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johnv2pt0

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Everything posted by johnv2pt0

  1. Hi Devrim, thanks for your work on these mods. Could you explain what this "little trick" to pass integrity check is? I'd like to reduce the resolution of the F14 panels to get better framerates while still being able to fly MP, but am unsure of how to install in Saved Games. Thanks ~
  2. +1 to lua functionality and min/max settings. That would be awesome. I thought the normal restocking of airfields worked though, so I just did a test and it appears you're right about the initial setting. It's acting like both the initial stock AND the max it will restock to. For now a workaround may be to have late activated AI that you can later :destroy to absorb the initial stockpile of weapon x. I hope your suggestion gets implemented!
  3. Thanks, that works for making them show up, but the paint still isn't applied to the shape. It's like it can't see the .dds I'm using for the evu. I've tried using DIFFUSE, NORMAL_MAP instead of 0, 1 respectively as well which doesn't work. I've seen some other's liveries and looked at their description.lua and as far as I can tell mine is calling it identically. Also tried saving the dds as BC2 instead of BC7 to no avail. Any other ideas are appreciated ~ Disregard...I need glasses. Thanks for the help ~
  4. Have the file, but can't get the description.lua line for the game to recognize. Anyone know what it is? This does not work: -- IR Suppressors {"mi-24p_evu", 0, "355_mi-24p_evu", false}; {"mi-24p_evu", 1, "mi-24p_evu_NRM", true}; {"mi-24p_evu", ROUGHNESS_METALLIC, "mi-24p_evu_RoughMet", true};
  5. The easiest (and maybe only way really) is to use the scripting engine for this. Here's a script that will do what you want. Just make sure that whatever AI jet you want to have messages for has "AI" in it's name and run the script on a ONCE - TIME MORE trigger. Adjust as you like. I didn't look at the rest of your mission but this should get you the messaging part. AI AAR test.miz AI AAR.lua
  6. Thanks man, gives me a lot to chew on
  7. I see I made a mistake not referencing the correct subtable within getPosition().p... Updated code below doesn't produce stack overflow, but now says the ".p" part of the position table is a nil value. -- === CONFIG === local Prefix_Table = {"CAS","CAP","AFAC","ROT","heli",} local Chief_Offsets = { x = 19 , z = -6 } -- meters x = South(-) to North(+) , z = West(-) to East(+) local Chief_Extinguisher = { x = 18 , z = -6 } -- ============== local Spawned_Chief_Table = {} local function Get_Back_Bearing(client_heading) if client_heading < 210 then return client_heading + 150 elseif client_heading >= 210 then return client_heading + 150 - 360 end end ClientSpawnHandler = {} function ClientSpawnHandler:onEvent(event) if world.event.S_EVENT_BIRTH == event.id and (event.initiator:getName():find('CAS')) then local client = event.initiator local client_Name = event.initiator:getName() local client_Country = event.initiator:getCountry() local client_position = client:getPosition().p local client_heading = mist.getHeading(client) local back_heading = Get_Back_Bearing(client_heading) local back_heading_rad = back_heading * math.pi / 180 -- radians local Offset_SpawnCoord = { x = (client_position.p.x + 19), y = 0, z = (client_position.p.z - 6) } local Offset_SpawnCoord_Ext = { x = (client_position.p.x + 18), y = 0, z = (client_position.p.z - 6) } local M4_Group_Template = { ["visible"] = false, ["tasks"] = {}, ["uncontrollable"] = false, ["task"] = "Ground Nothing", ["taskSelected"] = true, ["groupId"] = nil, ["hidden"] = Hidden_On_Map , ["y"] = Offset_SpawnCoord.z , ["x"] = Offset_SpawnCoord.x , ["name"] = client_Name.."_chief group", ["CountryID"] = client_Country , ["CategoryID"] = Unit.Category.GROUND_UNIT , ["route"] = {} , ["units"] = { [1] = { ["type"] = "VPC-NATO-MAN 1", ["transportable"] = { ["randomTransportable"] = false, }, ["unitId"] = nil, ["livery_id"] = "UN", ["skill"] = "Excellent", ["y"] = Offset_SpawnCoord.z , ["x"] = Offset_SpawnCoord.x , ["name"] = client_Name.."_chief", ["heading"] = back_heading_rad, -- It must be given in radians! ["playerCanDrive"] = false, ["ClientName"] = client_Name, -- This is a custom parameter I've added, in order to make removal simpler later on }, -- end of [1] [2] = { ["type"] = "VPC-NATO-BALON", ["transportable"] = { ["randomTransportable"] = false, }, ["unitId"] = nil, ["livery_id"] = "UN", ["skill"] = "Excellent", ["y"] = Offset_SpawnCoord_Ext.z , ["x"] = Offset_SpawnCoord_Ext.x , ["name"] = client_Name.."_chief_ext", ["heading"] = back_heading_rad, -- It must be given in radians! ["playerCanDrive"] = false, ["ClientName"] = client_Name, -- This is a custom parameter I've added, in order to make removal simpler later on }, -- end of [2] }, -- end of ["units"] } -- end of Unit_Template coalition.addGroup(M4_Group_Template.CountryID, M4_Group_Template.CategoryID, M4_Group_Template) Spawned_Chief_Table[client_Name.."_chief"] = M4_Group_Template --table.insert(Spawned_Chief_Table, M4_Group_Template) for TemplateName , TemplateTable in pairs( Spawned_Chief_Table ) do if Unit.getByName(TemplateTable.units[1].name) ~= nil and Unit.getByName(TemplateTable.units[1].ClientName) == nil then Unit.getByName(TemplateTable.units[1].name):destroy() Unit.getByName(TemplateTable.units[2].name):destroy() Spawned_Chief_Table[TemplateName] = nil end end end if world.event.S_EVENT_ENGINE_STARTUP == event.id and (event.initiator:getName():find('CAS')) then for TemplateName , TemplateTable in pairs( Spawned_Chief_Table ) do if TemplateTable.units[1].ClientName == event.initiator:getName() and Unit.getByName(TemplateTable.units[1].name) ~= nil then trigger.action.outSoundForGroup( event.initiator:getGroup():getID(), "WHEEL CHOCKS b.ogg") Unit.getByName(TemplateTable.units[1].name):destroy() Unit.getByName(TemplateTable.units[2].name):destroy() Spawned_Chief_Table[TemplateName] = nil end end end end world.addEventHandler(ClientSpawnHandler) env.info("Crew Chief Script Loaded!")
