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Posted (edited)

Can anyone provide me with an explanation I can understand ... because I am tired of being irritated by the manual (written in English but talking S**t).

  • When designing missions I would like to place "combat boxes" of various dimension on the ABRIS display that enclose and indicate areas of key interest for KA pilots.
  • Further I would like to activate "captured KA's" (ie user flyable aircraft that can be made available as a result of an enemy Farp being captured) which I think can be done using "Flags" but the mission building dialog and the explanation of "Flags" in the manual is impossible for me to make sense of... Any contribution that will ease my confusion will be gratefully recieved.

If ever there was a need for visual illustrations of a program function this would be it... is anyone out there producing tutorials for mission building with Video demonstration?.

Edited by OGREMAN
Spelling /grammer

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Posted

1. You need to use the 'prepare mission' from the ME and get into the cockpit.

Then you need to use the ABRIS in cockpit and add more objects to the flights.

- Page 163, add lines and other objects

- Then save the new routes and data, p. 161-162

Exit SIM mode and get back to ME.

All KA-50 (Player & MP Clients) flights now have the additional data stored in the ABRIS harddrives.

 

2. 'Activate' or 'Spawn' extra Ka-50 in MP.

Sorry, not possible.

The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning

Posted

Thanks Panzertard,Q1- I will take another look at it.

Q2- Ok that makes me wonder how it has been done in missions such as "STP Dragons Thunderstruck" where after destroying enemy around the (enemy) FARP several New KA50's are made available (activated) in the multiplay joining dialog. The said AC's are present throughout the mission but self destruct if selected before the enemy FARP is captured!.

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Posted

Those Helicopters are there from the beginning of the mission. But they will be destroyed if you join one and the needed triggers for using it arent switched.(if the FARP isnt captured the extra helicopters explode when a client joins one)

"Blyat Naaaaa" - Izlom

Posted (edited)

Your comment below is just what I said in the original response to Panzertard Q2 .... so what are the "settings" in Mis Ed that sets this to happen?

 

Those Helicopters are there from the beginning of the mission. But they will be destroyed if you join one and the needed triggers for using it arent switched.(if the FARP isnt captured the extra helicopters explode when a client joins one)
Edited by OGREMAN

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Posted

  • When designing missions I would like to place "combat boxes" of various dimensions on the ABRIS display that enclose and indicate areas of key interest for KA pilots.

 

For Combat boxes in the Ka-50's, please see my ABRIS Lesson Blog-Entry - this is EXACTLY what you need

 

My Black Shark Blog has a few other entries on mission making but maybe not the depth you need

  • Like 3

ZoomBoy

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Posted (edited)
For Combat boxes in the Ka-50's, please see my ABRIS Lesson Blog-Entry - this is EXACTLY what you need

 

My Black Shark Blog has a few other entries on mission making but maybe not the depth you need

 

It certainly is exactly what I need, after visiting your blog sites I am much more enlightened .... Thank you very much for taking the time to produce the blog and illustrations ... happy planning ahead for me.

Post Script;- I still dont understand either the "CONCEPT" or "PRACTICAL APPLICATION" for flags in mission making.... bolien alogrithm or no, there is no adaquate explanation of their use in the documentation for BlackShark or LockOn FC2.

Edited by OGREMAN
PS clarity

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