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Everything posted by Robin_Hood
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Not commenting on the screenshots themselves (my God, the never-ending debates...), but I am still puzzled by something that has been pointed out in the early pages, and I would like to get back to it. I thought it was said that the Caucasus map could not posibly work in the new IG, and would have to be redone from scratch for that to be possible. From the Nevage/EDGE FAQ: So, this has apparently changed, since we now have screenshots of the very Black Sea map running in EDGE. I'm just puzzled by the contradiction, but hey, if it's just thatt ED figured a way to have the old map work in the new IG, then that is a great news by itself (maybe that should have been the news, then !)
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Ouch, too bad it will be the night over here :( I will try to catch the end in the morning anyway! That sounds fantastic :thumbup:
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Don't look further. The SA-13 (Strela-10) is a passive infrared air defense system. It does not use a radar, therefore it won't show up either on your SPO or on your Phantasmagoria pod. Bottom line is: in a hot zone, always keep some altitude (> 3 000 m) to protect yourself from IR SAMs and MANPADS. ;)
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Ok, so here's how you do it: 1°) On your helicopter, create an Advanced Waypoint Action Perform Task => Land with a STOP CONDITION Is User Flag {your_preferred_flag_value} 2°) Create a Trigger Zone around the airfield and then make a trigger like that: ONCE => UNIT IN ZONE(your_unit_name, your_trigger_zone) => FLAG ON(your_flag_value) This will set you flag as true when your aircraft enters the zone, which will stop the Land action of the helo, thus making it takeoff again. Also, depending on your exact needs, you may want to use UNIT IN ZONE, ALL OF GROUP IN ZONE or PART OF GROUP IN ZONE, but if you only have one aircraft in your groupe, they will be the same. Hope it helps
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On the first post of this thread, the link to the manual installation guide points to http://ariescon.com/http://ariescon.com/Aries ;)
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Not exactly a third party... need export engine rpm
Robin_Hood replied to chromium's topic in How To Mod for DCS World
Wouldn't instantaneous fuel flow work? Because for FC3 aircrafts at least it is possible to have it. Might be for others, with mainpanel, but gotta find the right argument. For FC3, you can have: local fuelFlow = LoGetEngineInfo().FuelConsumption.left + LoGetEngineInfo().FuelConsumption.left -- in kg/s I used that for fuel consumption determination for my Su-33. For AI aircrafts, you can try LoGetObjectById(unitId), if you know the ID of the unit you want. BTW, a lot of this is in $User\Saved Games\DCS\Scripts\Export.lua. Only "legacy" export, though, so mainly FC3 (but LoGetObjectById is there for example), there is no mention of mainpanel there. -
You can ask that your two accounts be merged, I think.
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I've heard that in Falcon ;) I am unsure if they should warn you, actually. I assumed yes, but then I may well be wrong. However, they turn smoothly and gently enough, and I don't really have trouble keeping with it (Su-33; it's been a long time since I trier it in the Warthog). It requires a lot of training initially, though.
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Yes, Triggered actions are called by AI Task Push, not regular Advanced waypoints actions
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Wow, good job on that! I will take a good look at how you did it :thumbup:
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I have come across something weird. When I spawn artillery units (with the coalition.addGroup), clients crash when trying to add a target to the spawned artillery, while the host has no problem. The client does not crash with a unit placed in the ME, though, only with the spawned one. I was wondering if there is something more that should be set for artillery, that maybe doesn't get set by the addGroup, of if it could just be a plain bug (in which case, this topic should go to the Combined Arms Bugs section, perhaps). It would be great if someone else could confirm that crash. Attached is a simple mission file with one artillery unit placed in the ME, and one that spawns after 5 seconds. Here is the script that I have used: local unitTable = { ["visible"] = false, ["route"] = { ["spans"] = { }, -- end of ["spans"] ["points"] = { [1] = { ["alt"] = 10, ["type"] = "Turning Point", ["ETA"] = 0, ["alt_type"] = "BARO", ["formation_template"] = "", ["y"] = 631021.42857143, ["x"] = -328250, ["ETA_locked"] = true, ["speed"] = 5.5555555555556, ["action"] = "Off Road", ["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = { [1] = { ["enabled"] = true, ["auto"] = true, ["id"] = "WrappedAction", ["number"] = 1, ["params"] = { ["action"] = { ["id"] = "EPLRS", ["params"] = { ["value"] = true, ["groupId"] = 1, }, -- end of ["params"] }, -- end of ["action"] }, -- end of ["params"] }, -- end of [1] }, -- end of ["tasks"] }, -- end of ["params"] }, -- end of ["task"] ["speed_locked"] = true, }, -- end of [1] }, -- end of ["points"] }, -- end of ["route"] ["groupId"] = 10, ["tasks"] = { }, -- end of ["tasks"] ["hidden"] = false, ["units"] = { [1] = { ["y"] = 631021.42857143, ["type"] = "M-109", ["name"] = "New Unit", ["unitId"] = 10, ["heading"] = 0, ["playerCanDrive"] = true, ["skill"] = "Average", ["x"] = -328250, }, -- end of [1] }, -- end of ["units"] ["y"] = 631021.42857143, ["x"] = -328250, ["name"] = "New Group", ["start_time"] = 0, ["task"] = "Ground Nothing", } coalition.addGroup(country.id.USA, Group.Category.GROUND, unitTable) PS: I tried it with 1 other guy, both ways. Each of us crashed when trying to add a target as client. Arty test.miz
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Also, this might help
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Now that I think of it, I should probably have posted in the Mods and Apps section. If a moderator cares to move it, please.
