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Proxy404

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About Proxy404

  • Birthday 03/11/1989

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  1. Proxy404's DFCP Better Air Race Equipment (P-51 for scale) Tired of flying in an air race with the single pylon or fighting with the waypoints to get the stock helper gates working? This pack is for you! This pack includes new air gate styles, new helper gates, and a large and VERY large traffic cones! The "air gates" or cones come in 3 styles (pictured above), and the helper gates come in 2 styles, vertical and horizontal both ranging from 100-1000 ft at 100 ft increments and an arch. Each variant comes in all the colors. A special "Offset Helper Gate" is included that can be placed on buildings or raised surfaces that sets the gate horizontally of the edge. This allows gates to be more closely linked to an existing object's height like a building. Installation If you have a previous version of this mod installed, please delete the old folder before installing this one! Unzip the "DFCPBetterAirRaceEquipment" folder into the "..\Saved Games\DCS\Mods\tech" folder. The new air race items should show up in the mission editor under Static > Structures. Look for the prefix of DFCP. Note: If you don't have the "tech" folder in the mods directory, you will need to create it. Tacview objects included! Once the mod pack is unzipped into the DCS folder copy the "Tacview" folder from DFCPBetterAirRaceEquipment and paste it into your "C:\Users\<user_name>\AppData\Roaming\" folder. This will add the object files and the xml to Tacview so that the new objects can appear during recordings allowing you to review racing lines and see how close you came to smashing into that ring. Note: "AppData" is a hidden folder by default. A quick google search will tell you how to show hidden files. Donations (aka enabling Proxy's crippling DCS addiction) Asset pack is completely free but donations are crazy appreciated! Donate Here or scan the QR code Download Here Introducing the BEEG CONE
  2. For too long has the cow been a simple "static object", cursed to be out standing in it's field and be a mere witness to the world around it. Corralled in one place to watch as it's blue or red country men moove and fight and be butchered without being able to take stock of the situation from another angle. Denied the udderly basic right to explore. NO WHEY, I say! This is a miss steak! It is time for the dairy queens to be herd! To be a full "ground unit" with waypoints, groups, and late activations! To have free range of the map! To... okay, I'm over mooing it. I think it would behoove the community to have some better control over the cows in the mission editor. Short of using MOOSE (sorry) or MIST, we're unable to do much with the cows other than fire some triggers on their death. Our discord group uses the cows for our bullseye (not sorry) and like to add small easter eggs in the missions involving the cows. It'd be great to be able to assign waypoints and have the cows act more like a ground unit. A low priority for sure, but if it's easy to change it's classification to an unarmed ground unit, that'd be great!
  3. Like I mentioned above, if I move the declaration into the function, it works fine, so unlikely an issue with the ME name. But I think you solved my issue with the point on the spawn time. Bravo-1 is a player group. By that I mean the humans are picking the planes in Bravo-1 and Bravo-1 would be non-existent until the human(s) hit "fly". So there is a timing issue with when the bravo variable is declared. I'd need to update bravo when a plane spawns in and change the "if bravo:IsActive() then" condition to just "if bravo then". Thanks @Habu_69!
  4. Trying to reference a global variable in a scheduler object and getting the error: Error in timer function: [string "..."]:14: attempt to index global 'bravo' (a nil value) Here is the script I'm trying to run. It is a loop that looks for a group to pass into a zone_polygon. Once it detects that all or part of the group is in the zone, it checks each unit's altitude to see if they fly over 1500 ft. If any of them do, it spits out a message and stops the scheduler. BASE:TraceAll( false ) BASE:TraceClass("SCHEDULER") BASE:TraceClass("TIMER") bravo = GROUP:FindByName('Bravo-1') groupPolygon = GROUP:FindByName("NoFlyZone") tzLimit = ZONE_POLYGON:New("NoFlyZone",groupPolygon) checkOverHeight = SCHEDULER:New(nil, function() BASE:E('looking for bravo') if bravo:IsActive() then BASE:E('found bravo') if bravo:IsPartlyOrCompletelyInZone(tzLimit) then BASE:E('bravo in zone') local units = bravo:GetUnits() for x=1, #units do BASE:E('check bravo height') if bravo:GetUnit(x):GetAltitude() > 457.2 then BASE:E('bravo height exceeded') bravo:MessageToAll("Bravo height: " .. bravo:GetUnit(x):GetAltitude(), 30) checkOverHeight:Stop() end end end end end, {}, 0, 2) I have a similar script working where the bravo, GroupPolygon, and tzLimit are declared as locals inside the scheduler function. However, I feel like I should be able to reference the global declarations and save some logic ticks on not instantiating the groups and zone every 2 seconds. Anyone know of a way to do this?
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