DCS Editor: SuperCarrier lua Templates v2, Delete and spawn static objects in mission!

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  • Опубликовано: 2 авг 2024
  • Showing you how to spawn and remove static objects on ships, with triggers and lua templates, along with how to create and save your own!
    00:00 Intro
    01:57 - How to use Templates
    07:16 - How to create your own Templates
    Download the template pack here:
    www.digitalcombatsimulator.co...
    Support the creation of more content!: / redkite
    Join the Official Discord!: / discord
    / redkiterender
  • ИгрыИгры

Комментарии • 126

  • @RedKiteRender
    @RedKiteRender  4 года назад +20

    **For those who watched the first version.**
    01:57 - How to use Templates 07:16 - How to create your own Templates
    No, it's not ground hog day! This updated version of the script allows for ID's above 100 by use of a variable rather than flags. I'd attempted to make it 'easier' to use by avoiding script, and in my haste to share this with the community didn't check if there was a limit!
    Instead of setting Flag 404 you need to do script 'shipID = #' where # is the id of your ship, this will allow numbers greater than 100, please download the new version!
    I've also slowed the tutorial down a bit as some were getting confused as to how to do this, hopefully it'll be clearer now. (Sorry if my 'live' voice is a little off in places hayfever makes it hard to sustain my voice clearly, which is why I like pre-recorded scripts!)
    If you've already started making a template for yourself on the old system, you'l need to find and replace all references to Flag 404 with shipID (see the example template file)

    • @m9mattm9
      @m9mattm9 4 года назад

      Thank you Red Kite for your work here. Is there a way to spawn on two or three carriers, as I tried setting two ship IDs in the script but it picked the last ID number?

    • @RedKiteRender
      @RedKiteRender  4 года назад +1

      @@m9mattm9 Set ID 1, spawn 1, Set ID 2, Spawn 2. Long as you change shipID just before spawning the template it should be fine.

  • @antonbatura8385
    @antonbatura8385 4 года назад +21

    Redkite, over the years you have contributed to my learning of DCS more than any other video author out there. Just wanted to say thank you for your stellar work.

  • @rabidraven0134
    @rabidraven0134 20 дней назад

    I love returning here. In fact I need to come back here as time erodes the memory as I get older. Such a great tutorial. I hope it remains for all time. It's also nice to see other members of the community using your lua template files and having the good affability to acknowledge your great work. Thank you Sir.

  • @notproplayer3649
    @notproplayer3649 4 года назад +20

    That's dedication to doing tutorials right, thanks for this better version 👍

  • @brentnorman6848
    @brentnorman6848 4 года назад +6

    I thank you for not only making the time to do these amazing tutorials, but to re-do them when required. Your videos are part of my training regime and immense value. Within a few minutes of watching your video, I have made some amazing changes to my training missions. Thanks again for everything you do for the community.

  • @rudelchw
    @rudelchw 4 года назад +4

    Really excellent and clear explanation .. maybe not as concise as the first version, but so much more easier to understand :) thanks a lot, I will have a lot of fun creating my own variants of your Templates. I enjoyed this a lot, Mission Editing can actually be almost as engaging as flying the Sim :D

  • @silentone11111111
    @silentone11111111 2 года назад

    I’d never have worked out how to do this stuff. You’ve massively improved my super carrier experience. Thanks 😊 😀

  • @KENNYB322
    @KENNYB322 2 года назад

    It works, thanks for taking the time to share this with us. Your the best, hope you continue with your generosity.

  • @mcintoshdev
    @mcintoshdev 3 года назад

    Wow, you just explained so much about the mission editor, lua and the triggers for me! Thanks!

  • @johnryanmuldoon3631
    @johnryanmuldoon3631 4 года назад

    Great followup. Watched V1 last night. Now subscribed.

  • @psyrixx
    @psyrixx 4 года назад +1

    RedKite, this is awesome! Great job, buddy

  • @chedforceone9811
    @chedforceone9811 4 года назад

    This is awesome. I've been in the middle of trying to create this myself. Great work and thanks for sharing.

  • @matk4731
    @matk4731 4 года назад

    Fantastic work mate. Thanks for sharing
    👍🏻👍🏻🙃🙃

  • @dieternussbaumer5568
    @dieternussbaumer5568 4 года назад

    Thanks Redkite. Awesome work, easy to use for people not used to scripting and triggering :-) like me!

