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Breaklight

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Everything posted by Breaklight

  1. It would'nt be so bad if you did'nt spend 100hrs of hours building, testing and trouble shooting the missions you make lol [emoji85] I discovered this bug this week. To add to this, it would be nice to be able to export the warehouse settings to any invisible farps that have been placed. Now i have to fix each farp separatly after every update. Unless someobe has a easier workaround? Verstuurd vanaf mijn SM-G930F met Tapatalk
  2. +1 BUMP!! I have run into exactly the same problem....
  3. Feefifofum good point! Verstuurd vanaf mijn SM-G930F met Tapatalk
  4. And this is a good place to check out for some other tips and tricks https://www.youtube.com/playli...M8zQ0bxUMIJuD4D1Ijr-8bTvh36am5 Welcome to the joys and frustrations of the mission editor! :) Verstuurd vanaf mijn SM-G930F met Tapatalk
  5. Group su25 name "Frogs", consisting of four units called respectively "frog1", "frog2" etc. Six triggers to set a flag, and as each su25 unit is destroyed increase the value of that flag. When the value of that flag reaches a certain amount, send a message on screen MISSION SET / SET FLAG VALUE 1=0 ONCE / UNIT DEAD frog1 / flag 1 increas 10 Repeat the above trigger for the units frog2 frog3 and frog4 ONCE / FLAG EQUALS flag1 equals 20 / MESSAGE TO COALIOTION your side blue or red " joepie, two frogs dead!" Try this, should work but i'm not at home behind my pc to check it Verstuurd vanaf mijn SM-G930F met Tapatalk
  6. Instead of draining fuel and such, trying putting tbe su25s on 'uncontrolled' This will spawn your su25's but without pilots, so they will just sit there. You can only select "uncontrolled" when you place the su25's as cold on a parking spot, anything else and this option will not be avialbly. Incontrolled is different to late activation in that it does spawn the vehicle but without intelligence ie the pilot Verstuurd vanaf mijn SM-G930F met Tapatalk
  7. Oh and initially i was using the wrong trigger type (On death). So thats one to keep an eye on Verstuurd vanaf mijn SM-G930F met Tapatalk
  8. Update : Indeed, the ammo storage has 10,000 health points. Hit it with 4x mk83's and you might knock 600 points off. But, then it is damaged and burning, and it will constantly lose health points. Also, static objects are seen as UNIT and NOT as a GROUP. So any "group" triggers or conditions will not work. You need to use the UNIT type. So knowing how much health points an object has and using the UNIT ALIVE LESS THAN condition gets the problem solved. In this case, 95% = 9500 points. And then as action, explode unit with 2000 (as secondary explosion) gets the bunker killed. Verstuurd vanaf mijn SM-G930F met Tapatalk
  9. Kaba and toutenglisse thank you for your replys! 5 tons tnt?? Guess thats why ai tanks after shooting for awhile manage to kill it. Gonna have to rethink how i want to get the effect i want. Verstuurd vanaf mijn SM-G930F met Tapatalk
  10. Intended action : Static object (ammunition warehouse) is bombed, after which a fire starts and then followed by a secondary explosion which blows the place up. What just doesnt seem to work is any of the following on the static object warehouse : Condition - Unit / group dead = nothing happens Unit / group alive less 99 = nothing happens Unit hits (1) = nothing happens Why? Does dcs not see a static object as a unit or group perhaps? Well, i put a trigger on with condition unit alive = message all. It worked.... so why not the other conditions? Bug? Am i missing something? I know i could put an ai infantry next to the static object and then Link the trigger to that, but then the player can get the kill without actully hitting the bunker, which i dont want. Bombs in zone i dont want either because sometimes dcs will miss it if the bombs are shorter than 1 sec in the trigger zone. (Again, zone has to be small otherwise a miss will be counted as a hit). Plus, its a mp map and then i'm going to have to put 600x of bombs and stuff in with the OR command x( Anyone ever tried this? Or have a work around? Or can point in me on the direction of a solution? This problem has been driving me nuts the last few days. #ihatetheMEsometimes Thx, Breaklight Verstuurd vanaf mijn SM-G930F met Tapatalk
  11. Vhf i think there are encryption problems, whilst in the uhf none. So my educated guess is same as yours, UHF FM Verstuurd vanaf mijn SM-G930F met Tapatalk
