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Posted

Hi folks,

 

About trigger: how can i set up a sound or message when specific enemy's units launch a missile?

 

Tx in advance. :pilotfly:

Posted

The only thing that will allow you to do this is using Slmod's units_firing function. Then you will be able to set a flag based on when a specific unit or set of units fires a weapon. You can optionally specify the weapon type, too.

 

Note that this will only work when the game is run in multiplayer, but there's no reason why you can't make a single player mission and run it by yourself in multiplayer.

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

I wondered about that. speed do all the players require slmod?

also it wont work unless you are in multiplayer mode will it?

 

Is there a chance that DS will intergate your slmod speed?

Posted (edited)
I wondered about that. speed do all the players require slmod?

also it wont work unless you are in multiplayer mode will it?

 

Only the 'server host' needs to have slmod.

You can play alone in multiplayer as if it was single player. The only significant difference between single & multi player is you can't use time compression in MP. (a pain when mission testing)

 

Is there a chance that DS will intergate your slmod speed?

 

I'd say no.. but just my assumption. DCS allows you to use lua scripting coding as Speed does, so no real reason for them to incorporate it as they do already.

 

If ED could incorporate the features available in slmod into the editor gui it would be perfect.

Edited by MadTommy

i5-3570K @ 4.5 Ghz, Asus P8Z77-V, 8 GB DDR3, 1.5GB GTX 480 (EVGA, superclocked), SSD, 2 x 1680x1050, x-fi extreme music.



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Posted

Allright, i might give a look at that Slmod, and idd it s quite annoying to test mission in MP.

However i guess u can set this Slmod s firing units when the main mission and triggers are already done in solo mission editor?..

 

Tx:thumbup:

Posted
Allright, i might give a look at that Slmod, and idd it s quite annoying to test mission in MP.

However i guess u can set this Slmod s firing units when the main mission and triggers are already done in solo mission editor?..

 

Tx:thumbup:

 

Yes, it is annoying to have to test in multiplayer. That said, Slmod functions that detect a certain condition or event simply set a flag to true. So you can test your mission trigger logic in single player by just manually setting the proper flag to true at the proper time by using the F10 other radio options menu. So you can still test most everything.

 

Another thing that isn't mentioned is that Slmod functions will not run in tracks, as replays and tracks are run in single player- heck, you can't even see chat messages in tracks. So Slmod missions will not replay correctly, not if you had some mission trigger logic that was dependent on the flags being set by Slmod. This is a small price to pay though, IMO, as tracks rarely work for more than 30 minutes even with NO mods.

 

For some basic information on how to use it, I created a few youtube videos:

 

Also, you will find the quick reference guide will tell you almost everything you need to know, and give you programming examples. I also have example missions. See the link in my signature.

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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