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Events
Everything posted by Cougar
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Im no expert in lua but maybe putting local in front of aimpoint variables would fix the scope of the variable to the function only?
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Thank you again....
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activeWeapons[#activeWeapons + 1] = world.event.S_EVENT_SHOT It will add to the table activeWeapons If I do ActiveWeapons={ Missiles={} } How I get to insert into the missile table? activeWeapons[Missiles][#Missiles + 1] = world.event.S_EVENT_SHOT
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Nevermind got it :) tostring :)
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Adding this in my script....how I use it? Tablecount = tablelenght () inside my other function? The can I use trigger.action.outText (Tablecount, 10) or it need something different? Thx
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Better than I, headache here lpl
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Ok now items are being entered into the table....yey Now I'm not able to get #activeWeapons to show the table lenght via trigger.action.outText. I've tried tostring, print but no joy. Arrrrrghhh I feel dummy lol
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Ok thanks will modify and test it out ...
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Yup when I press the pickle it appears
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Do activeWeapons = {} local function addWeapon(event) if event.id == world.event.S_EVENT_SHOT and world.event.weapon then activeWeapons[#activeWeapons + 1] = world.event.S_EVENT_SHOT end end Trigger.action.outText (mist.utils.Tableshow (activeWeapons), 25) mist.addEventHandler(addWeapon) End With the above taken part from Grimes wiki, it works as I'm able to see the table appear on the screen with only { } Appearing in the message as it was an empty table.....but the table insert is there so what am I missing to add that value? Edit: maybe if I assign world event to something like shot = world.event.S_EVENT_SHOT?
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Ok thank you guys will try that out and see if I can move foward.
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Alright well guess I need a little bit of assistance with tables and events. simple do T={} function T:onEvent(event) if event.id == world.event.whatever then local initiator = event.initiator local initName = initiator:getName() local Event = event.id trigger.action.outText(initName, 10) end end world.addEventHandler(T) end Now the part Im having a hard time with is how to add the event to a table for each event and get the total lengh of the table. do local events_ = {} T={} function T:onEvent(event) while event.id == world.event.whatever do events_[#events_+1] = table.insert(events_,world.event.whatever) showTable = mist.utils.tableShow(events_) trigger.action.outText(showTable, 10) end end world.addEventHandler(T) end Ill come back tommorow as I cant think straight anymore lol but thanks in advance for trying to help :)
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Search in the script "paratrooper" and just above you could change the unit name of Infantry AK to either paratrooper aks or rpg. Thats what I would try if you're in a hurry :)
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Server crash and Runtime error, Plz read before posting.
Cougar replied to Cougar's topic in Game Crash
Yes it is as when you use the menu and click ok....the ground crew respond to you. If you request again without them stating that rearming or refueling is complete you will have hints that it might crash if you dont get anymore response and try to double click another aircraft for example. At the end we are talking about the same problem, just different way to get to the finish line. :) Cougar -
Hello to all, Recently we have seen an increase of post about multiplayer crashes or c++ runtime errors and we might have found the step to reproduce what you all are experiencing at the moment. c++ Runtime error Singleplayer or Playing while being the host of a multiplayer server, while finishing spawning in the cockpit and the mission is heavy: You might get this error if you are working on communication for example with the ATC. If you are pushing F1 inbound for an airfield but you realized you made a mistake and change quickly to another airfield "F1 inbound" without the first airfield responding to you the runtime error will happen. So my advise is to wait to get a response from the party your trying to reach before pressing another communication options to avoid this problem. Multiplayer server crash The problem is basicaly the same as the above but with a little twist and the problem is clients side only. Let's say you work the communication and do the same mistake as mentionned above the communication will stop working without the runtime error (You'll be able to send request but you won't get any response). Lets say you've landed at your airfield and want to spawn in another aircraft, you hit ESC to bring the plane selection lobby and try to double click the aircraft slot you want. It will make the server crash instantly or shortly after. Again my advise is to wait to get a response from the party your trying to reach before pressing another communication options to avoid this problem. I just would like to ask you to restreint yourself from posting more Runtime error or server crash thread if you think the above could have happened to you or your server until the problem is solved. Thank You Cougar
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I just would like to apologize for crashing a couple of your servers today guys!!!
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Yea I wasn't much clear I guess module on the server that keep crashing is what I'm looking for.
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quick question for you guys who host.....can you tell me what modules you own?
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Im still looking....:)
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Server keeps crashing, multiplayer Anapa Airbase mission.
Cougar replied to FlightControl's topic in Game Crash
Nvm gotta take coffee sry