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bal2o

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Everything posted by bal2o

  1. you need to make a SPI before release with tms fwd long : switch target, tms, release, switch etc.
  2. @EvilKipper I finally finish my own dcs lua framework and i'm starting to convert him in rust by using your dcso3 crate. And i have a question about perf : i see in your bflib that all update information are make in same 1s schedule function. In dcs there are many information that can be update via DCS Event (unit that are kill, born etc, ofc you know about it), so do you check what solution has better performance ? a large update every second or many update on each dcs event ? or it's because some information can't be update with event (like EWR situation) and it's easier to use a unique function ? I'm just curious about why you choose this solution thanks for your time, best
  3. for information, it's possible to spawn with script, but not in ME
  4. Hi, don't kown if it's a real bug, but for me these 2 airport has enough place for big plane like E3 or KC,but spawn is not possible.
  5. no problem
  6. for now var export is ok, compilation too, but nothing in game and CTD when a go back in mission editor. need time to learn rust and rust in dcs ^^. may be i will first try with simple mlua code.
  7. ok. problem with windows security for ps1 script, but find how to change that. may be if you have a short code using dcso3 (like just print message with outText, without hook part) it could be help to be sure i have set all env correctly ^^
  8. yes i use this to learn about it. For now i can compil but see nothing in game (i just replace init_miz in lib.rs by simple out_text call) and my game crash when i stop mission. but i will find why and how use it (i'm a dev but not in rust...), just need time. I think my problem is in lua link when i compile bflib, not sure to export env var correctly. btw dcso3 look very good, just impressive work. very nice.
  9. oh found it, thanks. i only unsanitize os/io/lfs but not require/loadlib and package .... thanks. let's start learning dcso3 (and rust).
  10. ya i do it (all the time for my code). but may be repair and ovgme do something bad. i will check. thanks
  11. hi, i'm trying to use your crate, but i'm block with a very simple think .... : i can't extend package path to load dll in my miz file. => "attempt to index global 'package' (a nil value)" i just copy/paste your mizint example : package.cpath = package.cpath .. ";" .. lfs.writedir() .. "\\Scripts\\?.dll" Thanks for helping. best
  12. oh thanks, now i understand what 'multiple target means", it's more like "multiple laser return" thanks man.
  13. Hi, i check in manual and on internet, but find nothing : what "MT" does mean in laser distance ? it's not print all the time, and i was unable to find how reproduce it... Thanks
  14. Other think, we need to be able to control coalition stock. There is no way to limit airfield to blue helicopter ansmd in oher hand keeping all plane for IA red =>player will be able to Spawn in red plane in blue coalition..
  15. yes. thanks
  16. yes just BE red and neutral are on cairo, and blue on ben gurion
  17. Hi, since last update, there is "host" texture in Bir Hasanah nullAll shelter are not in good place (it's like place coordinate and object coordinate are not the same)
  18. @OnReTech just nice update. too many waiting, but is here. now we need to find all new great big target ^^
  19. just for information, for KA50, i see that is not work if stock is set at more than 10000
  20. I create a class to spawn FARP with F10 mark (write #addFOB) - FARP spawn with all possible inventary stuff - and 3 other static are add : fuel, ammo and PC Just add script in mission (no MOOSE or other need) It's also possible to use in your own script : 1/ remove last line (FARPSPAWN:New():Init()), 2/ add in your file something like : local farpClass = FARPSPAWN:New() farpClass:AddFOBStatic(vec3, options) - with vec3 is position of FARP - options : not necessary, but it's an array where first value is FARP callsign (London by default) example : farpClass:AddFOBStatic({x = 328226.953125, y = 631214.2618276, z = 10.010028839111}, {"Madrid"}) PS : ATC of FARP will be at 126.5 MHZ + 1 MHz for each FARP (first FARP => 127.6MHz, second => 128.6MHz) Best, DebugFarp.lua
  21. Hi, as ask by @BIGNEWY here : i make 2 tracks to proof that now farp spawn without stock : - on first trk call "noStock" : i spawn on AH64, add FARP with my script by typing #addFOB on F10 mark and next try to rearm => no possible (and warehouse show nothing) - on second trk, call "withStock", i change a little bit my script to add a function to add all warehouse Item in FARP 5s after FARP spawn. I ask rearm, and its work. So is it possible to roll back in situation before last update, where farp wasn't empty ? Thanks, noStock.trk withStock.trk
  22. for information, i try a script to spawn invisible farp => farp spawn but stock is empty. so i add script to add item on warehouse getWarehouse():addItem()) , and i confirm that now i can refuel/rearm.... post here :
  23. code is {4,15,44,2114}
  24. i will try after my work, if nobody make it before thanks
  25. did we need to open a bug for "dynamic farp empty" ? or you can asked team also for that ? i use script to spawn farp many time and now i need to add code for stock... better if farp spawn with stock like before update. thanks
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