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Everything posted by Bruce_D
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[NO BUG] TACAN for Tankers not appearing on the Kneeboard
Bruce_D replied to Bruce_D's topic in Bugs and Problems
@lunaticfringe, If it’s not asking much, would you be kind enough to show your example on the mission that I’ve attached on the beginning of the post? Tks! -
[NO BUG] TACAN for Tankers not appearing on the Kneeboard
Bruce_D replied to Bruce_D's topic in Bugs and Problems
Super Grove, Thanks for the answer! Don’t worry about that, I always put the TACAN List on the briefing, but I admit that it would be nice if we could see it on the kneeboard. By the way, if you put the AWACS as “Late Activation” or “Uncontrolled” on the ME it appears on the “Tactical Datalink Systems” page on the kneeboard, that’s why I thought the tanker could be a bug. The attached mission has this example. Tks! EDIT: It’s probably a different code to show this information, that’s why is different, isn’t it? -
Hi, I’ve manage to finish the script before my trip. Thank you for the help! Runway.lua
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Yeap, the :getLife() would be perfect! Tks for your help. I'm gonna use your code for destruction and the function repetir(repete) local teste = Airbase.getDescByName("Batumi").life trigger.action.outText(teste, 50) end For a reconnaissance mission for after the attack. Anyway, it was fun to play with this script, hope that ED change the :getLife() I will travel for at least a month, but as soon as I'm back, I'm gonna post the code Tks
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Sorry, I was working. If you use this code before you hit the Runway you will get 3600 as a result: function repetir(repete) local teste = Airbase.getDescByName("Batumi").life trigger.action.outText(teste, 50) end But if you use the same code after you hit the Runway you will get 2 as a result. The problem is once you use it, the mission will generate a table and every time that you use it for the select airbase it will use the data from the table instead of generate a new table.
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It worked!!!!! I discovered that Batumi has a life of 3600 before I hit it with a missile and a life of 2 when it is dead!!!! Give me a few minutes so I can write a code and see if it works
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The function getDesc() generates a Table and this function is accept for airbases. One of the outputs of this table is the life of an object. Question: How can I isolate one of this contents from a table to show as a text on a log? I'm trying to isolate the life from the table.
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Same results that I had. What I know is that when you hit the runway it stops work for a period of time (at least for the AI). So there is a command to AI saying that the runway is not working. If we can discover this command we can solve the problem.
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Tks for the tip. I followed your advise and printed on the screen the "event.target". When I hit anything on the map it shows the name and id, but when I hit the runway it does not show, confirming that it does not generate an event.
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Ok, I believe that when I put the “event.target” nothing happens because when you hit the runway it does not generate an event. Am I correct by assuming that?
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Ok, now I understood what you are trying to say. I did the test, the category 4 is runway. I hit and killed the “BLOCK_WALL” object and other objects close to the runway and the flag was not activated. The mission that I’ve sent shows that, and I use it to hit other parts close to the runway. Sorry for the miss understood. I've changed the code with no successes. local Event_Handler = {} function Event_Handler:onEvent(Event) if Event.id == 2 and Event.target ~= nil then -- If it's a DEAD Event and the initiator is reachable local TargetObject = Event.target local TargetName = TargetObject:getName() local TargetCategory = TargetObject:getCategory() if TargetName == "Batumi" and TargetCategory == 4 then -- If the name and type of the object that has been destroyed match those of the specified runway trigger.action.setUserFlag("1", 1) -- sets the desired flag to a value of 1 end end end world.addEventHandler(Event_Handler)
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I've tried to use the event 2, but the code didn't work.