  12. Ground troops usually just have vhf FM and a jtac would have access to the uhf fm. I think thsts how it is. Verstuurd vanaf mijn SM-G930F met Tapatalk
  13. Your question is in regards to dcs or how a command center would communicate in realife? In real life the CP would probably have access to both. After all, communication is their core buisness. Verstuurd vanaf mijn SM-G930F met Tapatalk
  14. Bump, Dont suppose anyone figured out a solution for this yet? Verstuurd vanaf mijn SM-G930F met Tapatalk
  15. What if you take the sunstag mat, put it down and make it invisible? Verstuurd vanaf mijn SM-G930F met Tapatalk
  16. https://r.tapatalk.com/shareLink/topic?url=https%3A%2F%2Fforums%2Eeagle%2Eru%2Fshowthread%2Ephp%3Ft%3D222775&share_tid=222775&share_fid=74365&share_type=t&link_source=app Verstuurd vanaf mijn SM-G930F met Tapatalk
  17. I think it might be viggen only. You might want to checkout Sunstangs farp mod. Verstuurd vanaf mijn SM-G930F met Tapatalk
  18. I would like to be able to : 1) more options for the trigger form, not just the circle we have now 2) Make these "areas" visible on the players F10 map (for example engagement area's, coalition wide pre-planned IP's / CP's, custom airspace boundaries) 3) And as of late, make the CA client slot full just like aircraft slots, so i can give the human jtac player access to the F10 radio commands. (To spawn eny units on request for example) 4) Please, please integrate Sunstags Farp mod because that just makes such cool possibilities for the rotary wing, harriers and A10. And that heatblur and ED fix the undercarriage issue for the viggen, which stops this aircraft module being able to use this. It would make mission capabilities for the viggen so much more awesome Maybe, probably with scripting some of these are possibly but i haven'nt fully researched it yet. Verstuurd vanaf mijn SM-G930F met Tapatalk
  19. Anyone? [emoji848] Verstuurd vanaf mijn SM-G930F met Tapatalk
  20. Hallo all, I'm working on a mission for my squad which is involves an attack on a airbase. As the flights come in, i have a triggered action that will start the flak script, creating flak above the airfield. My question is, does anyone have experience of using the flak script in combination with mist, in a mulitplayer server? Will it cause major lag or are there any pointers i should take into consideration when implementing this? Any feedback and/or experience much appreciated Regards Breaklight Verstuurd vanaf mijn SM-G930F met Tapatalk
  21. I have done the same and have it working so my guess is your missing a link somewhere. Although by your explanation , you appear to be on track. Unfortunately not by my dcs pc so hard to check. Verstuurd vanaf mijn SM-G930F met Tapatalk
  22. One option could be, Not to actually have the choppers go full monty (which is proving difficult) but beef it up with "cinematic effects" as it where. So for example, Spawn choppers. Choppers fly route chopper fires its single rocket (as you stated worked) When that 'weapon type' is in zone, that triggers the explosion effect in a given zone. You can add as you said ground units, and have these explode as well when certain conditions are met. It might feel a bit fake, but consider if the player(s) are going to notice this at all ? What they wil see, is a chopper fly, a chopper shoot, and badass explosions. Effect you wanted achieved!. I've spent hours trying to get ai do stuff as in the real world, but actually come to the conclusion that the player wont even see or notice any of it. Which ultimately gave me an easier solution. Verstuurd vanaf mijn SM-G930F met Tapatalk
  23. Add a zone (called explosion for example) on your route. Give your ai wingman a unique name. In the trigger menu: Once > part of group in zone explosion >> flag 1 on Once > Flag 1 on >> explode unit = ai wingman Or Explosion in zone, then set alt and size. Might have to experiment a bit. I think it would be something like that Verstuurd vanaf mijn SM-G930F met Tapatalk
  24. Sorry, there is no hold for aircraft :(. But the work around is to spawn a ground unit (a soldier for example) and block the aircrafts path on the taxiway. See the attached miz file as example F15 test.miz
  25. Waypoint with hold action, when flag x triggers because the player flys in, the hold action is cancelled? Verstuurd vanaf mijn SM-G930F met Tapatalk
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