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Atari800XL

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Everything posted by Atari800XL

  1. Yes, I think the best solution is only to refresh if the content has changed. And no timers or something fast changing.
  2. Hello together, I tried to make a sticky messagebox with changing (text-)content, native LUA and MOOSE but everything failed. Has anyone a hint for me? The goal is to only have one grey message-box in the upper-right corner, no additional messages. The MESSAGE:New("fooBazBar",15,"",true) with clearScreen-flag on makes this flickering and this is ugly, in my task every 0.33 seccond a string should be refreshed in such a message-box. This box contains some debugging-variables. How to realize this without flickering? Thanks and best regards! EDIT: here's my prototype of how I try to solve thisI IR_TIMER = 0 DISPLAY = "" function interrupt() IR_TIMER = IR_TIMER + 1 if IR_TIMER % 5 == 0 then DISPLAY = IR_TIMER .. ". call..." end refreshStatus(DISPLAY) timer.scheduleFunction(interrupt, nil, ( timer.getTime()+0.3) ) end function refreshStatus(txt) if DISPLAY ~= txt then -- only when DISPLAY changed: -- at this point I need some magic please: magicRefresh(DISPLAY) DISPLAY = txt end end -- Missionlogics a.s.o. interrupt()
  3. Good morning, I had exact the same problem: the comms did not work. Checked "easy comms" in game settings, checked the bindings of my stream deck, read this threat here multiply times, checked the temperature of my coffee ... nothing worked! Leeck-mode on, back to Viper-manual, back to some youtube tutorials ... then I realised that this was the first time I really had to deal with comms (SRS and MP-Servers made me lazy!) Finally my failure was, that I mixed UHF and VHF Todays learned lesson: reading slower may help!
  4. Thank you, I was not sure but I was sure that I read the SSS. The grass-effects when hovering with the AH-64 looks really nice.
  5. Can someone please explain me the meaining of "SSS", (no useful tooltip avail) left system-column under secondary shadows?
  6. I'm through, caches are cleared and I'm absolutely curious about 2.9...
  7. It works, 1001 Thanks! Now I can spawn random crashed static planes with effects, exactly what I wanted. Background: I'm learning MOOSE and generally DCS-scripting. For a trainingmission I have 100+ possible crashzones where I needed a crashed plane like below in the screenshot.
  8. Hi everyone, spawning a static C-130 works in my example, spawning a fire with smoke don't. Anyone got a tip for me? Both static objects exist in my mission, no typo in the names. Removing the country.id.USA doesn't work. My Code: crashZone = ZONE:New( 'foobazbar' ) wreckSpawn = SPAWNSTATIC:NewFromStatic('C130', country.id.USA ) fireSpawn = SPAWNSTATIC:NewFromStatic('CrashSmoke-1', country.id.USA ) wreckSpawn:SpawnFromZone( crashZone , 200) :Explode(2,5) fireSpawn:SpawnFromZone( crashZone , 200 ) Thanks and best regards, Andreas EDIT: found this in my dcs.log: 2023-09-30 13:32:10.144 ERROR APP (Main): unknown static shape_name, category , type: big_smoke 2nd EDIT: Method Explode() doesn't work anymore on POSITIONABLE in MOOSE 2.7.22, this Method has vanished.. In 2.7.21 Explode() allready works.
  9. Solved, the following code makes it: (maybe useful for other MOOSE beginners) -- ###LUA!### <-- Token to search for in dcs.log in case of crashing script -- Defined random spawns of ground-units for weapontraining: -- MOOSE: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Spawn.html -- env.info( 'maybe some special token to set a tail on in dcs.log' ) knownSpawnZones = { ZONE:New("TANK_SPAWN_1") , ZONE:New("TANK_SPAWN_2") , ZONE:New("TANK_SPAWN_3") } spawnPlan = { -- { quantity, templateName, target zone } { 1 , "TGT_Tank1" , "TANK_SPAWN_1"}, { 2 , "TGT_Tank1" , "TANK_SPAWN_2"}, { 3 , "TGT_Tank2" , "TANK_SPAWN_3"} } totalSpawns = 0 for i,plan in ipairs(spawnPlan) do q = plan[1] templateName = plan[2] targetZone = plan[3] tmpTargetSpawnZone = ZONE:New( targetZone) dbgMess = MESSAGE:New( i .. ": " .. tostring(q) .. "x " .. templateName .. " randomly in " .. targetZone):ToAll() master = GROUP:FindByName( templateName ):GetTemplate() for ii = 1,q do local newAlias = "Tank-" .. i .. "-" .. ii local tempTank = SPAWN:NewWithAlias( templateName , newAlias) :SpawnInZone( tmpTargetSpawnZone , true) totalSpawns = totalSpawns + q end end dbgMess = MESSAGE:New( tostring(totalSpawns) .. " tanks spawned"):ToAll()
  10. I tried to copy my tank-template but this also fails: local master = GROUP:FindByName( templateName ):GetTemplate() local tempTank = SPAWN:NewFromTemplate( master ,"Tank")
  11. Hi, I'm learning MOOSE and have actually a logical problem (hopefully): -- Defined random spawns of ground-units for weapontraining: -- MOOSE: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Spawn.html knownSpawnZones = { ZONE:New("TANK_SPAWN_1") , ZONE:New("TANK_SPAWN_2") , ZONE:New("TANK_SPAWN_3") } spawnPlan = { -- { quantity, templateName, target zone } { 1 , "TGT_Tank1" , "TANK_SPAWN_1"}, { 2 , "TGT_Tank1" , "TANK_SPAWN_2"}, { 5 , "TGT_Tank5" , "TANK_SPAWN_3"} } totalSpawns = 0 for i,plan in ipairs(spawnPlan) do q = plan[1] local templateName = plan[2] local targetZone = plan[3] local tmpTargetSpawnZone = ZONE:New( targetZone) local dbgMess = MESSAGE:New( i .. ": " .. tostring(q) .. "x " .. templateName .. " randomly in " .. targetZone):ToAll() local tmpTargetSpawnZone = ZONE:New( targetZone ) --[[ tempTank = SPAWN:New( templateName ) :InitLimit( 3, 3 ) :InitRandomizeRoute( 1, 1, 200 ) :SpawnInZone( tmpTargetSpawnZone ) :Spawn() --]] totalSpawns = totalSpawns + q end dbgMess = MESSAGE:New( tostring(totalSpawns) .. " tanks spawned"):ToAll() Every template and zone exists in my mission, the defined templates should be useable over the whole spawnPlan, not only one time. (duplicate template before instancing?) My Problem: during the iteration over the table spawnPlan every time my last spawned tank is overwritten so finally only one tank appears (but all dbgMess are displayed so the iteration runs through). My Question: is there a kind of queue, a stack or something like that where I can push my tempTank and the DCS-engine makes the rest? Or any other MOOSE-workflow for this iterated spawns? Thanks and best regards, Andreas
