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Monti

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Everything posted by Monti

  1. Think before posting .. i´ve moved the init of CleanUpSet within the function main - now it works. My fault -- my script couldn´t handle late activated units before.
  2. Hi Folks, Hi Hardcard - everyone a happy and healthy new year. I´ve tried to modify Hardcards-Script to pimp up my Case1-Recovery Training Mission - where i let spawn several random traffic to make it more interesting. After a while the carrier is crowded up with parked ai-planes, which i want to despawn (destroy) by radio call. Where did i go wrong in my script below ?! local CleanupSet = SET_UNIT:New() :FilterCategories("plane") :FilterStart() local function main() timer.scheduleFunction(main, {}, timer.getTime() + 1) if trigger.misc.getUserFlag('3') == 1 then CleanupSet:ForEachUnit( function(CleanupUnit) local CleanupVelocity = CleanupUnit:GetVelocityKNOTS() local CleanupAliveCheck = CleanupUnit:IsAlive() if CleanupVelocity <= 20 and CleanupAliveCheck == true then CleanupUnit:Destroy() trigger.action.setUserFlag('3', 0) end end ) end end main() Looking forward to your answer ... regards Monti.
  3. Thx for all your support, especially A101Wayz
  4. Thx mates, @A101Wayz sent u a PM. Please have quick look.
  5. Thx4 your Reply. In your opinion - do u think my script would work, if i will put the lua code (for stopping and reactivating) in several files ? Because DCS reads a script-file just once, stopping and reactivating would also work just once, right ?
  6. Hi Folks, i´ve started to implement Moose within my missions but get stucked regarding the following problem. I want to create a training-mission where a trigger starts to spawn (and respawn) infinite bandits. This was easy .. i think :-) the following code works fine for me: if trigger.misc.getUserFlag('1') == 1 then Spawn_Mig_29 = SPAWN:New("Mig-29"):InitKeepUnitNames(true) Spawn_Mig_29:InitLimit( 1, 0 ):SpawnScheduled( 60, 0 ) Spawn_Mig_29:InitRepeatOnEngineShutDown() Spawn_Su_27 = SPAWN:New("Su-27"):InitKeepUnitNames(true) Spawn_Su_27:InitLimit( 1, 0 ):SpawnScheduled( 60, 0 ) Spawn_Su_27:InitRepeatOnEngineShutDown() end But now - i want to be able to deactivate/stop the respawning of the bandits and .. after that ... be able to reactivate the respawning. So i added the following lines - and this doesn´t work so far: if trigger.misc.getUserFlag('1') == 2 then Spawn_Mig_29:SpawnScheduledStop() Spawn_Su_27:SpawnScheduledStop() end if trigger.misc.getUserFlag('1') == 3 then Spawn_Mig_29:SpawnScheduledStart() Spawn_Su_27:SpawnScheduledStart() end For your information. I´ve added radio-messages (switched condition) to the mission, which set the flag '1' to 1, 2 or 3. Question beside. For testing and debugging i´ve changed the lua-script a several times and added messages ToAll() to see if the triggers 2 an 3 are adressed. I´ve never seen a message. So i deleted the whole content of my lua script and restarted the mission ... nevertheless the bandits spawned, so i think the lua-script file wasn´t read again. So i restarted DCS and changed the name of the lua-file. That worked so far for lua-changes, but the code-lines above won´t work. Anyone got an idea, how to solve my concern ?
  7. ive solved my problem to import Jacks Profile: - ive deleted the DCS Warthog directory under /users/saved games - started a10 1.1.1.1 - selected Options/Controls, A-10C SIM and ALL - choosed Modifiers and added JOY_BTN6 (Pinkie Switch for X52) - selected first entry in row Saitex X52 Flight Controller - choosed Load Profile and loaded the lua from Jack After that the profile was working fine. Don´t know what i did wrong first time, my modifier wasnt accepted even though correctly displayed Hopefully this helps a little for you others, who got the same probs.
  8. Ive used this awesome profile initially with dcs A10C 1.1.0.9 german, and installed 1.1.1.1 english a few moments ago. Im not able to import the lua file properly in 1.1.1.1, eg. pinky switch and other stuff isnt working. Anyone out there with a hint for me ? anyone got it work with 1.1.1.1 ?
  9. Hi guys, the server.lua line CameraTerrainRestriction=False is a nice option to capture cool looking camera-shots for FC2-Videos - but: i have recognized that a trk-file (recorded with standard lua settings CameraTerrainRestriction=True) saves its own camera options. If you replay the trk-file with restrictions=false in server.lua it does not make the needed changes. Any idea to remove the CameraTerrainRestrictions in recorded trk-files with a standard server.lua ?
  10. Hi guys, is there a chance to record multiplayer-tracks (FC2) if you are hosting a multiplayer-session ? In temp-directory of course there is a trk-file after joining a mp-session as client - but there is no trk-data while hosting the multiplayer session and joining the game. Any ideas ? Solved .... didn´t found this post ;-) http://forums.eagle.ru/showthread.php?t=51889
  11. Hi there, just want to bump this ... regarding the question "moving F4 viewpoint like it was able with the tool LOCFG" ... imo LOCFG does not work together with FC2 yet .. so anyone found out how to tune the viewpoint over config files ? at borchi: .. dont know exactly ... but i´ve read that the mp-track is saved in temp-directory. Grab it there after your online session.
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