  • @johndoherty8336
    @johndoherty8336 4 года назад

    Excellent I will be trying this. Thank you.

  • @deamonesque4770
    @deamonesque4770 2 года назад

    Brilliant. Thanks a lot! Super useful.

  • @llama1910
    @llama1910 2 года назад

    Thanks for this tutorial - really helpful!

  • @fernandocriativo3d74
    @fernandocriativo3d74 4 года назад

    Thank You Redkite!!

  • @CWS88
    @CWS88 3 года назад

    Fantastic stuff! Thank you

  • @INFHawkeye
    @INFHawkeye 4 года назад

    Thanks mate, i did find an error on the remove mass launch Hornet aft script, just a title error. I manged to work it out after studding your scripts, outstanding work btw.

    • @RedKiteRender
      @RedKiteRender  4 года назад +1

      Thanks again! I've caught that one, it shouldn't be present in the v2 download, if you catch anything else be sure to tell me and i'l correct the download!

  • @juicyfruity158
    @juicyfruity158 4 года назад

    thanks for such a quick fix

  • @MedicineWolf
    @MedicineWolf 3 года назад

    This is awesome

  • @Hotdognzz
    @Hotdognzz 4 года назад

    Awsome thanks very much

  • @joesim9577
    @joesim9577 4 года назад +1

    I was inspired by your well done video RedKite. One question though, is there a way to spawn a static object such as a crew man and the power cart next to the parking spot that is triggered on when the player request ground power or compressed air. Also have that object de-spawn when the player request turn off ground power/air from the coms menu? I was planning on having 4 or 5 static groups that triggered based on if the player's plane is in that coverage area or not.
    Found it! Triggering/spawning units with the F10 menu. Thanks. Just need to find some wav files on the internet for "Launch Maverick on Alert Five" and also for "Launch the rescue helicopter immediately".

  • @MrSnacko
    @MrSnacko Год назад

    Just found this and it's awesome!! Thanks so much for your Work RK!! I was trying to set it up for Landing using a Trigger Zone. I set the Trigger to when ALL OF GROUP OUT OF ZONE, And the Trigger Zone is Linked to the Carrier to follow it. But it doesn't work at all.. It's strange, it should be so simple.

  • @MedusaSquadron
    @MedusaSquadron 4 года назад

    Great vid and great templates! Ihave two questions, cause I'm a noob to editing...
    1) could be possible to associate the spawn/despawn to the command menù so one could made the change when needed?
    2)Could be possible to have also a Kutnezov version?
    Thx.

    • @RedKiteRender
      @RedKiteRender  4 года назад +2

      Hi, Deadlyfishes has done a little script addition for spawning my layouts via the other radio options you can find it here:
      forums.eagle.ru/showpost.php?p=4352758&postcount=5
      As for the Kuznetsov, i intend on doing a couple more templates, including some for the free stennis, tarawa and the kuz.

    • @Derpy-qg9hn
      @Derpy-qg9hn 3 года назад

      @@RedKiteRender Free kuz? Would it be compatible with new kuz as well? I'm not sure of the differences in model dimensions.

  • @themoo12345
    @themoo12345 4 года назад

    Hi RedKite, would you share how you are able to see the carrier deck in the mission editor? I only see a ship icon. Also, how do you make sure that player aircraft spawn in the right spots? I don't see an option to set a parking position like on airfields and for some slots that I choose it won't let me spawn in. It says: "Your flight is delayed to start, please wait". I suspect some of the aircraft spawns are overlapping somehow. Files ran: SC 4 spawns clear deck, SC 4 spawns blocked deck.

    • @RedKiteRender
      @RedKiteRender  4 года назад

      Bottom centre in the editor, click the tank icon. Aircraft dynamically pick a spot to spawn, if no spots are available, either blocked by other aircraft or static objects you'l get the 'Your flight is delayed message'

  • @jaguar3248
    @jaguar3248 4 года назад

    DCS for me when i need to learn something is "Come on RedKite and Spudknocker, get your videos out" LOL. Good job again RedKite, now i would like my helicopters and planes parked up folded, how the hell do i do that?

    • @Hotdognzz
      @Hotdognzz 4 года назад +1

      Link them to the ship when you place them, they then fold their wings.

    • @jaguar3248
      @jaguar3248 4 года назад

      @@Hotdognzz Thank you!!!

