

Dirt__
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
We are still recruiting!- 14 replies
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
and_he_was_flying_down_the_back_straight_1.mp4- 14 replies
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
- 14 replies
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
- 14 replies
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- f18 hornet
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
- 14 replies
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- f18 hornet
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
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Sunday November 3rd at 1300 UTC, Phobetor SQN will host a fun BVR PvP tournament for F-18 pilots! Come join is if you are up for some fun or look to improve your F18 BVR skills! Anyone is allowed to join, no matter you skill, and feel free to invite your friends! The matches will consist of simple 1v1's over flat terrain, with 60nm starting separation, and a max round time of 8 minutes. We will use a double elimination bracket, everyone will get to fly at least 3 matches. https://phobetor.site/ - https://discord.gg/BFXQxACC You will not be able to participate without signing up, Sign-ups close 24h before the event! Get yourself signed up here: https://forms.gle/nkFSNsi7Thw3zCm87
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Phobetor Squadron is recruiting! [F-18, Small SQN, Semi-Milsim]
Dirt__ replied to Dirt__'s topic in Squadron Recruiting
I had a power outage yesterday which took out the website momentarily. Its back now tho, please do have a look!- 14 replies
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Phobetor is a newly established, central Europe based, F-18 squadron. And we’re on the lookout for new recruits who are ready to join us for fun and realistic missions. We operate in a semi-milsim style. This means that we are interested in following real-life procedures and comms, but not very strictly. Members of our squadron don’t have to study any procedures, they will learn these in our trainings. Our events are held on our self hosted server with weekly custom missions that are dynamic, realistic, come with good briefings and above all, are a bunch of fun! If you’re 16+, have some DCS and Hornet experience, and can make our weekend trainings consistently, we would love to have you join us! Please read our full requirements and join our discord via our website: https://phobetor.site/ Also check out our insta! https://instagram.com/phobetor_dcs/
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Thanks for letting me know about this I looked into the code of DML and found out about the world.removeJunk() function witch does exactly what I need. No need to make a mock up mission as I will not use DML because my mission is all written in code.
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Thanks for your reply, Sounds like a great system but this would not solve the issue of removing the dead units, since the location has to stay the same in my mission. If there is a way to remove them though, then I would use that system (or probably just reuse my code to write it myself xD)
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I am working on a mission and I need an enemy warehouse (made from static units) to be respawnable. Only some of the units that I try to respawn actually do, here is the code I wrote: function rmBaseDamage(baseID) local statics = {} for i = 1,21 do --there is 21 total statics per base local static = StaticObject.getByName(bases[baseID].name.."-"..i) --finds the statics by name statics[#statics+1] = i if static ~= nil then local pos = static:getPosition() heading = math.atan2( pos.x.z, pos.x.x ) local desc = static:getDesc() local groupData = { x = pos.p.x, y = pos.p.z, heading = heading, name = static:getName(), type = desc.typeName, } static:destroy() mist.scheduleFunction(coalition.addStaticObject, {country.id.USA, groupData}, timer.getTime() + 2) else tss.utils.message(""..i) end end tss.utils.message(statics) bases[baseID].damaged = nil end The issue happens on line 4 where I find the units by using StaticObject.getByName. I have checked their name a thousand times, and they are correct, yet still only some of the units respawn. I don't know if its intended that dead units are accessible via StaticObject.getByName, but if it is intended then it doesn't seem to work consistently. For what I can tell, it seems this issue only happens with certain unit types. Almost every truck doesn't work, but most of the structures do respawn fine. null Regardless of it being a bug or not, is there any other way to access and delete dead static objects? Thanks, Dirt
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I have been thinking about replacing my old server with a raspberry pi 5, but its unclear if it would run dcs properly. The new pi should have more then enough cpu power to run dcs, but i am worried about the fact that its ARM based. There is a ARM version of windows 11 but from what I know most programs will not run on it efficiently, so maybe the pi will not handle it. Do you guy's think it will run it properly?
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Can't detect group in zone after spawning via script
Dirt__ replied to Dirt__'s topic in Scripting Tips, Tricks & Issues
I am not sure how mist handles that function, but for the example in my last message mist was not used to find the objects. I just used the "all of coalition out of zone" trigger. However, I sort of managed to fix the problem using this code: local vehiclesInZone = {} local sphere = trigger.misc.getZone('zugdidi-5') local volS = { id = world.VolumeType.SPHERE, params = { point = sphere.point, radius = sphere.radius } } local ifFound = function(foundItem, val) vehiclesInZone[#vehiclesInZone + 1] = foundItem:getGroup():getName() return true end world.searchObjects(Object.Category.UNIT, volS, ifFound) trigger.action.outText(tableToString(vehiclesInZone), 10) For some reason this works but the "all of coalition out of zone" trigger doesn't. I'm not going to bother debugging this further and will continue to use this code. Thanks for your help! -
Can't detect group in zone after spawning via script
Dirt__ replied to Dirt__'s topic in Scripting Tips, Tricks & Issues
@PravusJSB Thank you for your reply. The tssZoneController script is being run in a repetitive task trigger, so the check should be looped continuously. But even if it would have one check after the targets have been spawned, it returns with 0 groups, instead of all the groups in the zone. However, if I set some groups to be in the zone in the mission editor, it returns only with those groups that I spawned in the mission editor. I just build this test mission that doesn't use mist to show you exactly what i mean. Normally when i use the "out of zone" trigger, it works for both units spawned in the mission editor as well as those spawned via script, as seen in the test mission. But if i do it in my mission (i did so in the new dirt-dcs-capaign-test file), it will not work for those spawned in the script. I understand my code is absolute spaghetti, but besides that what could possibly cause this to happen? The units are right there in the zone but seem to not be detected. If you or anyone else has any clue how this could happen, or the time to look at my code, that would be amazing. thanks test-mission.zip Dirt-DCS-Campaign-test.zip -
I have been trying to make a mission where there are randomly spawned ground targets, and when all targets within a zone are destroyed, friendly units capture the zone. However, I can't seem to detect the groups in the zone, causing me to be unable to know when friendly forces can capture. I have tried using the "all of coalition out of zone" trigger and the getUnitsInZones MIST function without success, and delay's don't seem to help at all. When i tried these methods without spawning the groups via code, it all worked fine. Can someone please take a look at the attached mission and see what i can do to fix this? ill give a quick rundown of how the mission works: the tss script has all the functions, the tssZoneController is the script that handeles the moving between zones, and the tssConfig script has the configuration for spawning all the targets and sets up the zone table. i have commented out some lines that uses the getUnitsInZones function (in the tssZoneController script) to detect empty zones, since it will say every zone is empty. You can test that out if you want. It would be amazing if someone can find a way to detect an empty zone in any way. thanks Dirt-DCS-Campaign-test.zip