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Posted

Close, Sniper, but I think it would need to be a switched condition to use the ON DESTROY trigger. If it were continuous, the message would never go away once the group was dead. Switched would check if the group was dead every time something was destroyed. Only issue there is then every time something else is destroyed afterwards, the message would be displayed again, as something has been destroyed and the group is dead.

 

I think 1 ONCE (blahbkah, NO EVENT)

GROUP DEAD (MiGs) - you'll get the message when the last member of the group hits the ground

 

Alternately,

1 ONCE (blahblah, NO EVENT)

UNIT DEAD (MiG1)

UNIT DEAD (MiG2) - you'll get the message as soon as the last unit flames out, before they hit the ground

 

is definitely the best way to go about this.

 

 

 

I'm curious, Sniper, are you playing the campaign file or the individual missions? I've been having no issues playing them one at a time.

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Posted

As a new gamer I must say this has been entertaining! The missions them selves are good and I am pretty sure I am going to play it again.

 

I really enjoy low light or night missions and some of the AI really made me work for the kill especially the MIGS.

 

Thank you and do not hesitate to create more !

[sIGPIC][/sIGPIC]

Posted

Oh and I understand the nature of the bullseye calls, I just didn't know if you had intended them to be so far from the target area. "I'm engaging a fighter 500 miles from Turkey" isn't super helpful information haha.

Were bullseye the target area of the mission, we'd get a relative position of the fighter to our objective, which tells us much more about what's happening around us.

I think there were one or two bullseye calls so it's not a big deal obviously, just something I noticed and wasn't sure if you intended it to be that way. I know how easy it is to forget a detail or two when you're trying to think about 40 different things. :lol:

 

Sounds like we have a lot of the same campaign ideas haha! I was also planning on doing a red side campaign following the events in my campaign...one of the reasons I tried to make the first mission kind of a moral grey area.

Posted (edited)

I love that idea. Maybe start a thread over in mission builder's when you're (or I'm) ready to start work on something new.

 

I always have a hard time getting the initial idea, but then once the situation is rolling I feel like a natural progression reveals itself to me haha.

 

With my campaign, the kickoff point was playing that old Justice mission and thinking "that's kind of effed up. I wonder how someone might react to that?"

I had been playing around in the ME a bit, and thought it would be a good backstory to co-opt for a simple runway defense dogfight. And then I thought, then what? And now I'm 8 missions in haha

 

Now let me practice what I preach and stop hijacking your thread. :D

Edited by feefifofum
Posted

No no, you're not hijacking anything! I've never cared about people "hijacking" threads because I love the simple fact that people are talking about it. This is where ideas come from.

 

My way of thinking is the same as you, because the initial idea is the hardest; there are so many factors to think about like feasibility, predictability, gameplay, realism, etc. To be honest, it's my favorite part of mission building.

 

For this campaign, I would literally lie in bed at night before drifting off to sleep thinking of scenarios. When I woke up and went to work, the entire way I was thinking how to implement it. Once I start a big project, I'm consumed by it.

Posted
Great work, sniper! I'll fix that ASAP. So when you kill ANY target with ON DESTROY selected, it doesn't trigger it again? I didn't know that. That will fix a lot of trigger doubts now. Awesome!

 

Yeah, the R-27s are dump missiles compared to R-77s. Also, those were MiG-29A models, not S models, and the A models don't carry the R-77. That mission's aim is to finish on a relatively easy and light note; the Ukraine Flanker side missions are just to give the player a taste of the Flanker if they've never used it. I designed all of those missions to be easier than the F-15 missions because the campaign is aimed at the F-15, and I didn't want people to be stuck on a side mission because they kept getting schwacked by AMRAAMski-carrying Fulcrums.

 

I fixed that mission by replacing on destroy event to none and then it worked perfectly. So i hope for other you will fix that. I think you should replace all onDestroy to none or select continues trigger instead of trigger once.

 

Yes bro I know mig 29s in that mission are the A version and know they don't have R-77 I was generally talking about R-27ER. It is better use on R-77 instead of using 4 27ER.

 

I really enjoying your hard work:thumbup: Thx

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Posted
Ha not trying to bro out too hard here but I think we may have been separated at birth.

 

I'm feeling the bro-ness right now, bro. :megalol:

Posted

I'm glad you liked it Sniper, thanks so much. As soon as I have time I plan on adding to it by creating another campaign in the aftermath of the conflict. I'm also thinking about bringing some red perspectives in on it.

 

Thanks again!

  • 4 weeks later...
Posted

great job!

 

Love this campaign so far. Thanks for your work.

 

Any chance for a MP version? I can usually edit a single player mission myself to allow me and a buddy to fly together but for some reason it won't work...specifically on the "Capture Sochi" mission.

 

Enza

Posted

Thanks Enza!

 

I'm not sure how to make it an MP version, as I created it as a learning-as-I-go sort of thing. If there's a way to make it MP, let me know! Glad you dig the campaign!

Posted
Thanks Enza!

 

I'm not sure how to make it an MP version, as I created it as a learning-as-I-go sort of thing. If there's a way to make it MP, let me know! Glad you dig the campaign!

It is not possible to create a "campaign" as the singleplayer campaign model in multiplayer but anyone can change the missions player aircraft to be "client" in stead of "player" and copy the flight and make it a Co-op mission. You then start a new server with the mission and invite your friend to join. Easy :thumbup:

Posted

The biggest obstacle I see for converting your campaign to multiplayer is all the AI flights you have doing runway starts at the beginning of your mission.

 

In addition to copy-pasting your single player plane so that you don't have to recreate waypoints manually (be sure you change the BORT # on the second plane after you do this or comms will break) you'll probably also need to turn all those guys into airborne starts, as DCS multiplayer does not allow runway starts.

 

I discovered this little tidbit when I had spent about 7 hours scripting the events of a mission around the time when my runway start AI flight took off. I was horrified to discover that he would start in parking hot, and ended up pretty much rewriting the whole mission as a result.

 

I've also found when multiple AI flights are trying to taking off from the same airport, they will sometimes get bound up blocking each other and never leave the taxiway unless you plan their parking spaces very carefully. This has been a major issue for me at Vaziani, it may be better elsewhere.

Posted
It is not possible to create a "campaign" as the singleplayer campaign model in multiplayer but anyone can change the missions player aircraft to be "client" in stead of "player" and copy the flight and make it a Co-op mission. You then start a new server with the mission and invite your friend to join. Easy :thumbup:

 

That's probably the best solution.

Posted
It is not possible to create a "campaign" as the singleplayer campaign model in multiplayer but anyone can change the missions player aircraft to be "client" in stead of "player" and copy the flight and make it a Co-op mission. You then start a new server with the mission and invite your friend to join. Easy :thumbup:

 

Yes, but..

 

If missions are a tad more complicated (I don't fly F15, hence I can't try this one) there are two things to remember:

 

1. If there are any triggers activated by "player in zone X" it is usually a good idea to add all the clients to that as well, to avoid situation when lead is damaged mid-mission and forced to RTB and mission becomes broken for the others (as no triggers are being fired).

 

2. If there are pre-recorded radio comms between player / wingmen it is also got to remember about it, for me discussions with AI which is not there are immersion breaking..

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  • 1 month later...
Posted

Haha I've been busy as a one-legged man in an ass kicking contest in the last few months, so I haven't been able to create anything new...have hardly played DCS even. Everything is winding down now, so I'll throw up some missions soon! Thanks!

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