  • @dewizle5026
    @dewizle5026 4 года назад +3

    Just a point of reality aircraft parked on the point or front of the boat are pointed the wrong way they are parked tail over water. They'd never be able to taki the way you have them set up.

    • @RedKiteRender
      @RedKiteRender  4 года назад +3

      I did it that way because Jane's F/A-18 always recovered aircraft in this fashion if i remember correctly, I'l do an edit on the download file to address this, Cheers. Edit: I've uploaded a corrected version! (same link as before)

  • @kubanskiloewe
    @kubanskiloewe 4 года назад

    like that but i have no time to create.....are some to download as user files at DCS ?

  • @philem.4345
    @philem.4345 4 года назад

    Hey RedKite
    Thanks for this awesome Mod:)
    I have a question about the spawn points. If the aircraft is set on Player it automatically spawns in the front Parkingslot . Is there a way to change it to other positions, so the first group with only AI is able to start first. The Parkingslot in front is blocking the space so the AI cant use those ramps if i wait for them to start. Thanks for your support 😁

    • @RedKiteRender
      @RedKiteRender  4 года назад

      If you spawn the player after the mission start (late activation or a client), your aircraft will be spawned on the next free space, so if you block the first 4, i think you'l spawn behind? you'l have to experiment a little.

    • @philem.4345
      @philem.4345 4 года назад

      @@RedKiteRender It works perfectly as a client thank you👍🏻

  • @Atze952
    @Atze952 4 года назад

    Amazing stuff red kite thank you ! I have a question in regards to the SC how could I set it up so I have say constant AI traffic from the SC running let’s say have every 3-5 minutes a two ship taking off and recovering after let’s say 30 minutes of them flying around ! I set it up all manually but after 10 minutes all planes are launched and after 30-60 minutes they all back and then it’s over ! I haven’t figured out how to set up delayed spawns with triggers for the sc ! If you could make a video for something like this how to set it up would be amazing

    • @RedKiteRender
      @RedKiteRender  4 года назад +2

      Set your aircraft on the ramp cold, tick uncontrolled. On the triggered actions tab below - add - perform command - start. Then when you want the aircraft to start up do a trigger with action - AI TASK PUSH and select that unit. You can use this to stagger the launches with TIME MORE conditions!

    • @Atze952
      @Atze952 4 года назад

      RedKite thanks so much mate ! Can’t wait to try that out after work 👍

    • @davidh7280
      @davidh7280 4 года назад

      Will this not conflict with the two Lua scripts for the carrier take off and landing configuration? The time more than 540 and switch to landing configuration would require the take off carrier configuration to be set. So wouldn't you need to run the take off configuration again, before any AI can take off? I'm a bit confused how to work this with your ship configurations (doesn't take much to confuse me!). Perhaps s tutorial video? I've done your example of 8 ship take off and landing and managed to put radio commands to trigger take off and landing configs, so I can return to the ship, rearm and take off again. This works well, but don't know how to have AI in a flow, constantly taking off and landing, unless you just use a clear deck? Thanks again for your work!

  • @seance1253
    @seance1253 4 года назад

    So I tried this and its awesome! I actually put this on a radio menu item with a flag trigger. It works with repetitive action. My question is how would I change to livery without creating my own template but to use RedKites...

    • @seance1253
      @seance1253 4 года назад

      So any answer for my livery question?

  • @lefty59th18
    @lefty59th18 4 года назад

    I'm pretty sure this video showed up on an ED meeting and some boss asked the (paid) programmers why a 'random guy on RUclips' (just kidding) can create a far better experience for SuperCarriers than the whole group in the office.

  • @HercDriver
    @HercDriver 2 года назад

    Very cool and useful. However, is there a way to get this to work with the animated deck crew as well? The only ones that I see spawn are static; not the ones who guide your ship onto the catapult.

    • @RedKiteRender
      @RedKiteRender  2 года назад +1

      The moving deck crew cannot be customised, so no plane handlers at the moment sadly. SuperCarrier has been a bit neglected, overdue some updates methinks.

    • @HercDriver
      @HercDriver 2 года назад

      @@RedKiteRender I actually got them to show up just by changing the carrier to CVN-71.

    • @RedKiteRender
      @RedKiteRender  2 года назад +1

      Oh! You had the free (Stennis) carrier selected, rather than a SuperCarrier, carrier.

