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CakeSorbus

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Everything posted by CakeSorbus

  1. Hi Amarok, How are you spawning the group? Do you use the -s command or the -act command? If you use -s, make sure that you also add -kt and -op as parameters. Otherwise the tasking and route that you have set up for the group will be overridden on spawn. Cheers Cake
  2. Awesome, what functions are you working on? There's no GitHub for Gamemaster, in the past, whenever someone had a contribution, they just sent me their file and I merged their functions into my build (while giving them full credit of course). I often refactored their code a bit as well, in order to make it conform to my own coding style. If you have some neat functions to add to Gamemaster, I'll gladly merge them into the main script. Cheers Cake
  3. Hi HunterJoker, check Section 2.2 of the Gamemaster Manual. Rarely used types of group templates (like WW2 era planes) are not enabled for spawning per default. They must manually be enabled in the config section of Gamemaster_Templates.lua by setting their entry in the list from "false" to "true". You can use Section 6 of the manual to check which types of aircraft/ground units are included in the various template groups. Don't forget to reselect the script file in your mission after making your adjustments. Cheers, Cake
  4. Thanks for the offer, I might take you up on it, but only if he/she is well behaved! JK, enjoy the script and let me know if anything's not working as it should!
  5. Sadly not, that's due to the design of the Lima's sight, which does not have an external moving part when the sight is slewed up and down. This in turn means that there's no animation state that I can grab by script command and use to calculate the vertical component of the aim point of the sight.
  6. Howdy folks, new Version 2.4 of Gamemaster_Functions is out now. Check out the initial post in this thread for details. No love for the Gamemaster_Templates this time around. I am aware that new units have come out that need to be put in, but I wanted to focus on the functions side of things for this update. And there are some neat additions to Gamemaster_Functions...I especially enjoy the new command that lets me throw radio beacons out into the world at will and at any frequency. Also, the problem with overly friendly enemy planes should be fixed, now they should only be passive if you set their ROE that way. So, enjoy guys, and let me know what you think! Cheers Cake
  7. Nice Job! That should tide you guys over, until I'm finished with the new script version (hopefully by next sunday)
  8. Thanks! I'm always happy for feedback (especially if it's positive). Let me know if you run into any issues with my script.
  9. Hey, thanks for pointing that out to me. The spawn command was one of the first commands I've added to my script. Seems like it needs to be touched up a little now, because back when I first implemented the command, the spawned planes actually did act aggressively on their own. I'm not quite sure yet on how I'm going to address the issue you've raised, but I'm leaning towards adding a config option that allows to set a default ROE for all spawned groups, in tandem with an additional parameter to the spawn command, that allows to specify the ROE for the group that is to be spawned. ETA for the update will be mid-july at the earliest, though. In the meantime you will have to make do with setting the ROEs manually through CA. Cheers, Cake
  10. I haven't tested it, but it should be working. I understand that the development version of MOOSE is incremental and not a complete rewrite, so it should contain all functions present in 2.7.4 as well.
  11. Howdy, I'm happy to announce the release of version 2.3 of Gamemaster_Functions, paired with new version 2.1 of Gamemaster_Templates. The main update to Gamemaster_Functions is the implementation of commands that utilize the drawing functionalities added with DCS 2.5.6; those only recently got pointed out to me by @Statua, thanks for that, buddy! Using the new commands, it is now possible to draw shapes of all kinds on the F10 map, using markers to define their corners. Color settings, transparency, and optional text labels can be specified in the command marker. Other than that I revamped the loop that disects the string entered into the command marker. This will make it easier to implement functions with a huge amount of parameters in the future. The update to Gamemaster_Templates only adds templates for the new units added with DCS 2.7.1, nothing more. As usual, let me know if something does not work as it should! Cheers, Cake
  12. Damn, you had really gotten my hopes up, but I just tested it myself and the result ist still the same in 2.7.1: No matter who creates, changes or deletes a marker in MP, event.initiator is always the server host's unit, or nil, if the host has not slotted in himself, while groupID is always -1. This makes it impossible for scripts that hook into mark related events to "know" which player actually created the mark. Thanks a bunch for devoting your time, though. I appreciate it!
  13. And that's where my problem lies, in MP event.initiator for mark related events only gets filled with the unit currently occupied by the server host.
  14. Huh, i thought that quite a lot of what I read about your script sounded awfully familiar, thanks for the acknowledgement! I can't take credit for being the first one to use map markers as an input method. I myself was inspired by deadlyfishes "Through the Inferno" mission in that regard. I think I'm the first one who came up with the idea to seperate the input string into multiple parameters, and to pass them on to multiple functions, though What I find very interesting is that you've apparently found a way to return the message about the flag status only to the group through which the marker has been created. I've been trying to achieve the same without success. I will pick through your script later to learn how you did it.
