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Coupon4Coffin

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Everything posted by Coupon4Coffin

  1. All i did was to create a custom livery to other objects which are parts of some very popular mods (specifically: SAMs Assets pack and Massun92's assets pack). There you can find a lot of revetments and HESCO fortifications/towers very useful for creating SAM sites, FARPS etc. All these objects are meant by default to be used in a desertic landscape as their "foundations" (the bottom parts that touches the ground) is a sandy textures. I just replaced that sandy texture with the grassy texture you used in your trench. You might want to create a "sandy foundation" livery for your trench in order to make it usable in Syria, PG, Sinai maps too. I'm happy to do that for you if you're busy with other creations. I personally think your trench would deserve to be further expanded into a proper mod pack, ie you should release a modular set of trenches and revetments that would allow the mission builders to build long fortifications with much variety. Don't let the AI's stupid behaviour put you off, nobody would ever expect DCS AI to interact with a quirky mod in a logically consistent way..
  2. To anyone who might be interested, I have created a "grass" livery for the revetments found in the SAM sites asset pack mod. As they share the same base texture of TOM's trench, they can be used to build design more complex and various fortification lines.
  3. In order to make AI vehicles pass through water, you have to add this line: canSwim = true, or/and canWade = true, to the GT_t.CH_t.[vehicle name] table in the vehicle's database.lua (which means that you can edit only mods, not dcs vanilla vehicles) In regards to static objects, you can make them position on water by having these lines: SeaObject = true, isPutToWater = true, positioning = "YES", classname = "lOilPlatform", in the table that defines the object in the database.lua example: local function add_structure(f) if(f) then f.shape_table_data = { { file = f.ShapeName, life = f.Life, username = f.Name, desrt = f.ShapeNameDestr or "self", classname = f.classname or "lLandVehicle", positioning = f.positioning or "BYNORMAL" --available: {"BYNORMAL", "ONLYHEIGTH", "BY_XZ", "ADD_HEIGTH"} } } if f.ShapeNameDestr then f.shape_table_data[#f.shape_table_data + 1] = { name = f.ShapeName, file = f.ShapeNameDestr, } end --f.mapclasskey = "P0091000076"; f.attribute = {wsType_Static, wsType_Standing} -- if 'attribute' == nil then insertion will be aborted add_surface_unit(f) GT = nil; else error("Can't add structure") end; end add_structure({ Name = "myPontoon", DisplayName = _("Pontoon"), ShapeName = "myPontoon", Life = 1000, Rate = 100, category = 'Fortification', SeaObject = true, isPutToWater = true, positioning = "YES", classname = "lOilPlatform", })
  4. Considering how unpredictable and erratic is the infantry units' behaviour in their current state, even if you managed to place them precisely where you want, more often than not they would not behave in a logical manner anyway (I see they like to jump out of the building so much). So what about creating a variety of different floors with static shooting points in them? In order to simplify the task and not have to deal with the animation of soldiers, you could place those points behind some cover (building materials, sandbag walls, etc.), or rather, the cover itself would be the shooting point. The mission maker would have access to a variety of floors with different amount of shooting points (say, 1 to 3 for each side) and weapon type (sniper, attack rifle, AT, MANPADS). We would then be limited with not being able to see and aim at the infantry figures, though on the other hand, we would benefit from a more consistent behaviour game-wise (the shooters would keep their position inside the building) - which is imho more important
  5. Would you mind sharing your edit once it's completed?
  6. Unfortunately this script is broken in dcs 2.8. The only RSBN beacon I can detect on a L-39 is the Aleppo one. I was wondering whether you might find a way to fix it.. Also it would be great to add a beacon for Abu al-Duhur airport, since it's the main base for SAAF Albatroses !
  7. Could you please confirm that hitbox entries can be found for scenery objects as well? Whenever I query a scenery object on Syria map, this is all I get: { ["life"] = 0, ["attributes"] = table: 00000296DC374920 { ["attributes"]["Buildings"] = true, }, ["_origin"] = "", ["category"] = 4, ["typeName"] = "179602178", ["displayName"] = "", } This is what I get by calling {SceneryObject.getDescByName(foundItem:getName())}
  8. Does anyone know whether this is a bug or perhaps this is not the correct way to query scenery objects? I encountered exactly the same issue, map is Syria if that matters.
  9. Has this bug been confirmed, and eventually fixed ? I'm experiencing the very same issue while building a mission using scripting and the MIST library.
  10. For anyone who does not know it, here's some info about the SVP-24: https://thaimilitaryandasianregion.blogspot.com/2017/08/additional-information-on-svp-24.html It's basically a Glonass based targeting system that automatically releases an unguided bomb by comparing the target and the aircraft relative positions, and according to: the aircraft motion, the bomb flight model, the enviromental data (wind, humidity etc). Somewhat of a CCRP on steroids. I was playing with the idea that such system could be emulated by an algorithm fed with telemetry data via Export.lua, some data relative to the weapon used, and the target coordinates. The app would first output a heading for the bombing run (or perhaps would it be possible to add waypoints via script to player controlled FC3 planes like the su-25/27/33 ? This whole thing would be meant to be used by those type of aircraft after all!), and eventually output the hotkeys for a weapon launch authorization override followed by a weapon release command at the right moment. I am aware this wouldn't be like a small effort (on top of the code, some tables for each type of bomb would need to be made and I guess the values could only be found empirically), plus an external app should be written in C/C++ (I guess), and that goes beyond my capacities. So I was wondering whether there is anyone around who's crazy enough to be interested in developing this.
  11. Hello everyone, I'm looking for some help making this work. What's weird, is that everything worked perfectly the first day I tried it (I've been using SRS's both client and server on the same machine in a single player -> client mission environment), though now it's not working anymore (I haven't made any change to the script or windows or dcs). Basically it seems to me that the STTS script manages to instruct DCS-SR-ExternalAudio.exe (I see the cmd window popping out when the mission trigger switches on) yet no sounds makes its way to SRS. I also added an env.info in the STTS main script in order to check the syntax of the variable cmd and it looks correct (unsurprisingly, since I haven't meddled with any STTS function). Thus apparently it's a SRS related issue, yet I'm writing on this thread rather than some SRS troubleshooting thread just because SRS uses to work fine whenever I use it in multiplayer servers. Here's the checklist I've been following to try to detemine the source of the issue. - sanitise off in MissionScripting.lua --> DONE - correct STTS.DIRECTORY -> DONE - 5002 and 5003 port open -> 5002 appears open on portchecker although 5003 does not. I have no explanation for this. Both the ports are set open on windows firewall (and share the same set of rules both inbound and outbound) . This is obviously the main suspect although, again , this wouldn't explain why I was able to get the STTS voice messages from SRS yesterday. - SRS host and client configuration (port and options) -> DONE - STTS's command to DCS-SR-ExternalAudio.exe syntax -> DONE - DCS's log to check whether there's any error notification re: SRS or STTS -> DONE - banging my head against the desktop while crying like a toddler who lost his teddy -> DONE I really really hope someone will help me fixing this as I was planning to implement STTS to the next campaign mission I'm designing :(( Thank you in advance ladies and gentlemen!
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