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Gracey

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About Gracey

  • Birthday 10/01/1992

Personal Information

  • Flight Simulators
    DCS, MSFS
  • Location
    Edmonton, Alberta
  • Interests
    Mares
  • Occupation
    Taking care of horses

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  1. Yeah I've noticed this a little bit. But not always. I am not sure what is going on there. This is the same for the Apache radar as well oddly enough.
  2. @NeedzWD40 Hmm, I think the initial post of the topic doesn't make sense maybe. All I am trying to do is get the count of the items in the warehouse. It doesn't matter if the item has as friendly name or not because the game should be giving me the item(wsType or typeName) and the amount stored in the warehouse. This is not the case. When I as the warehouse what it has with warehouse:getInventory() is is giving me SOME, not ALL of the inventory. It doesn't matter to me, or my script if it is a wsType or a typeName. For some reason the game is just simply omitting certain objects in the warehouse such as stuff for the F4E and Kiowa. I can however, get all of the wsTypes from the warehouse using Airbase.getResourceMap() which is all well and good, but completely pointless as there is no count. This makes that completely pointless to have. With warehouse:getInventory() there should not be any need for me to guess the quantity that the warehouse has. It should simple give all of the quantities that are in it.
  3. Little update, So I now have all the wsTypes but I am not sure how this is supposed to help me. The warehouse is simply just not giving the amounts of some of these items at all, and that would be a bug no? There doesn't seem to be a work around, and even if there was its still broken as far as I can see. The fact is, if I can't save what is in the warehouse by asking the warehouse what it has, there is no point in having the wsType, or even the name for that matter because there is not way to know what the warehouse has because it won't give that information for those certain items.
  4. Thank you for your reply, I am not sure how I can get the wsType rather than the typeName. When I am dumping the warehouse out into a txt file without any form of formatting I am unable to get all the items that are in the warehouse, and I am not getting any wsType. This makes it impossible to work with as even if I did have a wsType, they change often as far as I know. I have attached the simple script and output. Since the game is giving me the typeName, I would consider it a bug that it is unable to output everything that is in the warehouse to the log, or whatever you put that information in. I am unsure of what I am supposed to do, when the information the game gives isn't even usable. whdump.lua warehouse_output.lua
  5. Hey, seems I am back with another round of issues I would like to report. I have worked on a script to change the warehouse item values so that we can save what was in the warehouse at the mission restart, etc. However, I have come across and issue where some of the items are not being given to the script when using Warehouse.getInventory( ) so we are being left with items in the warehouse, or not being able to change the values that the warehouse has of the items. I set the warehouse values to 100 using the Fill Col in the mission editor. Then I will make sure Dynamic spawns etc is available. Doubt this would matter, but I did it. In my case , I am using "DCS Lua Runner" in Visual Studio Code to run the script this way I can make faster iterations when the script fails. Also, keep in mind, this script will save a few files to your disk, and you will need to set the location you want them to be saved to inside the script. Otherwise, obviously this will fail. First the script will make a small text file so that it knows for later that every other run afterwards is no longer the "First Run" since we do not want to loose the initial set values we started with. Then after each server or mission restart, when run it will then clear the entire warehouse inventory and then set all the values to what is in the CSV file. In this image you can see that certain items are not set to 5000 like the CSV should be. And no, this is not because it is more than the max value, even if I set it to 5 it doesn't make a difference. Anyways, back to the issue... It seems that, when the script asks for the entire inventory of the airbase it is not getting everything that is in the airbase. Some items seem to be omitted, and as far as I can see it is new-er aircraft like the KIOWA, CH-47, and F-5? Of course this is completely breaking any possibility of having a dynamic, warehouse/supply based mission for the time being. I would attach the mission file, however you will need to have your DCS environment sanitized and make some light modifications to the script for it to function. So, instead I will attach a blank mission that's ready to go and you will have to modify and load the script on your own. I attached the CSV's for an example of what the script gets when it is first run. Both on an airfield with items set from the mission editor to 100, and one where it is set to 0 for everything. Hopefully something can be figured out with this, and maybe I am super confusing with what I wrote. I hope not null Warehouse Test Cauc.miz unit and warehouse saving.lua Senaki-Kolkhi_Blue.csv Kutaisi_Blue.csv
  6. Can you give a track, miz, or example scripts you are using so we can try and replicate this?
  7. Okay, that's good. I did test myself and did not see the bug present anymore. Sometimes these bugs get lost and never marked as resolved. Maybe it was fixed and they forgot, or something else they did fixed it and this was never linked to it. I like to check bugs out on here to see if they are still happening or not. Often they are not, or only partially.
  8. Have you re-tested to verify the bug is still present?
  9. With the function 'searchObjects' we can search for objects in a volume. Some of the types are sphere and box. When using a BOX type to search for objects in a area, lets use the MGRS Grid for this, there is only two points available to define to box. This means that we cannot rotate the box in any way to line up with the MGRS grid, this causes the search volume to out of the "bounds" that we intend to have. I created a simple mission showing what happens, and the drawings on the map show what "should" be happening. The Black dotted line is where the SearchVolume see's, and the White to Blue boxes are just showing if the unit is detected. All he does is drives back and forth through the MGRS Grids so you can see what the Volume is doing. It would probably be best to have the ability to give four points on the box rather than two, or maybe I am missing something? I've attached a track file, the mission, and the scripts I made for this. 2 CaucasusAirbases.lua 1 Caucasus ScanZone.lua 3 Caucasus ZoneMarks.lua Cauc-Zone-Detection-Test.miz SearchVolumeTestCauc.trk
  10. They are working on it @sorcer3r in fact the latest news give us a little insight into the changes that the Ground AI will get soon. I am very happy about it.
  11. Can you send a track file of this doing as you say? I would like to test this out. The miz file as well would be great! <3
  12. I do not have this issue with multiple monitors. As you, I have had this for many years as well. I wonder if there is a setting you have changed, or something of that variation. Have you tried this without the other monitor? I would assume you would get the view point you are looking for. One other thing... Could you post your log file? Believe it or not, there is more insight than you think in there. Log file, Tracks, and if a settings issue, the settings you are using for DCS. Any mods?
  13. Seems that the Control surface animations are reversed on the F4E AI. I have a short clip showing that. If this was already posted, sorry about that, I looked for a post but did not see one. Video <3
  14. Sorry to necro this a bit @NineLine but, at least as far as I can see one unit is totally seeing through buildings. This guy here is just a ECS, not even sure why he has a radar, maybe because he is attached to a Radome. I am in the Kiowa, sitting behind the building Using s simple detection script, I got this information from him: Line of Sight, as calculated by land.isVisible, confirms that I am indeed not visible. However he things I am, and one radar at that. I did more testing on this topic after my first post about radars not working correctly. Seen here After that specific type of Radar issue was resolved another user posted an issue he found. Seems it was the same issue, I thought that was odd and decided to further test again to see why or what units it was effecting. Seen here I think I may just make a new post with all my findings over the past week so that they are in one topic. Seems things get lost, specially when marked "Fixed" or "Resolved" Even if they are NOT(after further testing)
  15. Are you doing this on a multiplayer server? If I recall correctly the server will override the client and mission settings(sometimes?) I also cannot replicate this with the Mission Editor and the map options set to map only.
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