  15. Hey folks, new Version 2.2 of Gamemaster_Functions is out now! Check my first post in the thread for the detailed changelog! The new Version has been uploaded to the user files. Thanks @fargo007for putting the idea for the new -func command to me. With this new function the possibilities of what can be achieved with my script have definitely been multiplied. Cheers, Cake
  16. Technically it's a just a script, not a mod. The Ka-50 cannon has an animation for its movement, so I think it is possible to adapt the methods I used in my script and create a similar functionality for the Ka-50. Of course you'd have to change the calculations that work in the background as well. I personally am not interested in extending my script to include the Ka-50 since I'm not a big fan of that helo and also mostly work on this at the moment, but if you want to give it a try, feel free to lift any code you can use from my script.
  17. I can't answer your question regarding what happens in the background, but what I can tell you is that the lowest level on which radio menus can be created in DCS is the group level. It is currently not possible to create menus for individual units. By using addCommand() you create menu options for all players in the mission, this means even a player that is currently airborne would be able to access the ground services. To make make your idea work, it would be better to use missionCommands.addCommandForGroup() to create the radio menu options for each group individually and only create menus for groups that are currently parked on an airfield (achievable through a combination of event handlers and if loops). You can then pass the group name as an argument to the function that is called by the radio menu option.
  18. Hmm...I'm not a fan of guessing games, so please be more specific about your problem. What are you trying to spawn? What command and parameters do you enter into the map marker? The log file would help and please post your edited Gamemaster_Templates.lua as well.
  19. Thanks for replying! Your suggestion would certainly work, the downside is that every other script I want to use my script on, then would have to use my wrappers in order for its actions to become traceable. I do not want to create my own framework, I just want something that I can use to streamline my coding process by not having to jump back into the ME for every small schange I want to make to my scripts. What I'll probably end up doing is coding the script in a way so that it requires the scripts it tracks to be written along certain conventions. That too narrows the applicability, but scripts created with the help of my script will run without the need to load different wrappers first.
  20. Hey, I'm working on a new project, a script that is supposed to unload and reload other scripts in a running mission, without having to return to the mission editor. My plan is to set up the script in a way so that it tracks the actions of other scripts in the mission and then allows me to reset them. For that the script must be able to detect when a script does one of the following: -create a new radio menu item -starts a timer.scheduleFunction call -adds and activates a group -creates an Event Handler Groups are not that difficult to track and it's the way that the scripting engine handles event handlers that makes me hopeful that radio menues and timer calls can be tracked as well. All Event handlers are stored in one global table and world.addEventHandler() and world.removeEventHandler() simply add to or remove from that table. My assumption is that timers and radio menues are stored in global tables somewhere as well, but I have no idea what these tables are called, how they are structured or where they are declared. I searched through the "Scripts" folder in my DCS directory in hopes of finding the .lua files in which the functions to add and remove radio menues or timers are defined, but I did not find anything. I looked through the keys in the _G table with env.info as well, but that did not yield any results either. Anyone here, with intimate knowledge of the scripting engine, who can help me out? Or who can tell me if my approach is even feasible? Even just pointing out to me where the functions of the scripting engine are declared would be a big help already! Cheers, Cake
  21. Hey Mysty, there is no Reaper-Drone with a JTAC tasking included in Gamemaster_Templates, but you can still use Gamemaster_Functions to spawn one dynamically: 1. Set up the Reaper-Drone somewhere in your mission, make sure it has the FAC en route task on waypoint 0 and put it on late activation 2. Spawn the drone with the -s command and add -kt as a parameter, don't forget to use the right country name as parameter as well. The string you enter into the map marker should look like this: -s-"Name of the drone group"-USA-kt This is of course assuming you want to spawn the drone as belonging to USA. The drone should now spawn and be available as a JTAC
  22. Ooof, thanks for pointing that out to me! Looks like I made a mistake when I I last updated the manual. It should say "Add sqd behind group name to spawn to spawn a squad of four units". The command should then look like this: -s-t55sqd Note that there's no hyphen necessary between sqd and the group name. I will rewrite the manual to be more precise as soon as possible.
  23. Try to leave a 10 second gap between leaving a Gazelle slot and rejoining it...the script checks for empty slots every 10 seconds and then removes their radio menu options so they can be recreated when the slot is populated again. The problem with the wrong target being designated might be related to the snap to target function the laser has. Try setting GazDesignate.ToleranceGaz in the config section to a lower value to reduce the radius around the calculated target point that is searched for targets.
  24. Hey folks, just released Version 2.0 of Gamemaster_Templates.lua! I broke the script down into smaller template tables, that can now be flagged individually for loading at mission start. This allows mission designers to configure what templates from "Gamemaster_Templates.lua" they want to have available for spawning in their mission, instead of always having to load the whole template file. The new version is attached to this post and also included in the download archive linked in my initial post. Gamemaster_Templates.lua
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