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Stonehouse

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Everything posted by Stonehouse

  1. I started with the torrent and was getting around 400kb/s. Cancelled it to try HTTP and found I was getting less so cancelled the update completely in order to restart using the torrent. I went into the windows start menu to run the update DCS option but when it started up it got through validating the files and then launched the game itself which I think is a problem. I exited the game as soon as I got to the normal first menu with settings/ instant action etc and I found I had the DCS updater running via torrent. Is there any logs for this sort of situation that might help the dev team find the cause? Looking at DCS.log doesn't show anything abnormal so don't think that's the one.
  2. I haven't had any real time to look at DCS stuff for the last week or two but had a spare 10 mins and wanted to check this. Using my version of the mod which has a large, medium and small fire object I placed them around Batumi and did a explode unit strength 1 on each using a timed trigger. All worked fine for me so I believe this mod is still working on the latest patch of the open beta. Perhaps you didn't install it quite right or didn't use them in the mission properly?? They do need to be destroyed to emit the smoke and flame though either via a trigger or damage, perhaps you didn't realise that??
  3. Ok I thought perhaps you might have been able to have a DEFAULT for say English and another copy of the folder with the dictionary tags, briefings etc translated for perhaps German and have the smarts in DCS to look at what the user has configured in windows and pick up the folder for their language. That's pretty much what the stuff I use at work does although it's on a mid range platform not windows. Guess the old truism about assuming things is true lol
  4. That's the new DCS 1.5 layout. All the scripts and pics etc end up in the new folders. Only a guess but I assume DEFAULT is the default language and that potentially if a mission was multi lingual then you would get a copy of the DEFAULT folder but called whatever the language is. The dictionary file will map the different language callsigns etc to the units in mission. Something like that anyway is my guess, note again my guess from working with a multilingual development environment here at work.
  5. Been ill with the flu for the last week so that plus dealing with work has meant I've really not progressed I'm afraid. Hoping to get back onto it later this coming week.
  6. Sorry. My typo. Should have been AGL = myPos.y - land.getHeight({x=myPos.x, y=myPos.z}) Which is what you got to in the end anyway.
  7. I believe that the y component of your position is your ASL and if you want to get your AGL then you need to use land.getHeight at your x,z co-ords to get the height of the land at that position. Note that it's all in metres. eg AGL = myPos.y - land.getHeight(myPos.x,myPos.z) So ASL - ground height at unit position to get radar alt or AGL.
  8. It's a good idea to deactivate all your mods prior to an update also change your visibility range back to a stock setting like high or whatever before you deactivate the more visibility mod. Basically it is pretty likely that an update can overwrite the same files.
  9. Yeah it definitely adds some atmosphere especially if you scatter them around towns or burnt out vehicle columns etc to give the feel that the fighting has been going on for some time. Also just putting some near the important strike targets in a mission means that the smoke columns and flames will persist past the standard ones and give a better overall effect. I remember from IL2 that the editor came with various smokes of different colours and sizes and fires. It would be a nice wish list item for DCS down the track to have an environmental section of objects available in the editor that would contain similar things
  10. Sure. The attached worked for me last I tried it on the initial version of 1.5. Haven't had time to try it again since. Just unzip into your folder of JSGME mods, should create a Fireobjects folder with all the bits of the mod under it Fireobjects.zip
  11. Unit inside a moving zone works well. There is a Mist function that makes it really easy.
  12. I think it's more that the dynamic campaign was in the same poll as well as new maps and enhanced multiplayer. It would be interesting to see the same thing without those choices specifically and also some of the others like effects etc. ie a plane set based poll. For example I tend to like WW2 - Vietnam era although generally I like anything that flies but voted for new maps
  13. Another bit of an update. Hit some setbacks with a new method of checking the status of CAPs and it's impact on how often they spawn. There is also a bug that is proving difficult to find where multiple groups are being assigned to a intruder group where it should only be one. This also affects CAP spawning - as in too many are spawned. So some more rewriting is taking place and hopefully will be back to testing again towards the end of the week. It inches closer to being ok to release but it is a bit of a slow grind and I'm also due to co-ordinate a major software release at work around the weekend of the 21st so I predict my spare time will not exist pretty soon except for sleeping and trying to de-stress after trying to get people to sign off various things and chasing people up so we pass each phase exit criteria in good shape. Long story short is I'm still working on it but it's taking longer than I hoped, some of that is outside my control at present.
  14. You also need to tell DCS about your event handler (function needs to be defined first) world.addEventHandler(arrivaltableINT) --trigger function arrivaltableINT on world event I inherited the above myself from Snafu so there may be other ways of doing it, if you look in GCICAP you will see that same routine now also traps takeoffs and spawns if you wanted to see examples of those.