  • @Piergeiron
    @Piergeiron 4 года назад

    Excellent video, I had lots of fun building up my own templates for my squadron! One question: it seems a bit bugged in so far, that on an MP server using this method, the statics spawned later in appear sunken into the deck roughly half-way. Do you already have a solution for that, or is that a DCS thing to fix? :)

    • @RedKiteRender
      @RedKiteRender  4 года назад

      It's a DCS issue, i've reported it to ed, long as the aircraft are spawned before the players join it'l be okay.

    • @Piergeiron
      @Piergeiron 4 года назад

      @@RedKiteRender gotcha, here's to hoping ED can fix this, since I don't see me using that in SP very often. Thanks for the heads up! :)

    • @RedKiteRender
      @RedKiteRender  4 года назад +1

      Was fixed with the recent update :)

    • @Piergeiron
      @Piergeiron 4 года назад

      @@RedKiteRender awesome!! Thanks for the heads-up! :)

  • @christopherhollingworth
    @christopherhollingworth 4 года назад

    Hi RedKite, would you share how you are able to see the carrier deck in the mission editor?

    • @RedKiteRender
      @RedKiteRender  4 года назад

      Hit the Tank icon on the bottom centre bar in the editor.

    • @christopherhollingworth
      @christopherhollingworth 4 года назад

      @@RedKiteRender Hi. Thanks. It didn't work for me initially then I found that It is also dependent on the zoom level you are at. ;-)

  • @Ventura60kts
    @Ventura60kts 3 года назад

    You make it look so simple!
    Would this work if you use the Tarawa?

    • @Ventura60kts
      @Ventura60kts 3 года назад

      It works for the Hermes mod so yes perfect. Great video and easy instructions thank you.

    • @Ventura60kts
      @Ventura60kts 3 года назад

      Doesnt work in multiplayer if run on a server the spawned aircraft sink into the deck

  • @macgynan
    @macgynan 4 года назад

    Hi RedKite. Is there a way to have this affect multiple carriers? I need to cater to people who own the carrier DLC and don't. Is there a way to have it both on the Super Carrier and the Stennis?
    This is great even if it just for one carrier per mission.

    • @RedKiteRender
      @RedKiteRender  4 года назад +1

      Yes! All you'l need to do is set the shipID for ship one, spawn the units you want then, set the shipID to the second ship, and spawn the template for your second ship. Long as you set the new shipID before trying to interact with the other ship it'l work fine.

    • @minuzed
      @minuzed 2 года назад

      @@RedKiteRender That doesn't seem to work anymore. I tried this: Set shipID to first carrier unit ID and spawn a template, no problems. Set a new trigger to activate 5 secs later, which sets shipID to second carrier unit ID then spawns a template. Now the statics on the first carrier disappears at the same time as the statics on the second carrier spawns.

  • @camovecmin4968
    @camovecmin4968 3 года назад

    @RedKite are this still useable for DCS v2.7.3.8494? Since this require us to edit the .LUA I'm afraid that it will CTD the sims. Thanks.

  • @tomlagoe8887
    @tomlagoe8887 4 года назад

    RedKite, I am trying to set up a test mission as per your video. I use the Roosevelt, my ship ID is 1. So I type in shipID = 1 for do script (my editor has the ship ID as 1) then I put in the script files as shown. Nothing happens. I'm sure its "operator error" but I haven't been able to figure it out I suspect it has something to do with the ship ID

    • @mustang60348
      @mustang60348 4 года назад

      I had the same problem as you , make sure you have shipID = 1 , not ShipID = 1. It is case sensitive.

    • @tomlagoe8887
      @tomlagoe8887 4 года назад

      @@mustang60348 Thanks for the reply, I did use shipID = 1, I figured it was case sensitive. I think there is a space the D and the = sign and a space between the =sign and the 1?

    • @RedKiteRender
      @RedKiteRender  4 года назад

      Did you manage to resolve this?

    • @mustang60348
      @mustang60348 4 года назад

      @@RedKiteRender Yes, I had the variable at ShipID vice shipID. Thanks so much for the tutorial and the reply.

    • @tomlagoe8887
      @tomlagoe8887 4 года назад

      @@RedKiteRender No, I am still having the problem. I type in shipID = 1 and still nothing happens. thanks for the reply.

  • @MrPhantom453
    @MrPhantom453 4 года назад

    Where are the Redkite campaigns? I'll buy them!

