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Everything posted by Motion_Blurz
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The script in its current/default format does not support it however you can modify it to support it.
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Center position trim not functioning
Motion_Blurz replied to av8orDave's topic in Controller Questions and Bugs
Yea I wish it worked like it does in the Mi8. -
Complete Transport and Logistics Deployment - CTLD
Motion_Blurz replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Figured it out. Disregard. -
Complete Transport and Logistics Deployment - CTLD
Motion_Blurz replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Is there a way to destroy crates that others leave behind? -
Reverb G2 dull colours.
Motion_Blurz replied to slipstream21's topic in PC Hardware and Related Software
Oddly enough I had the same thought today regarding my G2 as well. Colors within headset are washed out compared to the mirror. I felt like it didn't used to look like this...but who knows. I tried SteamVR vs OpenXR to see if it had to do with that somehow but results were the same. I'll need to experiment with a few other games to see how colors look in other worlds to see if its just a DCS issue or the headset itself. If you find a solution, let me know! -
I had the same problem persisting. Solved by deleting the UI Layer folder within SavedGames/DCS/Config folder.
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Has anybody tried to get a functioning second crew position setup? I am incredibly new to all of this mod business and don't quite fully understand in. From what I have gathered, it has to do with the EFM. Not quite sure what exactly needs to be where within there. My research continues... Right now I have it where on MP another person can join, but there isn't a notification that they are requesting to join. Not so much a problem because you can still get it, but you don't have the ability to reject somebody you don't want. Also the animations (prop, flaps, gear, control surfaces) are not synced across joined players in the specific slot. Lastly, I have not been able to request/take control of the aircraft when in the rear seat during MP. I do have the keyboard commands setup to do so but no action seems to be tied to it at this time.
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Is there any nifty way of enumerating maps for a specific map object and then having it generate either a trigger zone or IP? Say I want to find every radio_tower the map has in it. How can I do that in a more time efficient means than visually scanning the map manually? Thanks in advance.
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bump
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Does anybody know how I can use F10 map markers to merge individual units into a singular larger group? I know I have seen this feature before but do not recall where. This would prove beneficial when building artillery units with CTLD while not wanting to set the same firing order multiple times. Additionally, not having to create numerous move orders for forces. Thanks in advance. Cheers!
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Dedicated client will let you only host a single server/mission. As stated previously, the only interface you have is to select server options via a web browser. If you want to use ME then you'll need a full version through Standalone or Steam. You can run both Dedicated and a standalone simultaneously.
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Thanks Grimes. With your input, I was able to get it working.
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Removed
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Does anybody have a good reference for script that does a decaying function over time? Such as for every 1 second 1 point is reduced. Pretty new to scripting and not sure if this is best serviced as a flag and flag value or something else entirely. It seems that I can use: function trigger.action.setUserFlag(string userFlagName, boolean or number userFlagValue) to establish an initial value and then run a while loop that reduces flag value over time. Additionally, I am thinking about having an option that upon event either increases value or further reduces value based upon world events. Thanks in advance!
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Nothing to apologize for. I appreciate the attempt.
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Thanks. I tried your suggestion and it results in no troops spawning. I have attached the lua and mission file for greater reference. Perhaps that will shed more light. Cyprus Sandbox.miz EnrouteAmbush.lua
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Perhaps I have been performing the wrong step or putting it in the incorrect place when I have made attempts at getSurfaceType and to then take an action. Simply put, what I would like to accomplish with the above is to have a SurfaceType check that occurs and then only spawn if the return is 1 or perhaps rather ~= 3
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Just seeking to have ground units not spawn in the sea.
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Firstly, any assistance is much appreciated. I am not much for coding and have to beg borrow steal what I can find when it comes to scripting to make missions feel more alive and dynamic. I have a script that generates random OPFOR spawns. It's nice but there isn't a conditional check to discriminate what type of surface it is spawning onto and thus you get guys with AKs and APCs out floating in the water shooting at you. So much for that surprise sea infiltration.... I would like to change that but uncertain how to properly do so with the Land.SurfaceType. I am at wits end with how to properly insert this check. local _aheadPointInf = AmbushZone.getPointAheadOfUnit(PlayerUnit:GetName(), math.random(3200,3700),"Infantry") local aheadPoint = POINT_VEC3:NewFromVec3( _aheadPointInf ) local aheadZone = ZONE_RADIUS:New( "AmbushZone_"..Function.RandomVariable(3), aheadPoint:GetVec2(), math.random(600,800) ) local group = AmbushZone.SpawnInfantry:SpawnInZone(aheadZone,true) SCHEDULER:New( nil, function() Function.DestroyGroup(group) end, {},AmbushZone.EnemyUnitsLifeTime)
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In effort of not having to reinvent the wheel, does anybody have a lua script that allows you to alter the score points awarded for damaging/destroying equipment/objects in a custom MP mission? I have noticed that on my custom MP missions that the game does not always return a value for destroying something. Several people on the server want to feel a sense of reward and the game currently isn't providing that. Yay points. I have searched the forums and haven't turned anything up but I'm sure it's out there. Can you help please help me? Thanks in advance! 43d Tactical Fighter Wing - DCS World Stable Release
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Dynamic ATIS Updates
Motion_Blurz replied to Motion_Blurz's topic in DCS World Tutorial & Help Requests
It now seems to be working properly. No need to respond.