  15. Ok thanks. Glad to see all your clever work was recognised by a testers team spot. Congrats.
  16. Thanks Ian, So just to be sure I take it from your second example then that xyz = landingaircraftsING[unitName].groupname abc = landingaircraftsING[unitName].unit is the syntax that would set xyz and abc to groupname and unit respectively? Cheers, Stonehouse
  17. If doing this last version what does the for loop look like? for unitName, ???? in pairs((landingaircraftsING) do as I am understanding things the ???? is the value. In this case is it essentially anything I want which serves as a pointer to the table element? So if for arguments sake I had for unitName, landingircraft in pairs((landingaircraftsING) do do I address the bits of separate info like xyz = landingaircraft[unitName].groupname abc = landingaircraft[unitName].unit or xyz = landingaircraft.groupname abc = landingaircraft.unit and finally landingaircraftsING[unitName] = nil to remove a table entry or could I still use landingaircraft and achieve the same result because landingaircraft is a pointer to an element in landingaircraftsING? eg would landingaircraft = nil work to set the entry for landingaircraftsING[unitName] to nil Have I got it right? The loop reads through the table returning each key (into unitName) and the entry (which is itself a table) into landingaircraft? I've also seen snippets of code that do for _,value in pairs(table) do what is the significance of the _? or is it just a variable name like abc? Sorry to ask you to act as bit of an instructor (or anyone else who might want to respond) but all the examples I have seen so far in lua reference manuals are so basic that it's very hard to take them up to the next level and they don't really explain just sort of say well here it is in three sentences, go forth and conquer. Only you find you've got a stage prop for a weapon when you try to use it in anger writing code. Thanks, Stonehouse
  18. Very much would like a dynamic campaign but considering the effort involved I voted for new maps because that seems more likely to happen soon.
  19. Doing some work setting up a test mission and while trying to check for a problem with unit names - I was looking to see if I had left a space embedded at the end of a pilot name - I found that if I position the cursor at the end of the pilot name and press shift and end and then delete it looks like nothing has happened but the next time I click on that aircraft I find it has appended a #001 to the pilot name. Seems to be 100% repeatable. Cheers, Stonehouse
  20. I'm trying to make the CAP groups behave better in GCICAP and respond to unintercepted intruders in a more realistic fashion. So I have been playing with options and so far have discounted weapons free type ROEs because it causes a huge dogfight to break out. Seems even WW2 AI pilots can see a speck and decide it is an enemy a very long way away without any radar. It would be a nice wishlist item to have a weapons free type ROE but allow specification of a detect enemy range as well as don't move more than x meters from vec2 position. Anyway was considering "engage targets in zone" with the zone being their CAP zone. I've noticed in the wiki that there is an optional parm mentioned "maxdist" that is supposed to work such that the group doesn't stray more than maxdist from their route to engage - does it still work under 1.5 as you don't see it in the editor as far as I can tell? To try to save some time I also wanted to ask if anyone knows how that task interacts with ROEs of return fire and Open Fire (Only Designated). If no one knows then I will have to find out the hard way. Thanks, Stonehouse
  21. Thanks Pikey, yeah the AI has been raised as an issue in the new version. Trying to see what can be done but effectively all we can do is set ROEs, evasion response and waypoints and the rest is up to DCS.
  22. Hi matador, That's a 1.2.16 mission but the mist version you are using is the one Grimes built for 1.5beta - so I am not sure if it is compatible. Maybe ask over in the mist thread if what you are doing is going to work or perhaps first go to Grimes Github site and grab Mist 3.7.51 or whatever was the latest prior to 1.5 beta being released. Give it a try and see if that sorts it out. Cheers, Stonehouse
  23. Ok thanks Grimes. Will try and get my brain around it.
  24. Does that mean I need to insert the entry to the table differently too? Just thinking if the table is going to be missing indexes I am guessing #table + 1 won't work anymore? I guess that is also why when I deleted an entry like I first tried landing events wouldn't add an entry anymore? Is that where I would use table.insert? If the old entry looked like: landedaircraftsING[#landedaircraftsING + 1] = {groupname = actuallandinggroupname, unit = landingunit, unitname = Unit.getName(landingunit)} would the table.insert version look like table.insert(landedaircraftsING, {groupname = actuallandinggroupname, unit = landingunit, unitname = Unit.getName(landingunit)}) <edit> or table.insert(landedaircraftsING.groupname, actuallandinggroupname) table.insert(landedaircraftsING.unit, landingunit) table.insert(landedaircraftsING.unitname, Unit.getName(landingUnit)) thinking about it feel this is correct? Thanks Stonehouse
  25. Ok I've run into a problem that I can't get around because I don't understand enough about arrays as tables. I will keep on looking but thought I would ask here in case someone can short circuit things for me. So in simplified terms On a LAND event in an event handler I put an entry in a table containing details of the unit that landed via table[#table + 1] = {blah blah} In another function I am reading through the table and if the unit's absolute value of velocity is < 1 I am despawning it. So For i = 1,#table do figure out absolute value of velocity if absvel < 1 Unit:destroy() end end Thing is over time this table will get bigger and bigger each time a unit lands. However if I do a table = nil or a table.remove(table, i) right after the destroy or even later in the function doing the despawns no further entries are written to the table by the LAND event. I assume that the pointers to the elements in the table are getting screwed up by the removal of the entry and so the next time a LAND happens and #table is evaluated it has problems. Obviously I don't want the table to continue growing but I can't see how to remove the entry without breaking things. Any advice or tips please? Thanks, Stonehouse
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