  12. Anyway, this workflow is really annoying. This morning I started to paste my little Script in the textbox for code-execution - this works for my little scripts very well. Changes in M$-VS, locally saved on harddrive, lua-debugger in background for syntax-check. copy&paste into this really little text-box. For my little learning-scripts in ME this is ok. But: when I think of Blender3D for example with it's integrated little pythoneditor with syntaxhighlighting etc. ... this in ME for scripts would be a perfect solution for me. I watched nearly all the videos from FlightControl and saw Eclipse IDE ... and wanted to jump out of the window^^ Many years ago I had to code with Eclipse in many Java-projects ... arrrrrr. But overall: it absolutely rocks (me) to see my little RAT-script working, F10 looks like flightrader24 and I'm curious about what I'm going to learn or try out next with this brilliant MOOSE. EDIT: (timecode is cutten off from link) - at 17:15 exactly my problem^^
  13. Ahoi, when I make a script-execution in the trigger section, there should be a checkbox like "fresh import" or something like that. If this option ist activated, every time I start/test my mission from the editor this script should be fresh imported into the .miz-file. Background: when I save my (to be executed) .lua-file in external editor the next time I'll test my mission the latest version of this .lua should be imported into the .miz-file. Actually I allways manually have to re-open my changed .lua-file before starting my mission. EDIT: A little integrated editor like the python-editor in Blender3D for example would be very very usefull for little scrips. Thanks an best regards!
  14. Thanks for this detailed answer, I already feared that this import is an unique just-in-time action. As a beginner in DCS-scripting I very often have to make changes on my script(s) and re-import them. Yes, a final mission should be one piece, in our case a playable .miz-file to handout to others. But during developing a mission this is really annoying for me. Think I'll make a feature request for a fresh import checkbox at this point.
  15. Hello together, actually I'm using the RAT-functions from moose to fill up my airspace, everthing works fine. I'm editing my local LUA-script in M$ Visual Code but every time I make some changes in my script and save it, I have to click on "open" in my trigger list and pick my scriptfile again. After every change I made. If I don't do this no changes are considered. My simple script: planeTemplates = { RAT_TMPL_01 = 40, RAT_TMPL_02 = 40, RAT_TMPL_03 = 30 } for templateName,anz in pairs(planeTemplates) do local pl=RAT:New(templateName) pl:SetTakeoff("air") pl:SetDeparture("RATZONE1") pl:Commute() pl:SetSpawnDelay(2) pl:SetSpawnInterval(1) pl:Spawn(anz) end It feels like there are some cashes or something like that. How can I solve this Problem? Are there any settings to "bake" a mission file in ME with fresh imports every time I'll start it? I'm using the MT-Version 2.8.8.43704. Thanks for any tips and best regards, Andreas
  16. Thank you, I inspected every corner of the cockpit with fixed TrackIR and maximum zoom ... and found nothing
  17. Hi everyone, Is it in the real F-15E so, that I have no lights or other feedback in the pilots frontseat when the speed brake is extracted? It's really cool to see the speedbrake "hesitate" when I use it at higher speeds, in the F-15C (FC3) the speedbrake will extract and work at nearly every speed. And even when I raise the seat-position, I can't see the extracted brake in the upper mirror. Are the only ways to recognize a extracted speedbrake the braking speed in the HUD and the sound? (and external views?) Sorry for probably the stupidest question of the week but this interests me. I love the planespotter-videos of landing F-15's, touching down, keeping nose up and then extracting the speed brake. I often try to land exactly this way. Thanks and best regards!
  18. Hi, actually in DCS MT there is only the start-time in the debriefing-screen displayed. Sorry I forgot to switch to English before flight. It would be nice to see the full flight-time in the marked box: start, missions end and duration. Thanks and best regards!
  19. Yes, my cite for this week
  20. Ahoi, nice thread here - many people with different opinions - I like this! I bought Sinai and had some very cool hours yesterday there in my F-15C and my Viper. Sinai is a really beautiful and good performing map, especially in evenings or at night it's really cool. I also pre-ordered the Mudhen and i really can't wait for that release, since 1987 I'm in love with the F-15 ("F-15 Strike Eagle" on my Atari 800 XL from tape^^) I really think, that the Mudhen won't be disapointing at release. After all videos I saw on YT so far this must be really a great module.
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