How many hits did the debrief screen say the unit took?
A lot - sorry, I havenât checked this thread in a while.
Just a quick question - I think I know the answer.
The "Mark"action (All, Group, etc.) in the Trigger actions - can I assume that only works in MP?
Like putting a mark on the F10 map?
I believe it works in sp. pretty sure I tried it the other week in sp
Thanks - I think I may be missing an options setting
I think I know the answers and that the answers are "No"and âNoâ. (I have done the due diligence web searching for the answer and came up with nothing.) HoweverâŠ
Question: Is there an easy way to set a static object like cargo to âLate Activationâ in the mission and then make it become activated with the STARIC ACTIVATE trigger?
The idea is to randomize the selection of one of a few different cargo pick up spots so as to make a mission a bit different every time it is played. Currently there is no way to selectively activate a specific (randomly chosen) cargo static object. All the cargo objects are present at mission start. This means that they must be placed at least 4000 m apart or more than one cargo will show.
âŠas a follow on, do you think something like this can be done with a short LUA script âŠ
Something that sets a specific object to activate - a DO SCRIPT action.
or
Something that âdestroysâ the unselected cargo objects - several DO SCRIPT commands.
In this case what I do is place a cargo object with the âcan be cargoâ ticked off and whenever the conditions are met I swap it with a proper cargo object using MIST.
To destroy the static cargo:
Unit.getByName(âStatic_Cargoâ):destroy()
To teleport the âactiveâ cargo:
mist.teleportInZone(âActive_Cargoâ, {âZone1â})
So, in this example:
- Static_Cargo is the cargo that canât be picked
- Active_Cargo is the cargo that can be picked, placed somewhere out of sight
- Zone1 is a trigger zone placed right on top of Static_Cargo with the minimum radius (5)
New Question - Iâve done some digging in Hoggit and could not find an entryâŠmay not looking in the right areaâŠ
Is there a way to script an AI aircraft to experience some type of mechanical failure; lose and engine or fuel leak, etc. Maybe a âChips Lightâ in a helo. Something that might make an AI aircraft have to make an emergency landing in a mission?
I vaguely remember doing this using the âexplode unitâ action in the trigger rules but I just did a quick test and setting the volume to 1 doesnât seem to cause enough damages while 2 does too much damages.
In the mission editor you cant use decimal values but maybe itâs possible if youâre doing it via scritps?
Thanks @EightBall. I was looking to do something specific and visual - like an E-3A or C-17 suffering an engine fire that forces an emergency landing in âbad guy landâ. I guess Iâll just âfake itâ with comms - engine out instead off a fire.
BTW, I like that your avatar is following COVID guidelines. âŠerâŠ
And I got one ready for when I get the vax, whenever that might be
Sorry to dig up an old topic but this just didnât seem worth starting a new post.
Why do some of my advanced way point actions come up grey instead of white? Some of them donât seem to work either. Such as the immortal AWACS keeps getting shot down.
IIRC, grey actions are actions that are triggered at a previous waypoint but continue through the current waypoint you are looking at.
Re immortal - While I donât know why the AWACS is getting shot down, you might try a couple of things (if not already doing so).
1st - Immortal must be turned on at the first (0th) waypoint.
2nd - Also turn on Invisible - that way the enemy will ignore the AWACS.
I have used Immortal a couple of times with AI but only with ground forces - i.e. when I want a well hidden JFAC to work without getting killed.
Primarily I have used Immortal to apply to the player when developing training or exercise missions where it is counter productive or unrealistic to have the player shot down. In those cases it works albeit you need to deal with the whole AAM lr SAM explosion blanking things out for a bit.
Is there anyway to spawn A/C into a mission that you can select to fly but also limit what you can select until certain conditions are met?
For example
I want to spawn in a 16 and and 18 for SEAD. I want the A/C that is available to be random.
I will drive a truck to a hangar that triggers a flag. The flag will be random 1 or 2. That flag will trigger which plane is available.
I set the mission up and made the 18 and 16 late activation. However both A/C are selectable at mission start. I was hoping nothing would be selectable until the truck entered the trigger.
Is this possible or am I asking to much of the mission editor?
Is there a method of merging 2x .miz files into one?
A colleague & myself have been working on placement of multitudes of static objects in very specific locations & orientation.
unfortunately I 'faux pasâd & forgot to pull his latest version prior to conducting many hours of additional work⊠& Iâd rather not lose all that
Mission files are only populated by these (2 types) of static objects but there are literally (many) hundreds of them.
I found a python script called mizmerge, but from the description it appears to only be relevant to importing flights, not static unit objectsâŠ
ANY assistance would be greatly appreciated
cheers
You may be able to save your colleagueâs .miz as a static template, then load that into your .miz. It should give you a warning dialogue if any units are overlapping.
Yes there is. Save the mission with your changes as a static template, then you can merge it with the correct mission by loading the template. Iâve done that a few times in the past, it works really well. Make sure you save the actual mission under a new name beffore merging, just in case something goes wrong.
much appreciated gents
the DCS Mission Editor is really NOT my bag