I spent a weekend trying to script a mission, and it didnt run well, so I'll leave that to the people that do them well until I get time to really dive in deep with it.
HAF922, Corsair RM850, ASRock Fata1ity 990FX Pro, Modified Corsair H100, AMD FX8350 @ 5.31GHz, 16GB G.SKILL@DDR2133, 2x R7970 Lightnings, +1 HD7950 @ 1.1/6.0GHz, Creative XFi Fata1ity Platinum Champ., 3x ASUS VS248HP + Hanns�G HZ201HPB + Acer AL2002 (5760x1080+1600x900+1680x1050), Oculus Rift CV CH Fighterstick, Pro Throt., Pro Pedals, TM Warthog & MFDs, Fanatec CSR Wheel/Shifter, Elite Pedals Intensity Pro 10-Bit, TrackIR 4 Pro, WD Black 1.5TB, WD Black 640GB, Samsung 850 500GB, My Book 4TB
Awesome Crew, looking forward to it! And on another note, I FINALLY got my single player problem sorted. The way to set a different language as default in the Windows input method editor has an unusual translation in Japanese... it was staring me in the face the whole time! (For those that didn't know, DCS World disapproves of other languages )
The Huey looks to be pretty popular right out of the gate. I'll look to add some of these into the campaign... It'll prolly set the debut back a day or two.
Yes it's a priority for me too. I know many will want to practice and train so I'm going to try and sort out the best way to set that up in an mp environment. Any suggestions?
I'm prolly just gonna clone some of the Blue Ka-50s into Hueys - and leave the Ka-50s in place. I won't put any Hueys on the Red side.
Is there a command for the Huey Client pilot to load troops and to deploy troops? Are troops for the Huey like a standard loadout choice? If I want to simulate dropping off troops from a Huey do the troops need to be placed in position with a Late Activation, or does the Huey disgorge them?
I have not noticed - are the Hueys available as a Client in the v1.2.3 Mission Editor, or must I switch to 1.2.4 first?
Yes it's a priority for me too. I know many will want to practice and train so I'm going to try and sort out the best way to set that up in an mp environment. Any suggestions?
Make some cold starts... but more importantly make some Warm starts so we don't have to go thru the start up sequence each time we crash. At least to get the Huey guy started. Stick time is the important thing I am finding. Youn can also hang some weapons on some of them just for fun.
Hollo Pointe is up on v1.2.4 with the old Road Kill. This mission has been on hold all v123 for the smoke issue. I did add Hueys into it.
I did do a Windows uninstall for DCS World before installing v124, on all three machines. All personal info was kept so we have not had to re-do the control or graphics settings.
Slmod went in, following the install instructions. All the lists and options were saved as well, and are working.
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Hueys are in place in all five missions in the campaign.
Yes, Slomd is working. I just verified it with the Wrecking Crew Client account. The first time I typed -admin nothing happened, so I thought maybe it was not working. I was going to Alt-Tab to TV and try the Hollo Pointe login, but then tried -admin again from WC and I got the right response.
Hollo Pointe was passworded for about 50 minutes last night for 1.2.4 testing. All seems to look good. Road Kill has been up all night and it looks to have reloaded itself about six hours ago.
This Load Mission trigger stuff is strange. What an odd way to handle it. I wish I would have noticed something before I changed the Road Kill, above ^^^
In the Hollo Pointe Missions folder there is just one mission in there right now - WC's Road Kill 124v1j. Last night it was 124v1i and the Load Mission trigger was left set on the older 123v1h (by mistake). What I failed to notice was the displayed version this morning after the reload - was it the one file's version from the Missions folder (124v1i) or was it the embedded .miz file's version (123v1h). If it was the embedded .miz file's version that implies that the next mission(s) from reload triggers DO NOT HAVE TO BE in the Missions folder!
That means (if it is true) that for the campaign that starts in the third mission - only the third mission needs to be in the Missions folder, and all of the other missions in the campaign that get called through Load Mission triggers DO NOT HAVE TO BE in the Missions folder. This goes to my suspicion that the sequence for setting the Load Mission triggers in all of the campaign missions is critical to a proper outcome. Considering that each mission has two outcomes, say a left and a right, for five missions the sequence for setting the Load Mission triggers is 2L 1R 2R 3L 4R 5L 4L 3R 2R.
v124 missions do not have embedded .miz files! Yea!
... something , hmmm , how did Road Kill reload last night? - mystery.
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The campaign development is complete. Yea!
I'll upload it here in a few and we can see how it starts. I hope it takes you all a few days to get through it without any major issues.