    • @RedKiteRender
      @RedKiteRender  4 года назад +1

      Man that would be a huge undertaking!

  • @Cthulhus24
    @Cthulhus24 3 года назад

    Hello
    Does the scripts are broken? Many of theme does nothing now. Before, all was fine.
    Thanks for what you do !

    • @HeinzMcDurgen
      @HeinzMcDurgen 3 года назад +1

      Yeah, I just thought of doing this in some missions I'm working on and having the same issue. I've followed the directions in the video and nothing spawns on the carrier.

    • @HeinzMcDurgen
      @HeinzMcDurgen 3 года назад +2

      I changed the "Mission Start" event to "No Event" and then in the condition field added "Time Less" to 1, and everything spawns in now. Maybe "Mission Start" is broken?

  • @vJaBoG32Laud
    @vJaBoG32Laud 3 года назад

    Hi Redkite,
    amazing work.
    Could you maybe have a look at my posting in your thread at the ED forums. Somehow I can't get my remove-scripts to work.
    TY!!

    • @vJaBoG32Laud
      @vJaBoG32Laud 3 года назад

      Got it solved. Obviously you must not use a "-" in the name-string.

  • @MedicineWolf
    @MedicineWolf 2 года назад

    Have you ever created a persistent deck with aircraft continually landing and taking off?

    • @RedKiteRender
      @RedKiteRender  2 года назад +1

      Carriers don't really operate like that generally. They go in cycles of launching and recovering some hour or so apart. To do it in DCS would be more effort than it's worth and flood a mission with needless aircraft.

    • @MedicineWolf
      @MedicineWolf 2 года назад

      @@RedKiteRender Oh sorry, I'm aware, I should have said cyclically rather than persistent, not trying to kill my deck crew haha.
      I wish we could save a trigger sequence like we can a static template and call it to spawn instead of just in a .miz file
      I guess it could be done using a lua script in conjunction with what you've done here? Trigger it when a player gets w/in visual of a carrier?
      I figured out how the parking spots and cats work (your vids really helped) and was able create a launch/recovery sequence like I wanted: a couple of Prowlers, a Hawkeye and 4 Hornets, while I watch from my Tomcat that will go last. Wish we could do a cold start on deck while all that is going on around.
      I do have one question you probably know the answer to if I could get your thoughts, RE the recovery portion, I've run into a small issue getting an AI Tomcat to land on deck (runway is all clear, not even deck crew) when using a conditional trigger (fired when the last of a launching 4 ship group of Hornets reaches 100knots) to start a late activation/group activate Tomcat lined up at 2 nm out @600 feet @200kn with just the one waypoint that's landing on the carrier, he approaches to within a mile or so then turns and flies away, I've got a another deck launch waiting on his landing to fire...is this a known bug or am I missing something?
      That's the only question I have, your videos are very helpful!!

    • @RedKiteRender
      @RedKiteRender  2 года назад +1

      @@MedicineWolf Double check the landing conditions are good (24knts+ over the angle, combined from wind/ship) and that it's sailing into the wind. Otherwise it's a DCS ai issue and sadly not much you can do to fix it but nag HB and ED to resolve it.

    • @MedicineWolf
      @MedicineWolf 2 года назад

      RedKite Thanks, I reported a bug because all conditions were good. When ME doesn't play nice I try to make it haha, need to start letting it go and moving on to next unit

  • @alexanderbeck5686
    @alexanderbeck5686 4 года назад

    Are you going to make a Video about the A/G Radar/SLAM etc. like Matt did?, because i would love to see a Video from you about it, THX!

    • @RedKiteRender
      @RedKiteRender  4 года назад

      I don't think il do A/G Radar until it's got some more features, SLAM i'm considering, need to do some research to see if i can make a good in depth video that justifies it.

    • @alexanderbeck5686
      @alexanderbeck5686 4 года назад

      @@RedKiteRender Thx If you would be nice you could try if the seekers picture differes betweeg ingress/egress paths, because sometimes the Picture of the SLAM get's all crazy, not like a bit blurry but like when the DL Pod isn't connected to anything but you have the Seekers Picture laied over it. Yea sound's realy weard. I tried it with station 3 and had results like 50nm and hot until impact and everything was fine, but if I fired at 50nm and Flanked/went cold (with A ANT on) it went crazy after the Terminal phase. (sorry for the bad English i'm From Germany)

    • @RedKiteRender
      @RedKiteRender  4 года назад

      @@alexanderbeck5686 If i'm not mistaken the DL pod has two variants, one facing backwards, you need to point the antenna towards the missile, so if you plan on turning cold take the backwards mounted pod.

