR rescue operations for both stranded aircrews and vehicle crews. * Up-to-date tasking can be requested even if a player enters the mission in the middle of it. No more guessing what state the mission is in. * Choice of two difficulty levels. * Some more aggressive, scripted AI behaviour. * Some munitions restricted through the warehouse functionality for a proper challenge. * On the move troop deployments. * Airlifted JTAC available (but not necessary) for operations against the insurgent outpost. * Optional AFAC available for the defense phase of the mission. * Adapt to rapidly developing situations as you fight an enemy that fights back rather than passively waiting for you to attack. * Be a part of a team where your actions truly matter to the outcome of the mission. License: Freeware, distribution allowed as is with all files and attributions intact. All rights otherwise reserved, unless specifically agreed upon. (It's ok to ask.) Mission download here!
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