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Everything posted by ajax
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Maybe nothing. There is a new bug in the scripting engine that might be causing the problem. Could you please post the error message(s) found in the log file?
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The error in the first post is in CTTS. The following is code in its 'FindNearestEnemy()' function: local RedList = coalition.getGroups(1, nil) -- gets most recent grouplist local BlueList = coalition.getGroups(2, nil)As noted in the 1.2.8 OpenBeta Test section, due to a scripting-engine bug these functions no longer work for airplanes and helicopters. Basically, the 'RedList' and 'BlueList' tables do not contain any 'valid' groups of these two categories. As a result, errors are propagated in subsequent code that rely on these groups being there. (See http://forums.eagle.ru/showthread.php?t=122534 )
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:megalol: You kill me, Joey45!
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Interesting. I have beta on a separate drive (not ssd, though) with no issues.
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It's fairly simple to fix. Make the following changes to {DCSW}\mods\aircrafts\Ka-50\cockpits\scripts\macro_sequences.lua : Original Line 62: {time = 17.828000,device = 22,action = 3011,value = 1.000000}, Line 70: {time = 18.984000,device = 22,action = 3011,value = 0.000000}, Modified Line 62: {time = 17.828000,device = 22,action = 3012,value = 1.000000}, Line 70: {time = 18.984000,device = 22,action = 3012,value = 0.000000},
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Thanks for the link to Hoggit's page. I had seen it before but didn't bookmark it. (It is now.:) ) I like it better -- it's easier to read.
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Try this link. It is my 'go to' source for scripting questions: http://en.wiki.eagle.ru/wiki/DCS:_World_Scripting_Engine
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I suppose there might be confusion when the term 'decimal' is used with no qualifiers. In an earlier post, the statement 'only works in decimal format' is correct but it can be mis-interpreted. Does that mean decimal degrees (D.DDDDD)? Degrees and decimal minutes (DD MM.MM)? Degrees, minutes, and decimal seconds (DD MM SS.SSS)? Lat and long can be expressed in any one of those three ways (not to mention other angular systems, e.g. radians or grads, as well).
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Probably not. Latitude uses 5 total digits, longitude uses 6 total digits (plus a zero or one at the beginning of both to indicate positive or negative). The form for latitude is DD MM.M and longitude is DDD MM.M where D = degrees and M = minutes. The last digit in both is 1/10 minute. I suppose it was done this way is because of limited display space and 1/10 of a minute is more precise than 10 seconds (= 1/6 minute).
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The final digit entered into the PVI-800 is 1/10 of a minute.
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How to record the openbeta flight by Tacview?
ajax replied to Shadowless's topic in Utility/Program Mods for DCS World
Yes, Tacview works fine in beta. Install the script files in your saved games folder just like you did for the non-beta. -
Right on. The non-repairable HUD bug was introduced iirc way back in BS2 stand-alone. It's about time it got fixed.
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Quip, the problem is that I don't believe the scripting engine provides an easy way to do what you're asking (or even if it is possible at all). It's easy to find live units and remove them. Once they're dead/killed/destroyed, though, that's a totally different story.
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If by chance the flag hasn't been defined yet, getUserFlag will return nil which will produce an error in your script. tostring will convert a nil value to the text 'nil' and no error results.
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How can i ad a country to a Coalition in an existing mission?
ajax replied to RICARDO's topic in Mission Editor
I tried to duplicate Blindspot's ME mod for DCSW. I was mostly successful, but could not get the 'change coalitions' part to work -- I could never get the dialog screen for selecting coalitions to appear. -
If the only reason to change coalitions is to be able to a use an aircraft not currently available to a country in the coalition, then there is a very quick fix for that. All you have to do is add the aircraft to a country already in the coalition in the {dcs}\scripts\database\db_countries.lua file. It only needs to be done on the PC that is editing the mission. Now, the skins may not be selectable in the Mission Editor without tweaking the skin's description.lua file, but the aircraft will be available.
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Is the outText statement within a scheduled function that repeats periodically? If not, that is if the statement is in a function that only executes once then I've found that in MP an outText statement can execute before you are in the cockpit and are able to see it. Also you shouldn't need to, but you might try converting the numeric value to a string before outputting it: trigger.action.outText( tostring(trigger.misc.getUserFlag ( '1' )), 5 )
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1.2.8 Open Beta Preliminary Change Log
ajax replied to upupandaway's topic in DCS World 1.x (read only)
1. HUD and doppler not repaired. 2. Seems like new bug with 1.2.7 -- with the default frequency of 124.000 the ABRIS update of Ka-50 wingmen quits working after about 5-10 minutes. 3, Orange 'missing texture' skin problem if custom skins are used. -
Designating a point with the HMS will do it.
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Thanks, Yurgon. I suspected there is no "easy" way to do this. I wonder, though, if you could define a new global outText function in your script and then manage all messages yourself. I'm thinking something like this: local oldOutText = trigger.action.outText -- save old function function trigger.action.outText(...) -- declare new global function -- do your message management -- then call old function oldOutText(...) end
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When several scripts are running concurrently, there is a good chance that outText messages from one script will overwrite the outText message from another. It should be possible to prevent this by funneling the messages through a centralized outText dispatch function, much like the way Mist does it. The problem is that outText can be called by mission triggers, too. So... 1. Is there a way to intercept outText calls from mission triggers? 2. Is there a way to determine if a message is currently being displayed, and if so, can the display text be obtained by the script? Thanks,
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Fire at 20 deg nose-up at 7 km away.
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Instead of cycling all the way through the ABRIS modes to get the orientation back, simply select the FPL mode and back. This is the fastest way I've found to reset the orientation.
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I didn't either. I compared the config\terrain files to the existing ones, and it appears that the 'switchoffFetchSmokes' variable is no longer used (around line 238 . I have no idea if this was indeed the problem, but when I remarked out that line in each new file it worked.