    • @alexanderbeck5686
      @alexanderbeck5686 4 года назад

      @@RedKiteRender Ok ? I thought you just turn on the A ANT option like Matt sad I think? But you are going to tell us how it works in the Future :)

    • @RedKiteRender
      @RedKiteRender  4 года назад

      @@alexanderbeck5686 Having had a look i think it was me mis-remembering a patch note, they added an aft antenna to the aww-13, not a reversed pod. So it should be fine either way. I think it needs rough line of sight though, so insure hills/mountains and your aircraft body / stores are not blocking it.

  • @aiolos2411
    @aiolos2411 4 года назад

    Simple question: How can I have returning AI aircraft despawn after they taxi to the hangar deck and shut down their engines -- to make room for more returning AI aircraft?

    • @RedKiteRender
      @RedKiteRender  4 года назад

      It should just auto-despawn aircraft under the decks as required when more land.

    • @aiolos2411
      @aiolos2411 4 года назад

      @@RedKiteRender That would be great, its not happening for me for some reason.

  • @sim_racing_jay_6870
    @sim_racing_jay_6870 4 года назад

    Hi mate. Not sure whats going on but iv followed exactly as video and iv got none of my static template on the carrier. Cant understand why.

    • @sim_racing_jay_6870
      @sim_racing_jay_6870 4 года назад +1

      Iv also just tried using your script files and when i start mission theres no statics on carrier. I do exact same triggers as you have. Cant understand why im getting nothing when iv followed step by step

    • @theorionarchive
      @theorionarchive 2 года назад

      @@sim_racing_jay_6870 Did you ever get this sorted mate? I tried yesterday and had the same issue as you - no statics appearing even though I have identical triggers.

    • @sim_racing_jay_6870
      @sim_racing_jay_6870 2 года назад

      @@theorionarchive i didn’t mate, must have went over it 100 times, just didnt work for me 🤷🏼‍♂️

  • @stevenspicer14
    @stevenspicer14 4 года назад

    So apparently the object info in the mission file isn't always consistent. For example, for my static Hornet I have what's shown below. You'll notice there's no Type ID. So pasting this in the static lua yields no static. Presumably I have to insert a Type ID field myself?
    ["livery_id"] = "VFA-154 NH-413",
    ["category"] = "Planes",
    ["offsets"] =
    {
    ["y"] = 34.600685112403,
    ["angle"] = 72.596899455973,
    ["x"] = 67.326628408289,
    }, -- end of ["offsets"]

    • @RedKiteRender
      @RedKiteRender  4 года назад

      You're missing '["type"] = "FA-18C_hornet",' add that and it should work I've also noticed that the order inside mission files is not 100% the same every time, sometimes the order changes about a little.

    • @stevenspicer14
      @stevenspicer14 4 года назад

      @@RedKiteRender That got it... thanks!

  • @95couver
    @95couver 2 года назад

    I thought this would be transferable to the new Forrestal but I can't get it to work. It took me a long time to build my template too. :(

    • @RedKiteRender
      @RedKiteRender  2 года назад

      No reason why it shouldn't work on the Forrestal, should work on every ship. Not tried it in a while, it's possible a dcs update broke it?

    • @theorionarchive
      @theorionarchive 2 года назад

      @@RedKiteRender I just tried it (for the first time) on the CVN-71 and cannot get it to work. I wish I had tried before the update to see if it's me or DCS. Any free time to confirm it still works on your end, Redkite? Cheers.

    • @95couver
      @95couver 2 года назад

      I just figured it out. The mission files have rearranged the object's properties slightly. The ["type"] and ["shape_name"] properties have been moved underneath the ["offsets"] property. We have to make sure those attributes are included when we copy from the mission file into our template. Also, remember not all objects have a ["shape_name"] property.

  • @silentone11111111
    @silentone11111111 4 года назад

    I love that you have done this. But this is what I hate about DCS. You need a degree in computer programming to create a mission. The current system is a total nightmare for a non savvy player like me. The learning curve is like looking at Everest and getting told to climb it :) Quicker we get the dynamic campaign generator the better :)

    • @HeinzMcDurgen
      @HeinzMcDurgen 3 года назад

      You don't need to dive into Lua stuff unless you're trying to do stuff very specific like this. I've been making missions for DCS for about 10 months now and this is the first time I've looked into incorporating Lua into a mission. If it interests you you'll catch on quick, if not, you can still make fun missions for yourself or others without needing to get too crazy. Cheers!

