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0xinfinite

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Everything posted by 0xinfinite

  1. Currently, trees in DCS are frustrating in most situations. 1. When I shoot a surface-to-air missile at a ground target, enemy AI easily penetrates the Scenery object, but my missile is blocked by that obstacle. 2. When creating procedural missions, I can't instruct enemy AI to move random points, but also not to go to the forest. There is no API to tell if the points I have calculated are forests or plains. 2. When I steer the vehicle myself with the Combined Arms, it collides with trees, unlike AI. It's so ridiculous how a 60-tons tank can't knock down a tree, but rather causes engine failure. 3. Of course, in the real world, a plane that collided into a tree will definitely crash, but the collision is so detailed that it feels like punishment when flying low. Even if there are players who are hacking through the woods, if only the tree's collisions can be disabled, the tree rendering will be disadvantage enough because it will block that player's view. One day I made a trigger to cover the on-map and then shot a command to get rid of the tree Sceney object, but I gave it up because of the loading time that lasts forever. The option to get rid of all the trees is also good, but I wish there was a session option to disable collisions while maintaining the rendering of the trees. I think it will also help save performance.
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  2. I get it now. If I deploy SA-10 with a single SR like Big Bird without any units in the group, getDetectedTargets() works well. However, if the SA-10 is deployed with the full package(include command unit, launcher, TR) to perform an air defense, getDetectedTargets() will not be reset its list until the detected unit is killed. Now I can proceed my work, but It feels weird(why would a fully functional SAM be esper?!) and I think it needs to be fixed.
  3. 1. I placed single SA-10 site on template and client-side F-16C. F-16C's steerpoint 1 placed on SA-10 site so I can recognize its position. 2. Single Script activated with repetitive action and here's code. trigger.action.outText("Checking Targets..", 1, false) local sam = Unit.getByName('SA-10 SAM-2') local ctrl = sam:getController() local tgts = ctrl:getDetectedTargets(4) for i, target in pairs(tgts) do local detected , visible , lastTime , type , distance , lastPos , lastVel = ctrl:isTargetDetected(target.object,4) trigger.action.outText("isTargetDetected() return these : "..tostring(detected).."/"..tostring(visible).."/"..tostring(lastTime).."/"..tostring(type).."/"..tostring(distance).."/"..tostring(lastPos).."/"..tostring(lastVel), 1, false) trigger.action.outText("Detected Target from getDetectedTargets() : "..target.object:getName().." is visible : ".. tostring(target.visible), 1, false) local samPos = sam:getPosition().p samPos = {x = samPos.x, y = samPos.y+1, z = samPos.z} trigger.action.outText("is LOS : ".. tostring(land.isVisible(samPos, target.object:getPosition().p)), 1, false) end 3. Enter a mission, Climb until spotted by the SA-10 and hide behind the ridge. Then you can see that isTargetDetected() still returns visible as true. Even if there are obstacles in line of sight. also, distance, lastPos and lastVel still returns nil value after hide on ridge. It tested on version 2.9.5.55300 detect_test.miz dcs.log
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