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Posted

I'm trying to edit the existing cold start supercarrier version of the cage the bear campaign so I can get a two ship of friends up in the air.

 

But there are some problems that I, someone that's never edited or created a mission before, am coming across.

 

1. So I am simply turning both player and wingman into clients in the editor but I am having trouble getting both 14s spawned on the carrier. If one client 14 spawns, the other client always seems to get the "delayed to start" message. Why is that? in the single-player, both 14 spawn in no problem.

 

2. For some reason the static deck crew have hitboxes, which is damaging client aircraft as they pass them. I am trying to remove them or relocate them but they seem to be hidden, cause I can't find them in the mission editor. How do I turn this off and find the crew.

 

3. Despite there being plenty of space on the deck, the only legitimate spawn points for the clients on the supercarrier seems to be the elevators, and in the original cagethebear campaign, the elevators are packed with static set dressing stuff. I don't want to remove them, so is there a way to set specific client spawn points on open spaces on the deck?

Posted

1 and 3. Just looking at the normal carrier SP version of those missions all of the spawn points are accounted for. If you are using the super carrier and statics are placed at the same locations there should be an available spawn point or 2 on the patio section. Most likely there are no spawns available due to being blocked by static objects. Removing some of them should help.

 

See this page for details: https://wiki.hoggitworld.com/view/DCS_editor_carrier_spawns

 

2. There is a known bug where those static placed deck crew have collisions.

The right man in the wrong place makes all the difference in the world.

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