  • @dr.irreversibel3566
    @dr.irreversibel3566 3 года назад

    HOW CAN DESPAWN CARRIER AFTER DESTROY IT?

  • @npk765fan
    @npk765fan Год назад

    I don’t know why, but all I see is a Icon for the carrier I don’t see the deck or anything

    • @RedKiteRender
      @RedKiteRender  Год назад

      Bottom centre of the editor, click the tank icon, it shows/hides images of units.

    • @npk765fan
      @npk765fan Год назад

      Thanks

  • @waramer3211
    @waramer3211 4 года назад

    Hello RedKit, thank you very much for this awesome tool. I got a problem : the script and my triggers (using F-10 radio menu) are doing well as far as I see but all my objects are spawning around the bullseye (the same way they would spawn on the carrier). I first expected and ID problem, when I saw this "v2" I corrected my .lua, but the problem persits even with the "shipID" variable.
    "
    ["linkUnit"] = shipID, -- This flag MUST contain the unit ID of the ship you wish to spawn on
    "
    You're examples works fine.
    Update :
    I just made a test with a carrier with ID = 1 and it worked fine for my template ... In the mission previously involved, my carrier's ID was 401 ... maybe the limit is still there ?

    • @RedKiteRender
      @RedKiteRender  4 года назад

      In this video i deliberately did a higher number, 160 in this case, I'l give it a test with a really high number later.

    • @waramer3211
      @waramer3211 4 года назад

      Allright. Now let's just have in mind to setup the carrier before to much entities on the mission. Thanks

  • @CallsignJoNay
    @CallsignJoNay 4 года назад

    Awesome. Thanks for providing these downloadable templates! I have a request. Can you make a V3 template with a recovery tanker, an AWACS over head, and a S&R chopper with these params? forums.eagle.ru/showthread.php?t=231022
    I'm trying to figure out how to have a recovery tanker that follows the carrier and spawns and despawns automatically as it runs out of fuel so that we can run a persistent week-long multiplayer mission. Ideally I want the tanker to spawn and despawn in the air, same with AWACS and S&R so my group doesn't have to worry about clearing the static objects for them to taxi.
    I'm trying to figure out how to do this with MOOSE but I'm not smart enough or patient enough to code/script.

    • @RedKiteRender
      @RedKiteRender  4 года назад +1

      You should be able to use an escort command for the chopper, or just set a parallel course and speed. Keeping a tanker directly overhead will be a lot more challenging. You can spawn a unit as 'uncontrolled' give it the option 'Start' and then with triggers tell it to start at a specific time, so it'l stay on deck until you command it to take off, but it's flight plan will be static. I don't believe it's possible to centre an orbit or race track onto another unit. You could manually create a series of waypoints that orbit for 15 mins then increment forwards to a new waypoint to orbit over and repeat. But i can't think of a way of doing this in lua automatically.

    • @CallsignJoNay
      @CallsignJoNay 4 года назад

      @@RedKiteRender The problem is it's almost impossible to keep a chopper synched with the carrier when you're talking about 84 steer points over a week of real time. Choppers in DCS don't even stay synched very well over a few hours let alone 168 hours.
      Did you check out the link I provided? It does seem to be possible to set orbits synched to carriers if you use MOOSE.
      If there's one guy who I can think of who is capable enough to set this all up and make it a downloadable template for all of us to use, it's you!

    • @RedKiteRender
      @RedKiteRender  4 года назад +1

      ​@@CallsignJoNay Having just looked you can't ask a helicopter to escort a ship! you can for ground units though .... If we could do that, it'd be trivial. Moose is a whole new beast, it's a massive collection of scripts to extend the lua scripts. I'm not at all familiar with it unfortunately. You'l probably better off asking someone well versed in it. Thanks!

    • @lefty59th18
      @lefty59th18 3 года назад +1

      @@CallsignJoNay Syncing the helo: Use Fix time on ETA (of the helo), instead of speed setting. Check the Fix time box, uncheck GS box. GG. For the tanker, you can set waypoint with conditions, for example times. So you can swap orbit waypoint like for example each 30 minutes.