Jacks Posted December 8, 2015 Posted December 8, 2015 In ME, how you do get people to run instead of sliding around on their knees? Is there anyway to register Cannon rounds that hit the ground inside a trigger zone? Is it possible to set a route for AI but for them to only start moving once a condition has been meet and a flag is turned true? This would mean that until the condition is met they would stand and wait at the SP. Is there any way to get a vehicle convoy to return fire when contacted but continue driving the preset route instead of stopping to engage? Thanks in advance, Jacks. System Specs: i7 8700k @ 5.0GHz (not delidded), ASRock Extreme4 Z370 MOBO, EVGA GTX 1080 SC 8GB, 32GB Corsair Vengeance LPX 3200MHz DDR4 RAM, Samsung Evo 240GB SSD, Samsung Evo 500GB SSD, 1TB HDD, Noctura NH-D15S Heat Sink, Acer VE278H 27" 1080p Monitor, Ocukus Rift CV1. Controllers: TrackIR 5, Thrustmaster HOTAS X, Saitek Throttle Quadrant (with DIY removable collective mod), Saitek Pro Flight Rudder Pedals. Just trying to keep my number of takeoffs and landings equal!
feefifofum Posted December 8, 2015 Posted December 8, 2015 Hey Jacks, unfortunately the troop animations are still a WIP. At the moment, insurgent infantry is limited to moonwalking as far as I know. Russian and US infantry have proper animations (the RUS infantry is probably the best of the group) but they will only be visible to the host in multiplayer. Good news is, there is new skeletal animation for ground troops around the corner in DCS 2.0! THE GEORGIAN WAR - OFFICIAL F-15C DLC
Jacks Posted December 8, 2015 Author Posted December 8, 2015 (edited) Do the insurgents show up in multiplayer? Edited December 8, 2015 by Jacks System Specs: i7 8700k @ 5.0GHz (not delidded), ASRock Extreme4 Z370 MOBO, EVGA GTX 1080 SC 8GB, 32GB Corsair Vengeance LPX 3200MHz DDR4 RAM, Samsung Evo 240GB SSD, Samsung Evo 500GB SSD, 1TB HDD, Noctura NH-D15S Heat Sink, Acer VE278H 27" 1080p Monitor, Ocukus Rift CV1. Controllers: TrackIR 5, Thrustmaster HOTAS X, Saitek Throttle Quadrant (with DIY removable collective mod), Saitek Pro Flight Rudder Pedals. Just trying to keep my number of takeoffs and landings equal!
baltic_dragon Posted December 8, 2015 Posted December 8, 2015 AS for the cannon rounds, there is a topic somewhere in this subsection, I am sure you will find it, I think I have seen it yesterday. You will find it I am sure. Route for AI - use HOLD command in advanced waypoint options and set Stop Condition for it with a flag number. That way the convoy will move once the set flag is true. As for not stopping to return fire - set Dispersal Under Fire option in Advanced Waypoint to 0 or untick it. Set ROE to "return fire". Should do the trick. Yes, insurgents are a normal faction and do show. Cheers! For more information, please visit my website. If you want to reach me with a bug report, feedback or a question, it is best to do this via my Discord channel. Details about the WinWing draw can be found here. Also, please consider following my channel on Facebook.
Jacks Posted December 8, 2015 Author Posted December 8, 2015 Thanks Baltic dragon, that seemed to the trick. But a few more questions have arisen..... How do you get troops to embark and dis embark from vehicles? How do I change the stance of infantry standing around? Is it possible to get them to kneel or lay down? Also what is the best way to populate an airbase with static aircraft? if I place static objects I have to place each one exactly, if I add AI aircraft on parking spots they have their engines running and after a few minutes taxi out for take off. Thanks again for the help, Jacks System Specs: i7 8700k @ 5.0GHz (not delidded), ASRock Extreme4 Z370 MOBO, EVGA GTX 1080 SC 8GB, 32GB Corsair Vengeance LPX 3200MHz DDR4 RAM, Samsung Evo 240GB SSD, Samsung Evo 500GB SSD, 1TB HDD, Noctura NH-D15S Heat Sink, Acer VE278H 27" 1080p Monitor, Ocukus Rift CV1. Controllers: TrackIR 5, Thrustmaster HOTAS X, Saitek Throttle Quadrant (with DIY removable collective mod), Saitek Pro Flight Rudder Pedals. Just trying to keep my number of takeoffs and landings equal!
ENO Posted December 9, 2015 Posted December 9, 2015 Also what is the best way to populate an airbase with static aircraft? if I place static objects I have to place each one exactly, if I add AI aircraft on parking spots they have their engines running and after a few minutes taxi out for take off. Thanks again for the help, Jacks For this one in particular what I have been doing is just clicking "uncontrolled." That way they just sit there. Nice thing is you can change their skins and weapons as well to add a little variety. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
baltic_dragon Posted December 9, 2015 Posted December 9, 2015 Thanks Baltic dragon, that seemed to the trick. But a few more questions have arisen..... How do you get troops to embark and dis embark from vehicles? How do I change the stance of infantry standing around? Is it possible to get them to kneel or lay down? Also what is the best way to populate an airbase with static aircraft? if I place static objects I have to place each one exactly, if I add AI aircraft on parking spots they have their engines running and after a few minutes taxi out for take off. Thanks again for the help, Jacks Embarking / disembarking can be done either by an advanced waypoint command (I never used that though as it was bugged at some point though I think now it works) or by setting up a trigger zone around the landing helo or vehicle and use trigger to Group Desactivate (the embarking infantry) once it enters it. Stance is determined by alarm state - green for standing, red for kneeling. Having said that as you know for the moments some troops don't have any other animation. For parked aircraft - as ENO suggested, much better way than using statics, as you can place whe groups of aircraft with skins and loadouts which you choose plus you can use them later on in a mission. For more information, please visit my website. If you want to reach me with a bug report, feedback or a question, it is best to do this via my Discord channel. Details about the WinWing draw can be found here. Also, please consider following my channel on Facebook.
feefifofum Posted December 9, 2015 Posted December 9, 2015 I am curious..is there an option in the ME to trigger aircraft to start from this state? I have several missions where planes are starting up on the ramp at specific times. Player A/C might have eyes on the airfield, so simply using late activation isn't a great option as players could potentially see enemy A/C spawning in, which breaks immersion. My interim solution has been to place a "ground crew" unit blocking the A/C and activate them with a trigger but this has a tendency to get messy, especially with multiple groups. Could this be used as a way to get a plane to hold in parking, potentially, until a flag goes true? THE GEORGIAN WAR - OFFICIAL F-15C DLC
baltic_dragon Posted December 9, 2015 Posted December 9, 2015 Feefifofum, it is very simple to do (if I understood the question correctly). Once you set the flight on the ramp and tick it as uncontrolled, it will stay there for entire mission. Unless you add a triggered action 'start' and then just make it true after some time or when certain flag is true or whatever other condition. The plane will behave as if placed with ramp start from that moment with the added value that it was sitting there all the time before :) For more information, please visit my website. If you want to reach me with a bug report, feedback or a question, it is best to do this via my Discord channel. Details about the WinWing draw can be found here. Also, please consider following my channel on Facebook.
feefifofum Posted December 10, 2015 Posted December 10, 2015 Baltic I could kiss you, if you weren't on the other side of the planet. That's going to make life so much easier! THE GEORGIAN WAR - OFFICIAL F-15C DLC
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