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Posted

Hi.

I am creating a large coop mission involving A-10 and KA-50, where the action is going to be moving away from the initial starting point, to another piont about 150 NM away.

 

This is an MP mission that is expected to last up to 8 hours and where players will connect and disconnect from MP session.

I would like to have the option that the helicopters that are initially placed to spawn in one airport, after the capture of a FARP, they spawn there. That is one player takes off from an airport, makes its mission but instead retourning to the same airport, he lands in one FARP and logs off from MP session. i would like to make that a new player joining the session and selecting that very helicopter, finds himself in the FARP instead on the airport again.

Would it be possible?

  • ED Team
Posted

I dont think it is possible, but I am sure one of the mission wizards will correct me if I am wrong.

 

I wanted to have a different spawn point for one of my missions, but in the end had to settle for exploding the helicopters until the spawn area became available to the clients.

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

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  • 1 month later...
Posted

I had this same issue which I solved recently. I had farp x at the beginning of the mission. All was great, then when my forces advanced to a certain point I basically created 4 more helo slots at farp y for players to join and then deactivated my original group of helos that were "joinable" at the beginning of the mission. So depending on when you joined the mission you either started at Farp x or Farp y. hope this helps

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Posted (edited)
I had this same issue which I solved recently. I had farp x at the beginning of the mission. All was great, then when my forces advanced to a certain point I basically created 4 more helo slots at farp y for players to join and then deactivated my original group of helos that were "joinable" at the beginning of the mission. So depending on when you joined the mission you either started at Farp x or Farp y. hope this helps

 

In all the experiments I have tried, activation/deactivation don't work on multiplayer clients. Only the host. Did you make sure that clients were unable to join the old aircraft once deactivated, and were unable to join the new ones until they were activated?

Edited by Speed

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.

Posted

Having this possibility working would be a revolution in scenario editing. I thought this option was only avalaible for IA, i will try it into MP and see what happnens. Would be awesome.

 

I would like to ask ED to consider also addin the possibility that aircraft remember on wich airport/FARP they were when the pilot disconnected, and if a new pilot takes this aircraft, he will find it in the new location.

Example. i take an A10 and fly from Besaln to Batumi. i diaconnect and 10 minutes later of mission running, another pilot connects and takes same aircraft. He should find that very airplane in Batumi instead having it magically warped in Beslan again.

This would be a great tool in dynamic sceneries.

 

Shabo I wil try to reproduce what you say.

  • ED Team
Posted

The way I got around it for one of my missions was to have the farp available to spawn from at the beginning of the mission, but have the unit explode if the farp if not in friendlies hands, and have a FARP not cleared of I.E.D's scenario in the briefing.

 

Not great for every mission but a little work around for it. :huh:

smallCATPILOT.PNG.04bbece1b27ff1b2c193b174ec410fc0.PNG

Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status

Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, PIMAX Crystal

Posted
Having this possibility working would be a revolution in scenario editing. I thought this option was only avalaible for IA, i will try it into MP and see what happnens. Would be awesome.

 

I agree. "Hardcore" missions would finally become possible, without having to resort to lamely detonating aircraft (which could injure folks on the ground), or kicking people off the server who take disallowed slots. If ever activation/deactivation is made to work on multiplayer clients, I will be creating this hardcore mode- basically, if hardcore mode is enabled on a slot, then that slot will have only one life. Lua scripts embedded in the mission will allow you to specify whether or not you want hardcore mode to be active in your mission or not.

 

But alas, like the escape and evasion + SAR mod I want to do, I'm missing just a single Lua functionality or two.

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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