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DCS World: The new stuff


Grimes

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It would be great if we could resupply the warehouse via

1. Applicable transport aircraft with loads modelled (I.e. amount of real world cargo possible)

2. Road transportation cargo carrying vehicles that can remove warehouse inventory from one airfields warehouse (therefore deducting that's warehouse inventory) via road to another airfields warehouse (thereby adding to its inventory).

3. Coastal ships to ports and then onto road transport vehicles to airfield warehouse.

 

Capturing an enemies base would also add their weapons to your inventory but can't imagine it would be of much use.

 

The facility to do all of the above via triggers and Lua would be the most flexible approach imo.

 

As chromium said this can be made with triggers. But can also be made as an unique convoy/ground group mission.

 

Another aspect that come with this idea is what effect will cause the Communications Infrastructure (cargo airplanes, roads, railways, sea ports...) attack and subsequent destruction, and how the use (or destruction) of Combat Engineer groups can be managed in infrastructures repair or construction.

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As chromium said this can be made with triggers. But can also be made as an unique convoy/ground group mission.

 

Unless you have found this trigger, I don't think there is one yet. It's a wishlist item. Chromium's post starts with "If"


Edited by Krebs20

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  • ED Team

I did post this in the wish list thread but had no reply,

 

is this a new single helipad FARP ? would be awesome if it is :thumbup:

 

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That file has been there since BS1. It'd be nice to have it implemented even though a single chopper can spawn on it at a time. Donno if it actually has a texture though.

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Would be nice to have it working for world, opens up interesting scenarios for mission writers and makes placing a farp a lot easy in tight valleys and so on.

 

thanks for the reply :)

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I see "SET ACTIVE HELPER GATE TO POINT" trigger etc. Is that the loops to fly through? Didnt see them static objects anywhere, do you attach them to triggers?

 

PS I'm a bit scared about the "werehouses" in ME. Are they new? Like with teeth and everything...

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no problem to use the "werehouses" at normal days- but they are not absolute functionally up to now.

This resource management should be functional when FC3 will be integrated.

 

But be aware that hell can break loose when using them at Full-moon!!!

 

I wouldn't land at the base without a 45 with silver-bullets.

 

And I want point you to this:Custom Kneeboard Page

 

 

Screen_120530_232834.jpg

 


Edited by PeterP

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I see "SET ACTIVE HELPER GATE TO POINT" trigger etc. Is that the loops to fly through? Didnt see them static objects anywhere, do you attach them to triggers?

 

I saw this post earlier, but forgot to reply.

 

I haven't really messed with the gates much yet, however it appears the gates location and orientation are based off of the flight plan setup in the mission editor and likely only work for players.

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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

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  • 3 weeks later...

Good info here, thanks.

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