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Everything posted by TPrince
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Ok. Understood. Thank you very much for your help. I will just add smoke and fire. Its a scenario where a Airbase is attacked by Coalition and taken over only to be lost back. After its taken back over I'm going to have 4 helos drop off personnel and go to the areas that were destroyed (Now on fire) Put out the fires then more helos will come in with cargo drops to rebuild the airbase. Then have cargo planes land to rearm and refuel the base and Fighters landing and parking.. Then the airbase becomes operational again and used in new scuffles
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This is a second script it created when asked about Map buildings -- List of building names to restore local buildingNames = { "Building 1", "Building 2", "Building 3" } -- Table to store destroyed building information local destroyedBuildings = {} -- Check if a building is destroyed function isBuildingDestroyed(name) local object = Object.getByName(name) if object and object:getLife() == 0 then return true else return false end end -- Check all buildings and store destroyed building names function checkBuildings() for i, name in ipairs(buildingNames) do if isBuildingDestroyed(name) then table.insert(destroyedBuildings, name) end end end -- Respawn all destroyed buildings function restoreBuildings() for i, name in ipairs(destroyedBuildings) do local object = Object.getByName(name) if object then object:destroy() object:spawn() end end end -- Main update loop function update() checkBuildings() if #destroyedBuildings > 0 then restoreBuildings() destroyedBuildings = {} end end
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I went to Chat GPT and this is what it wrote when asked how to achieve. If you know lua can you tell me if this is 3 separate scripts I have to create? To restore destroyed buildings on a map using a Lua script in DCS, you can use the following steps: First, create a table to store the destroyed buildings' information. You can use the following code to create an empty table: local destroyedBuildings = {} 2. Next, create a function to check if a building is destroyed. You can use the following code to check if a building is destroyed by its object name: function isBuildingDestroyed(name) local object = Object.getByName(name) if object and object:getLife() == 0 then return true else return false end end 3. In your main update loop, iterate through all the buildings on the map and check if each one is destroyed. If a building is destroyed, add its information to the destroyedBuildings table: function update() for i, buildingName in ipairs(buildings) do if isBuildingDestroyed(buildingName) then table.insert(destroyedBuildings, buildingName) end end end 4. Note that buildings is an array containing the names of all the buildings on the map. Finally, create a function to restore the destroyed buildings. This function should iterate through the destroyedBuildings table and respawn each destroyed building: function restoreDestroyedBuildings() for i, buildingName in ipairs(destroyedBuildings) do local object = Object.getByName(buildingName) if object then object:destroy() object:spawn() end end end 5. You can call the restoreDestroyedBuildings function whenever you want to restore the destroyed buildings on the map. Note that this is just a basic example, and you may need to modify the code to fit your specific use case. Additionally, restoring destroyed buildings in a multiplayer game may have implications for game balance and fairness, so you should consider the impact of this feature carefully.
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Thank you very much for that information. Is there a way I can have those borders in SAT and ALT mode?
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Hello all. Im looking for a Syria Map that has international borders defined. Can anyone lead me in the right direction? Also if you know of other maps that has international Borders I would also be interested
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Mods were working then just stopped working all together
TPrince replied to TPrince's topic in Mission Editor Bugs
I actually have found the answer. There is a clock at the bottom of the Mission Editor Screen. If you click it, all of the Mods are reinstated. I have attached a screen shot. null -
Im looking for a little help. I have mods installed to allow me to build new missions. They were working great. THey also Show as installed as well (I added screen shot). I have no idea what happened. They stopped working and the units that came with the Mods no longer show up, but yet they still all show as installed. Can anyone provide me with any information if you have seen this before? null
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Scipiooo, Your solution worked for me. Thank you very much. I also referred to your post as a solution for my issue. Thanks again.
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Game crashes after 10 minutes of play in Multiplayer
TPrince replied to TPrince's topic in Game Crash
For the issue I have been dealing with. I read another chain from users in this forum. The following worked for me. I'm not saying it will work for everyone, but it did work for me. -
Game crashes after 10 minutes of play in Multiplayer
TPrince replied to TPrince's topic in Game Crash
I am 2D -
Game crashes after 10 minutes of play in Multiplayer
TPrince replied to TPrince's topic in Game Crash
Any help would be appreciated -
Hello all, After the 2.8 Patch the Sim crashes after 10 mins of flight time. This is happening every time. Can someone please give me some feedback. I have attached the logs. Can anyone tell me whats causing the crashing by looking at the logs? DCS-BIOS.log dcs.log DCS-SRS-GameGUI.log debrief.log dcs.20221031-175316.crash dcs.20221031-175316.dmp dxdiag.txt
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To whom it may concern, Im Tony (53 yrs old) , DCS Callsign is Prince. I am looking to join a squad. I live in Texas (CST Time zone) I own almost all the modules with my best plane being the F/A-18. I am not professional, but I enjoy all aspects of DCS. tony.principato14@gmail.com
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reported earlier Chock blocks still not being removed on the carriers
TPrince replied to Sharknado's topic in Bugs and Problems
Thank you for the information. Much appreciated. -
reported earlier Chock blocks still not being removed on the carriers
TPrince replied to Sharknado's topic in Bugs and Problems
I have tried everything I can to retract the launch bar. If you look at the pictures I added from the cockpit it shows you the brake is set and the Launch bar is set to retract. It just wont do it. Is there an unhook command I am not aware of? -
reported earlier Chock blocks still not being removed on the carriers
TPrince replied to Sharknado's topic in Bugs and Problems
Hello All. On a Multiplayer server with F18. I respawn after first flight and it spawns me on a catapult. Its a cold start up. As soon as I spawn in the jet is already hooked up to the catapult. I ask ground crew to remove chocks "Unable to Comply" I then arm plane. I Put parking brake on and go through the startup procedures. Jet is ready to launch. Still chocks are there. I try to retract the launch bar, and nothing happens. The parking brakes are still on as well. When I select my Plane and slot and spawn to a Parking spot I have no issues. Just flights where I spawn onto a catapult. I have tried googling everything I can for this. Can anyone please help me? (P.S I added pictures) TPrince