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I was wondering if it would be possible to add infantry units with ATGMs, as I feel they are currently lacking. I tried to take a look at Scripts\database\vehicules\IFV, to look at the RPG soldiers and compare them with various ATGM-capable vehicules, but I couldn't really make any sense out of the files. The weapon system definition for the various vehicules seem to wildly vary, and I haven't been able to find or guess any definition of the various functions and tables used. So I was wondering if anybody had already taken a look and had an idea about that.
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My mission has a radio command to tell the tanker to go back to Orbit. As for refueling the F-15C, I only do that every other day, but I didn't have a problem last time I did (multiplayer session on 1.2.7 final a week ago)
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How to check if a bulding was successfully bombed?
Robin_Hood replied to Rongor's topic in Mission Editor
As for making your triggers work, have you tried what Speed suggested, ie. changing your ON SHOT trigger with a NO EVENT ? For one thing, ON SHOT will evaluate the condition when your bombs are dropped, not when they impact, and there is a good chance they will not be dropped inside the zone (unless you drop them from a 90° dive). -
I had the time to give it a try (as opposed to guess-working what would work), and it turns out my above correction works indeed. Only, I hadn't realized speed was in m/s, so 500 is a little high :D It's also optional, and will be defaulted to 150 m/s (540 km/h) if left out. Also, the aircraft spawns and the pilot immediately ejects, because, as pointed out in the MiST manual: So, once again, take a look at a mission file to sort out the correct formatting for the payload table.
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I suspect the problem is an invalid unit table. The MiST documentation gives this as the table explanation: { x = number vec2XCoord, y = number vec2YCoord, type = string objectTypeName, unitId = number unitId, name or unitName = string unitsName, payload = table mePayloadTable, speed = number speed, alt = number altitude, alt_type = string altitudeType, skill = string skill, route = table routeData, callsign = table callsignTable, livery_id = string liveryName, } And it says it should match mission editor format. The exemple you gave do not. Try with this: dynGroupsAdded = { ["country"] = "usa", ["category"] = "plane", ["units"] = { [1] = { ["x"] = 0, ["y"] = 0, ["type"] = "F-15C", ["unitId"] = 44, ["name"] = "Unit", ["heading"] = 1.4977557614926, ["alt"] = 10000, ["alt_type"] = "RADIO", ["speed"] = 500, ["skill"] = "Excellent", }, -- end of [1] }, -- end of ["units"] } -- end of dynGroupsAdded mist.dynAdd(dynGroupsAdded) Since dynnGroupsAdded is already a table with all the info, you only need to pass it directly to the function. If it doesn't work, try looking at a unit table in a mission file (unzip a mission file, and look at the extensionless "mission" file).
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I haven't used this MiST function, but I'll try to help anyway. First thing I notice is that by the MiST documentation, mist.dynnAdd takes only one parameter table mist.dynAdd (table vars) Where vars = {units, country, category} So it should look like: mist.dynAdd({dynGroupsAdded, 'usa', 'plane'}) Let me know of this works
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How to check if a bulding was successfully bombed?
Robin_Hood replied to Rongor's topic in Mission Editor
I suspect the problem is that he may simply not know what to do with that. I can understand that using scripts, even as simple as this one, is not obvious for people not used to it. So here is how you should do it, Rongor. 1°) In your mission, do a MISSION START trigger with action DO SCRIPT FILE (Mistv3_3.lua) (after having downloaded MiST). You can also put it as the initialization script, I guess. This will allow you to use MiST functions 2°) Some time after that (like TIME MORE (5) for example), do a ONCE trigger with no conditions, and the DO SCRIPT action, and put the following as the script: mist.flagFunc.mapobjs_dead_zones{ zones = {'bridge1'}, flag = 51 } This will have the game begin checking if any building in trigger zone "bridge1" (you can change that name if you like) is destroyed, and if it detects that this is so, it will set the flag 51 to true 3°) Make your trigger zone "bridge1" so that the bridge is inside, but nothing else 4°) Check for flag 51 to become true, which will tell you that the bridge is destroyed I hope that helps -
Thanks a lot for the input. I finally got it working by combining your suggestion (2 seconds seems enough for now) with a timer that delays the LoadTransport call by 5 seconds (2 seconds wouldn't work). The strange thing is I had tried those two solutions before, maybe I hadn't tried the right combination. :doh: Well, I will see if it keeps working consistently with my complex script, but I have hope now :)
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It probably considers there is no survivors since they are taken as air units and there was no bailing out. That is more suited to planes, however.
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mission video intro?is this working?
Robin_Hood replied to 9.JG27 DavidRed's topic in Mission Editor
The thing is, track files do contain the mission, along with information on the playback. -
It takes a few minutes, but it isn't that complicated. Just take a look at the triggers I used and replicate them. Also note that in that mission, I made a holding orbit where the Tanker waits before being summoned to either pattern. You can skip that part if you want. I have a step-by-step tutorial to go with the mission, but it is in French. I could translate it in English if it might help.
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You can use the Radio menu F10 to direct the tanker into the pattern you like. Other ways would be detecting when an aircraft is approaching and directing the tanker into a specific track depending on the aircraft type, but this is way more complicated and requires .lua Scripting. Here's a tutorial mission that I made some time ago, I hope it still works with 1.2.7. The part you can't really do is a realistic rendez-vous. AAR Tracks tutorial.miz