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Posts posted by Invisibull
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Anyone know why this error would pop up:
00547.328 ERROR SCRIPTING: Error in scheduled function: [string "C:\Users\EG\AppData\Local\Temp\DCS\/~mis000007ED"]:509: Object doesn't existAnd here's the bit it's referring to in the above file/line:
local currentPos = self.groupLead:getPosition().pif currentPos.x == prevPosX and currentPos.z == prevPosZ then
self:forceAdvance()
end
After clicking popup, everything seems to work fine.
Thx
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Found a problem and reported it to the GitHub issues page, there is an error thrown when respawning vehicles, at least in my missions and the demo missions, reinforcements might not be affected, untested.
Hi Pikey,
What's the error and did you update to the autogft-1_8-standalone?
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Hiya Gromit,
The feeder concept now seems to be working as advertised. Ty so much for going to the trouble of finding that error. I'll continue testing and prob harassing you with more questions later. :) thx again!
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What kind of units have you put in "red_base"?
red_base1 is the reinforcement base so there I start with about 12 each of the listed units. red_base2 is the feeder respawning zone so it's got the about 2 each of the same units in red_base1.
Control_1 is located within red_base1 ostensibly to resupply it periodically, but i've yet to get this to work.
I was working off something you said earlier in this thread:
If you specify more than one staging area ("base zone"), the script will look through all the staging areas to "take" the units it needs to reinforce the task force.With that said, it is possible to have a task force that keeps respawning units, then sends them to the staging area of another task force.
but I'll be damned if i can get it to work.
Thx again for your help.
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Hi Gromit,
The problem occurs when i try to set up a reinforcement zone being fed by a respawning zone.
Something like this:
autogft_TaskForce:new() :setCountry(country.id.RUSSIA) :addGroup():addUnits(2,"BTR-80") :addGroup():addUnits(2,"Ural-375 ZU-23") :addGroup():addUnits(2,"T-55") :addBaseZone("red_base1") :addControlZone("control_2") :addControlZone("control_3") :setReinforceTimer(600) autogft_TaskForce:new() :addBaseZone("red_base2") :setSpeed(30) :startUsingRoads() :addControlZone("control_1")
will make the reinforcement zone not work. The units will either just sit there, or it will begin behaving as a respawn zone. I'm sure there's a simple explanation for this behavior, just not simple enough for me. :) (red_base2 is of course located within control_2 in the above example in order to feed it.)
Incidentally, (as discussed above), if I remove the :addUnits command the reinforcement zone WILL simply send everything within the zone on its merry way, but only sometimes. Other times removing the addUnit command doesn't change anything.
My goal from this script is to be able to create reinforcement zones, which don't discriminate by unit type, but will merely move units along arriving from various respawn zones i've created.
Hope I've explained myself clearly, and thx for your help.
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Hi Again gromit,
I think i've got my hesitation thing sorted now. Thanks again for the assist. Another quick question for you. I'm using the following script now:
autogft_TaskForce:new() :addBaseZone("RED_BASE1") :addControlZone("CONTROL1") :addControlZone("CONTROL2") :addControlZone("CONTROL3") autogft_TaskForce:new() :addBaseZone("BLUE_BASE1") :addControlZone("CONTROL4") :addControlZone("CONTROL5") :addControlZone("CONTROL6")
And it's working well except that I'd like to reinforce from an existing pool of idle units instead of respawning and I'd like control of how often that happens. Is there a straightforward way i can easily adapt the above code to do that?
thx
------------------------------Update---------------------------
I figured it out and so here's the code in case anyone else could benefit from it.
autogft_TaskForce:new() :setCountry(country.id.RUSSIA) :addGroup():addUnits(1,"Ural-375 ZU-23") :addGroup():addUnits(2,"T-55") :addGroup():addUnits(2,"BTR-80") :addBaseZone("red_base1") :addControlZone("control1") :addControlZone("control2") :addControlZone("control3") :setReinforceTimer(600)
Usage:
Simply make a triggerzone and name it "red_base1" as seen above. Fill it with the above mentioned vehicles, then make 3 more triggers named control1...etc. These triggers will be your new task force's waypoints.
Second update:
The above code, which worked fine last night, is now respawning units instead of drawing them from the idle groups i have setup within red_base1. Any ideas as to why? I did find that if i remove the "addUnits" command, all units start moving.
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Thx for your response, Gromit. First, v 1.7 is all i've ever used. And second, using your script in much the same way in 1.5.5 causes exactly no hesitations whatsoever. Should i try removing the timer commands?
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Thanks for this great script. Anyway to mitigate the slight hesitations whenever :setTargetUpdateTimer is called? Does it matter that I'm using it on the NTTR map?
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I can verify that the GCI script is working without error again after today's patch.
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Having same problem here, SH.
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Go through these charts, Fitness. Both performance and value are put into a very useful context:
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Great Job, gents. Working perfectly again.
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Works fine on 1.5.5 I appreciate you taking the time SH, and understand that you're busy. I'll send a message to Lukrop now.
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Exactly what i was thinking, Stonehouse, but I haven't any idea how to adjust it to work. Unfortunately, i've become quite dependent on the script to the point where i literally have no missions to host atm.
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GCI Script (Lukrop's version) not working for me after today's Nevada update. Any ideas?
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I'm getting a situation where the red flood lights are coming on by themselves. Seems to happen if i pull a lot of g's or go inverted.
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Very nice job on this, Mr. Quark. (as usual)
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Tried that already, Zaelu. thx anyway.
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It's an eyesore except when zoomed all the way in. Any particular setting to help with this?
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That seems to have done the trick. Thx a bunch, Stonehouse.
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Hi all, I've been using Lukrop's version of this script for some time now, and was wondering if any of you folks know of a way to make the number of cap flights and potential intercept flights random within a range. Thx in advance.
Bull
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After 3 yrs of heavy use no problems at all.
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Hi folks,
I'd like to put some of the Tiger's gauges on my iPad via Helios and Air Display if at all possible. Any simple guides or hints would be much appreciated. I've had a look at the Helios manual and seen some A-10C how to's on Youtube, but it's not coming together for me yet. Thx.
[REPORTED]Jettison of Pylons
in Bugs and Problems
Posted
Confirmed in 1.5.6 1938.