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ghostsp3ctre

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Everything posted by ghostsp3ctre

  1. Hello, good evening. I'm attempting to search in scripting for all of the tasks that are available to certain aircraft. For example, a main task role in the ME is CAS for the A-10, but CAP is a main task role that cannot be selected. Therefore in a list I would like to build, it would say, roles = { ["A-10C"] = "CAS", "AFAC", "Anti-Ship Strike" ...etc ["F-15C"] = "CAP", "Escort" ...etc } But I want to make sure that the main roles are correct and I need a place to reference that before I can put these into my custom tables. I could clearly do it by looking at each individual aircraft in the mission editor, but that is extraordinarily time consuming. Is anyone familiar with such a more efficient way?
  2. For those who view this thread...fortunately in the scripting I need to do, I solved this problem by just using Event Hit and setting a boolean value to prevent the hit event from firing multiple times (since it fires off every single time anything hits the object). For my specific purposes, I need this event to fire off once at some point to display a specific message, not necessarily when they're dead. That is the workaround I have come to thus far.
  3. Hey thanks for the response @Sedlo, That's correct, I don't have them set to invulnerable. Just to sort of repeat and hone in on my situation...In my example my tests, I would use scripting to parse my kill event to my client aircraft, which was as an A-10A. Then I'd task a ship such as the Ticondaroga with firing on the A-10A to shoot it down it, causing the Kill event to fire off (occured generally as the aircraft hit the water, so a crash event also happened simultaneously, but as stated before, the kill event always fires first.) From there in my kill event scripting, I have the line of code below execute, which doesn't generate an error, but just pretends to run like normal when checking it in the DCS log. However it flat out doesn't outText anything lol. tti.outTextForGroup(tgtGroup:getID(), "*************** !ATTENTION! **************", 30)
  4. Good day, (All of my work is done in Lua scripting here.) I've been working on our server creating a specific feature involving outTextForGroup and outSoundForGroup firing off when a Kill Event occurs. In single player, everything works as intended. outTextForGroup and outSoundForGroup messages fire off perfectly in single player and if I create a new server as the host. However, in multiplayer as a client, this kill event does NOT fire off outSoundForGroup nor outTextForGroup. It's also important to note that you can not test this as a server host. I ran my tests as a client and had these issues. At first I had a suspicion that these events do not fire off due to the fact that the event must fire after the object has been destroyed, thus eliminating groupID (I suspected), but after researching the documentation on Hoggit, it appears kill events do indeed fire off before aircraft object has been destroyed. I do not receive script errors and I'm lead to believe that getID() is the culprit here. Does anyone else have trouble with getID() in their recent scripting experience?
  5. Did a search and didn't seem to find if this was reported or not but I came across an issue where several weapons when loaded onto the aircraft do not display the MAK79. These include the MK82 series bombs, and the MK20 Rockeyes. These are specifically for pylons 3-6 on the Tomcat. I tried from a cold and hot start configuration to no avail. I attempted to re-arm to see if it would put it on the aircraft that way and it did not happen. Screenshots included below.
  6. Good evening, Upon attempting to re-arm at any airfield on the Syria map: Pylon 1 and 10 on J-11 AND Su-27 - If ECM pod is already selected on these pylons, player is unable to replace the pods with R-73 missile. This also happens on the Su-33 on the wingtip pylons as well. The UI refuses to change the pod icon to the R-73. I attempted to select R-73 and then re-arm to see if it was a visual UI problem, but the result is still the same. If I select a preset with the R-73 in it, I can use an R-73 then, but manually selecting R-73 to replace the pod on the wingtip pylons will not work.
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