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Everything posted by Chump
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There have been some recent updates that are causing CTD. Did you see this post regarding a fix?
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doNothing()
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The localizer is set to 15w (2.8m antenna), and the glideslope is set to 5w (4.3m antenna) in BeaconSites.lua. Maybe there is a fancy pilot that can do the math or knows off the top of their head.
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How to change AI skill level of a complete mission?
Chump replied to Sean Archer's topic in Mission Editor
I have not found a way, other than manually editing the .miz file itself. -
You can look into os.execute(), but you will need to remove the sanitize line from MissionScripting.lua.
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Laser burnout?
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Depress short on the CMS and it will dispense the chosen program. Otherwise:
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x is directed to the north z is directed to the east y is directed up
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Page 130 of DCS SA342M Flight manual_en.pdf It will not adjust the hold altitude based on terrain changes (which is what I think you are expecting, like how the Ka-50 does it). Instead, it holds the current altitude at the time of execution, and will not alter unless re-engaged.
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local groupId = Group.getByName(tbl[i]):getID() You missed the parentheses on the getID() function. At least, that was what stuck out to me at first glance. Check the DCS log for more information.
- 3 replies
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- lua
- mission editor
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Page 344 of the DCS A-10C II Flight Manual EN goes over Cycling Maverick Stations. It seems like repeated rejection should get you to the next station, regardless of launcher.
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+1 - I actually reloaded the page to get around it. I was hoping for an X in the corner or something.
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@d0ct0r0z Glad it steered you in the right direction. if [condition] and [condition] then if [condition] or [condition] then The trigger should execute when the base is no longer your own coalition (according to your flag setting). ex: when it is taken over by the enemy coalition, the strike should happen again.
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if trigger.misc.getUserFlag("1") == 10 then reuturn false end return true Something like this should stop it from triggering while flag 1 equals 10.
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Remove Allies Flight and Known Threats in the Briefing Window
Chump replied to 9VFS KOBU's topic in Mission Editor
Unfortunately, this cannot be done in the mission editor, as it is hard-coded in the briefing file(s). You will need to comment out the appropriate lines in the code. The file(s) that you are looking for are: <DCS>/Scripts/UI/BriefingDialog.lua [lines 500-501] --table.insert(autoBriefing, composeEntry(cdata.allies_flight_title)) --table.insert(autoBriefing, composeEntry(nil, cdata.allies_flight, autobriefingutils.composeString(allies_list, '*') )) <DCS>/MissionEditor/modules/me_autobriefing.lua [lines 545-546] --table.insert(autoBriefing, composeEntry(cdata.allies_flight_title)) --table.insert(autoBriefing, composeEntry(nil, cdata.allies_flight, autobriefingutils.composeString(allies_list, '*') )) This should cover both single-player and multiplayer briefings. -
@Bruce_D So getLife() does work with Airbase objects?
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Unfortunately, this happens when you dynamically spawn entities into the world. This is an issue that ED will need to address.
- 481 replies
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- customizable
- dynamic
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Try it with some debug logic to see what's going on: local destroyObject = function(obj, val) local name = obj:getName() local typeName = obj:getTypeName() env.info(string.format("** Object: %s (%s)", name, typeName)) if typeName == "GREENHOUSE2" then obj:destroy() end return true end local zone = trigger.misc.getZone("greenhouse") if not zone then env.info("** Zone not found!") end local volume = { id = world.VolumeType.SPHERE, params = { point = zone.point, radius = zone.radius } } local num = world.searchObjects(Object.Category.STATIC, volume, destroyObject) env.info(string.format("** Found %i objects", num))
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Try something like this: local destroyObject = function(obj, val) if obj:getTypeName() == "GREENHOUSE2" then obj:destroy() end return true end local zone = trigger.misc.getZone("greenhouse") local volume = { id = world.VolumeType.SPHERE, params = { point = zone.point, radius = zone.radius } } world.searchObjects(Object.Category.STATIC, volume, destroyObject)
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[REPORTED ALREADY]Keybind to power on the HMCS?
Chump replied to ry-ballz's topic in Controller Questions and Bugs
This is the correct way to toggle the HMCS on/off. I'm not sure why you'd honestly want to bind that switch! To each their own plane. :) -
[REPORTED ALREADY]Keybind to power on the HMCS?
Chump replied to ry-ballz's topic in Controller Questions and Bugs
That function is defined as a default_3_position_tumb. It sure would be a funny operating switch if you changed it to default_axis_limited!