Adi Posted January 11, 2012 Posted January 11, 2012 Evening all... just a couple of questions if anyone can help. I have set up an F10 radio command to release an illumination bomb. - how can I repeat this Action. (when the light goes out, call for another illum bomb via radio) What is the correct Trigger type? When trying to remove the above radio command. I chose Unit Out of Zone. (this is the same zone that I used to Add the radio command to the F10 menu) I then used the same Radio Name as above, to the letter and in the same HIGH/low case. What associates the Add Radio with the Remove Radio - the actual Radio message text? How do I string together Group Sound Actions? Currenty I am placing individual Triggers along the waypoint (looking like the Audi automobile motive) as stacking them in the Action box doesn't seem to work. I've been using the .pdf available on the website but 150 pages is only going to tell you so much when you consider the size and complexity of this programme. Pages 46 thru 55 will melt the strongest of minds! Finally, my DSMS is going nuts! Instead of the pylon number, I have the letter 'I' in red accompanied by an empty red box. My F2 view shows me bristling with weapons. I have repeated this with Empty payload and get the same result. It even shows the TGP, which is not equipped. Please bear in mind; it is difficult to phrase the question when I dont know what I'm talking about..:D
Grimes Posted January 11, 2012 Posted January 11, 2012 Hi, welcome to the forums. There are two ways to repeat a trigger for an illumination bomb... You could do it manually Where the trigger would look like... Switched Condition> Flag x is true > Illumination Bomb AND Flag x Off The player needs to use the f10 command setting flag x true every time they want an illumination flare. Automatically Switched Condition > Time since flag 1 is 240 seconds (or however long it takes for the flare to burn out) > Illumination Flare AND Flag 1 Off AND Flag 1 On This will repeat forever once its been triggered and can be turned off by setting flag 1 off by itself. Yep the add/remove radio is done completely by text. However you generally have to add an extra condition to the unit out of zone condition. For example if the unit starts out of the zone that trigger will execute immediately. So either use "switched condition> unit out of zone" where it can be repeated or have the trigger look like, "Once> Unit out of Zone AND Flag y is true" with flag y set on when the unit enters the zone as part of the add radio item trigger. For sound, using multiple triggers is the correct way to do it. You can use either time since flag or different zones like you are doing to get the audio to be delayed slightly. Hmmm, not sure what is causing the DSMS issue, perhaps explain a little more on how that is occurring? Are you starting in the air or on the ground? 1 1 The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Adi Posted January 11, 2012 Author Posted January 11, 2012 Cheers for the reply Grimes! Ah, Excelent instruction. I was missing the 'Flag x Off' on both occasions! Now the land is bright on my command and I have no F10 commands out of the zone! - Thank you mate! I guess Flags are the key to this ME. You wouldn't happen to know why all of a sudden I can't get troops to stand on top of buildings; one minute they did, the next, they don't. They end up inside, looking out through invisible walls. As for the crazy DSMS, I believe I have to re-zip some files and delete others. Sounds complicated to me.
Grimes Posted January 12, 2012 Posted January 12, 2012 Yep, flags allow you to create some rudimentary logic allowing for alot of creative possibilities. Placing infantry on buildings can be hit and miss. I had a similar experience trying to get a JTAC to sit on the roof of a building. My only suggestion is to keep moving em around slightly if it is clipping inside of a building. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
nomdeplume Posted January 12, 2012 Posted January 12, 2012 The DSMS issue is caused by using the 'prepare mission' option. This allows you to change aircraft settings (waypoints, weapon profiles, etc.) and they'll be saved when you exit from 'prepare mission' and reloaded whenever you load the mission. However if you later change your weapons payload with the mission editor, you'll still have the old weapons inventory + profiles you saved earlier with 'prepare mission', and you'll get problems because they no longer match your actual payload. It's better not to use 'prepare mission', or at the very least not use it until you're 100% happy you're not going to be changing anything else with the mission. You can remove this data from the .miz file by opening it up with a zip archiver (or just rename it to .zip and use Windows Explorer's built-in zip handling) and deleting the relevant folders from it. Only the 'mission' and 'options' files are needed for the mission itself.
Speed Posted January 12, 2012 Posted January 12, 2012 The DSMS issue is caused by using the 'prepare mission' option. This allows you to change aircraft settings (waypoints, weapon profiles, etc.) and they'll be saved when you exit from 'prepare mission' and reloaded whenever you load the mission. However if you later change your weapons payload with the mission editor, you'll still have the old weapons inventory + profiles you saved earlier with 'prepare mission', and you'll get problems because they no longer match your actual payload. It's better not to use 'prepare mission', or at the very least not use it until you're 100% happy you're not going to be changing anything else with the mission. You can remove this data from the .miz file by opening it up with a zip archiver (or just rename it to .zip and use Windows Explorer's built-in zip handling) and deleting the relevant folders from it. Only the 'mission' and 'options' files are needed for the mission itself. Actually, I don't believe you will feel any ill effects from deleting options.lua, but there is no reason to delete it in the first place. Don't delete any sound files or images you are using in the mission. warehouses.lua, you don't need to delete that either. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
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