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By the way, on the code I forgot to give the credits to Hardcard, I'm correcting it now! Sorry! Pista destruida.lua
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I'm sorry, but you are wrong. I did the test by hitting only the runway and worked. And when I hit only a base object the flag does not activate. Do the test by yourself and you are gonna see the same results. This print that I did was to show that the unguided bombs are captured by HIT and trying to understand what @Hardcard was trying to say when he said “bomb don't generate HIT events” and if we are understand each other. I'm attaching a mission as an example where I only hit the runway and the code works. Press "F-10" in the mission and choose if you wanna hit only the runway or the base object and see by yourself the results. Tks again Runway Dead.miz Pista destruida.lua
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First of all, thanks for your help! I did the test and I’m almost 100% sure of that. I’ve put a C-130 to land on an airfield and the next base was 2 hours away from it. Then I bombed the base with 2 mk-82 bombs. The C-130 diverted to the next allied base. After 1 hour he turned around and went back to the original airbase that I bombed and landed. I repeated the test, but this time I didn’t bombed the runway and he landed normally. For the last test I put the next base 30 minutes away from him and bombed the base that he was supposed to land with 2 mk-82s. He landed in the other airbase. I believe that these 3 examples cover all the possible events. I'm sorry to quote you on that, but I just want to be sure that we are talking about the same thing (please don’t hate me) I took a Screen Shot of an event that shows that a target was hit by an MK-83. Is that what you are trying to say by “bomb don't generate HIT events”? I’m sorry, I didn’t understand what you mean with this frase. Tks for your Help! By the way, the code works perfectly on the PG map!
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I’m sorry, let me rephrase the sentence. When you drop mk-82 on the runway the enemy AI plane will not land on the runway. After 1 hour passed since you dropped the bombs, the AI plane will land again on the runway, meaning that it was fixed (this has nothing to do with your code, it’s part of the game logic). But It will not appear on the mission debriefing that the bomb hit the runway. My problem: I want to activate flag 1 when the runway is at least damage (when I hit it with mk-82s for example). If I manage to destroy the runway (using mk-84 for example), your code is perfect.
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Tks! I’m trying to figure it out another way to say that a bomb hits the runway. But your code helped me a lot!
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Hi, tks for your reply! It works! You can kill a runway with tomahawks and mk-84 for example. With this code, if you hit and kill other parts of the base and don’t kill the runway the flag is not activated, I did the test and worked. The problem is when you damage the runway with mk-82. The runway stops to operate for 1 hour. I need an event.id for damage (I don’t know if exist). It is a good idea to use moose, but I would prefer a more simple code than load moose and my code on a mission. This code is almost perfect for what I want, but if a don’t find the event.id for damage I will try MOOSE. Tks
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Thanks for your attention. It worked! I understood the code. The part that says “Event.id == 8” means that when the object is dead. But I didn’t find the “event.id” for damage. Do you know which it is? If I drop 2 Mk-84 on the runway I can “kill” that part of the runway, but if I drop 8 MK-82 I can only damage for 1 hour the runway. The code is almost perfect for what I intent to do. Tks
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Tks for the answer! This is my code, I'm trying to replicate it on the Caucasus Map, but the flag 1 never becomes equals 1. What am I doing wrong? Tks for the help local Event_Handler = {} function Event_Handler:onEvent(Event) if Event.id == 8 and Event.initiator ~= nil then -- If it's a DEAD Event and the initiator is reachable local InitiatorObject = Event.initiator local InitiatorName = InitiatorObject:getName() local InitiatorCategory = InitiatorObject:getCategory() if InitiatorName == "Batumi" and InitiatorCategory == 4 then -- If the name and type of the object that has been destroyed match those of the specified runway trigger.action.setUserFlag(1, 1) -- sets the desired flag to a value of 1 end end end world.addEventHandler(Event_Handler)
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Tks for the answer. I was using the “Bomb in Zone Trigger” but it is not a solution, because when you drop a bomb and it pass over the zone it activates this trigger even when the bomb hits outside de zone. I’ve put a zone with 75 feet radius over the runway. The bomb past over the zone and didn’t hit the runway, but activated the trigger. That’s why I’m looking for another solution. Any ideas? Tks
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Hi, Is there any script or trigger that I can use to turn on a flag when a runway of an airbase on the Persian Gulf map is damage? Tks
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I’ve managed to solve this problem by editing the “mission” file (inside the “.miz” file) with notepad++ the aircrafts will appear in at least 12 different spots on the aircraft carrier.
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Situation 1: I’m flying in single player on the PG map with 3 wingmen. I contact my flight and send then to the tanker. As soon as I do that all the radio and cockpit sounds disappears. You can only hear the engines. Even Jester is mute. When all 3 end their refueling the sound comes back. Situation 2: I’m flying in single player on the PG map with 3 wingmen. I contact the tanker and start my refueling. My flight stays on formation and nobody goes to the other side and starts their refueling. As soon as I send then to refueling the sound stops again. No radio or Jester calls. I’m attaching a mission so somebody can try to reproduce and confirm the same error. Tks! AAR.miz