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Posted

1st.

Im trying to get a hummer to lead me to the runway as in the Hide Out mission after start up. I have the trigger set up the same as Hide Out mission. The problem is the Hummer drives away at the start. How do you get him to stay.

 

2nd.

Im wanting to set two bridges as targets so that after they are hit JACT will show up along with some vehicles for them to call out.

The bridges are LAT 42 7' 6" n and 42 17' 50" e. When LL are given there are more numbers. How do i get them. Or is UTM better.

 

This is my first mission that I would like to share. If there are any videos to help with mission building would be nice. :book:

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Posted

Tutorials on the mission editor are kind of scarce. I've been meaning to add some entries to the ED-wiki, but have yet to find the time. But you came to the right place to ask questions as many mission builders are glad to help out. :D

 

1. There are actually a few different ways you can do it. In the Hide-out mission it has a trigger zone setup covering where the player spawns at, The Humvee also has "visible before start" checked along with a start time of 99 days. Basically the humvee is not activated but can still be seen and it gets "turned on" thus starts moving when the player moves outside of their spawn area.

 

You can also use "Group AI OFF" at the very start of the mission. Once>Time more than 0 seconds> Group AI off (Humvee). Once the player gets out of the zone you can use "Group AI On (humvee) with the relevant trigger and it will start moving.

 

Another way is to click on the humvee, then click "Advanced Waypoint Actions" and then hit "Add" at the bottom. A box will popup and select "Perform Task" type and then "Hold" action. This will makes the humvee stay where it is until told to move. Once your A-10C starts to taxi you can use the "Group Resume (Humvee)" trigger and the humvee will start driving.

 

 

2. First off, you can't detect whether a bridge is destroyed or not. A common trick is to place an infantry guy next to the bridge and use the death of the infantry guy to trigger events.

 

3. There are 3 main coordinate systems used in the sim. MGRS, Lat Long in degrees minutes seconds and Lat Long in Degrees minutes thousandths of minutes. The A-10C uses the last one I listed. Basically you just have to do a little math.

 

6" = 06/60 = 0.100

50" = 50/60 = 8.33

 

Lat 42 07.100'

Long 042 17.833'

 

thus your coordinates are entered into the CDU as

Lat 4207100

Long 04217833

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Posted

Thanks I will give this a try.

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Posted

I missed the 99 days in the time. I have the vehicles working great. Can you do the samething with aircrafts. I have two Blackhawks starting up when i get to the appointed trigger on the runway. But there not there until i hit that trigger. I would like them to be on the runway from the start. Will -Group AI Off- do this. I put the 99 days in to the time for the Blackhawks. Is this right.

 

 

Vehicles are set up with the - visible before start- Once>Time more- trigger - Group active. Im trying the same with aircraft.

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Posted

Yeah the 99 days thing basically sets the time the group will activate without triggers. So if you let the mission run for 99 days the group will spawn in on its own. The group activate trigger simply forces the group to spawn when you want it to. The time delay doesnt need to be 99 days, it just needs to be set to whenever you want. Generally its easiest to add a 1 day delay, but again it doesn't matter.

 

Aircraft and helicopter AI groups have different rules than the ground groups. One of the differences is that you cannot use "AI Off" with aircraft. With relation to your question, aircraft can only be visible before they start if you have them starting on the ramp. In order to do that it takes 3 steps. 1. Aircraft cannot have a time delay and click the "Uncontrolled" checkbox. 2. Add the triggered action "Perform Command > Start" 3. Set the trigger to "AI Task: Start" (instead of group activate.)

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Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted

Not to throw a wrench in things, but there is a mod called "slmod" that utilizes some .lua scripting to detect if a world object such as bridge was destroyed or not. I would not recomend getting into that bit until you have a pretty good understanding of the basic mission editor though.

DCS: A10C Warthog JTAC coordinate entry training mission http://www.digitalcombatsimulator.com/en/files/99424/

 

DCS: Blackshark 2 interactive training missions http://forums.eagle.ru/showthread.php?t=84612

Posted

Im learning Bigfoot. Im going with a troop on the bridge. Thanks Grimes For your help. Is there a way to get a heli to stop at a way point then rtb after attacking a target. I Set a AH 64 to orbit at a way point but he just flew away.

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=&arrFilter_pf[gameversion]=&arrFilter_pf[filelang]=&arrFilter_pf[aircraft]=&arrFilter_CREATED_USER_NAME=chardly38&set_filter=Filter&set_filter=Y"]MY SKINS And Helios

 

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