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A couple of weeks ago I had a chance to join in on some Friday night flying. I came away with the idea that folks like the Blue COOPs better than the Red vs Blue that is a feature in many of my missions. I completed the S'paign with Red vs Blue aircraft and Combined Arms, but have taken that set of missions and made what we will start with - B'paign campaign missions - the same ones but all the Red a/c Clients have been switched to Random, and where they are Ramp Starts they are Uncontrolled.
So we will start the campaign with a Blue COOP for aircraft and Combined Arms, and with Red Combined Arms, who BTW can control red aircraft.
When B'paign missions start, the previously Red Client a/c will be flying on their flight paths - so watch out for them. Blue Ground Commanders need to use their air assests to counter these threats. I did relinquish two GC slots for each Red and Blue - youse guys are going to need to coordinate.
Shampain Campaign: #3 - Zesti Highway Blue AC+CA, Red CA Sequence: 1-2-Zesti-4-5 Clients: A-10C, Su-25T, Ka-50, Ground Commander, JTAC Settings: Oct 17, Full Moon, 0300, F10 FOW, H2H, SimHQ Teamspeak
--- Summary All mission targets are in a circular zone between Khashuri on the east and Zestafoni on the west.
Use Combined Arms to advance armor units and aircraft available for tasking. Both sides have built up armor. JTAC units are on the map waiting for direction. AI aircraft will spawn in pairs throughout the mission.
Locate Blue armor forces heading from Zestafoni to Khashuri along the east-west highways.
There is a northern east-west route and a southern east-west route between Zesti City and Khashuri. Take out Blue convoys and air defense. Avoid MANPADS along the routes.
Blue owns the northern half of the battle zone - with a HAWK missile site just south of Sachhere. Avoid the HAWK and MANPADS, take out any convoys that come down that highway to its end at Tshetisdzhvari. Artillery is expected if Blue reaches Tshet.
Red must secure the route to Zesti by clearing the Zesti-Khashuri Highway of Blue armor groups - beware of MANPADS that the Blue armor columns deploy. Don't bother with the HAWK site in the east - we want the Zesti-Khashuri highway today!
When Red wins then we advance west towards the coast - next stop is Streets Of Kutaisi.
Secure the northern and southern routes from Zestafoni to Khashuri.
Protect the northern area of the battle zone to keep our HAWK missile site safe.
Red forces have a large Air Defense site near Agra. Its capabilities are unknown - beware!
Use JTAC groups to advance on the RDR forces.
To win the mission Blue must destroy the Red RDR armor and air defenses. ZU AAA and other ADA do not weigh on a victory.
When Blue wins we will go east to Gori Gap.
--- Designer Notes
- Campaign starts here, Blue-Blue-Mission-Red-Red - 0300, 17-Oct, Full Moon - Sunrise 0728, Sunset 1855 - Blue - A-10C/8, Ka-50/4, GC/1, JT/8 - Red - Su-25T/4, A-10C/4, Ka-50/4, GC/1, JT/8 - Lots of armor both sides, most are drivable - Shampain 3 Red Win -> Shampain 2 - Shampain 3 Blue Win -> Shampain 4
The Base mission is #3 (this mission - Zesti Highway). The campaign missions extend in two directions � a Red win takes the missions from #3 to #2 to #1 and to victory; Blue wins will see the missions go from #3 to #4 to #5 to victory. Either direction is possible.
At the start of the campaign in Zone #3, Blue is on the left and Red is on the Right. Blue will advance east toward Zone 5, and Red will attempt to advance west toward Zone 1.
Ground Commander slot are available for Red and for Blue. JTAC slots are available on each side to drive vehicles and spot targets.
At the end of the day, in this mission with Combined Arms slots there is no telling where units will end up within the battle zone. It will be hunt and kill until the circle between Zestafoni and Agara is cleared of enemy armor units.
--- Win/Lose Notes Increment Blue (50000) and Red (10000) flag counters to determine a mission win.
Blue has to kill the Red groups within one unit alive in a group - armor and ADA. ZU-23's don't count to a Blue victory.
Red has to kill attacking Blue armor within one unit per alive group - kill the attacking Blue convoys from the west and north. Red does not need to kill the HAWK site and the assets around that. Blue MANPADS don't count to a Red victory. Blue JTAC units don't count either.
Wellll, an OK start. About 2+ hours in we all got disconnected including the server so who knows what happened there.
Did have a great attendance - 8 or so players in at one time. Folks, join in SimHQ TS -- even if just to listen. These missions last for hours. Not that we are gabby .
Have to say - this Zesti Highway mission starts at 0300. Grab a cup of coffee and a JTAC slot and see where things are heading. You are not going to win this mission in a couple of hours, in the dark. Signing on for this campaign means in for the long haul.