  8. I had tried :getPoint() before and got a "C Stack Overflow" crash...just tried :getPosition().p and receive the same problem. If you feel like taking a look, here's what I've got. No worries ~ Thanks -- === CONFIG === local Prefix_Table = {"CAS","CAP","AFAC","ROT","heli",} local Chief_Offsets = { x = 19 , z = -6 } -- meters x = South(-) to North(+) , z = West(-) to East(+) local Chief_Extinguisher = { x = 18 , z = -6 } -- ============== local Spawned_Chief_Table = {} local function Get_Back_Bearing(client_heading) if client_heading < 210 then return client_heading + 150 elseif client_heading >= 210 then return client_heading + 150 - 360 end end ClientSpawnHandler = {} function ClientSpawnHandler:onEvent(event) if world.event.S_EVENT_BIRTH == event.id and (event.initiator:getName():find('CAS')) then local client = event.initiator local client_Name = event.initiator:getName() local client_Country = event.initiator:getCountry() local client_position = event.initiator:getPosition().p local client_heading = mist.getHeading(client) local back_heading = Get_Back_Bearing(client_heading) local back_heading_rad = back_heading * math.pi / 180 -- radians local Offset_SpawnCoord = { x = (client_position.x + 19), y = 0, z = (client_position.z - 6) } local Offset_SpawnCoord_Ext = { x = (client_position.x + 18), y = 0, z = (client_position.z - 6) } local M4_Group_Template = { ["visible"] = false, ["tasks"] = {}, ["uncontrollable"] = false, ["task"] = "Ground Nothing", ["taskSelected"] = true, ["groupId"] = nil, ["hidden"] = Hidden_On_Map , ["y"] = Offset_SpawnCoord.z , ["x"] = Offset_SpawnCoord.x , ["name"] = client_Name.."_chief group", ["CountryID"] = client_Country , ["CategoryID"] = Unit.Category.GROUND_UNIT , ["route"] = {} , ["units"] = { [1] = { ["type"] = "VPC-NATO-MAN 1", ["transportable"] = { ["randomTransportable"] = false, }, ["unitId"] = nil, ["livery_id"] = "UN", ["skill"] = "Excellent", ["y"] = Offset_SpawnCoord.z , ["x"] = Offset_SpawnCoord.x , ["name"] = client_Name.."_chief", ["heading"] = back_heading_rad, -- It must be given in radians! ["playerCanDrive"] = false, ["ClientName"] = client_Name, -- This is a custom parameter I've added, in order to make removal simpler later on }, -- end of [1] [2] = { ["type"] = "VPC-NATO-BALON", ["transportable"] = { ["randomTransportable"] = false, }, ["unitId"] = nil, ["livery_id"] = "UN", ["skill"] = "Excellent", ["y"] = Offset_SpawnCoord_Ext.z , ["x"] = Offset_SpawnCoord_Ext.x , ["name"] = client_Name.."_chief_ext", ["heading"] = back_heading_rad, -- It must be given in radians! ["playerCanDrive"] = false, ["ClientName"] = client_Name, -- This is a custom parameter I've added, in order to make removal simpler later on }, -- end of [2] }, -- end of ["units"] } -- end of Unit_Template coalition.addGroup(M4_Group_Template.CountryID, M4_Group_Template.CategoryID, M4_Group_Template) Spawned_Chief_Table[client_Name.."_chief"] = M4_Group_Template --table.insert(Spawned_Chief_Table, M4_Group_Template) for TemplateName , TemplateTable in pairs( Spawned_Chief_Table ) do if Unit.getByName(TemplateTable.units[1].name) ~= nil and Unit.getByName(TemplateTable.units[1].ClientName) == nil then Unit.getByName(TemplateTable.units[1].name):destroy() Unit.getByName(TemplateTable.units[2].name):destroy() Spawned_Chief_Table[TemplateName] = nil end end end if world.event.S_EVENT_ENGINE_STARTUP == event.id and (event.initiator:getName():find('CAS')) then for TemplateName , TemplateTable in pairs( Spawned_Chief_Table ) do if TemplateTable.units[1].ClientName == event.initiator:getName() and Unit.getByName(TemplateTable.units[1].name) ~= nil then trigger.action.outSoundForGroup( event.initiator:getGroup():getID(), "WHEEL CHOCKS b.ogg") Unit.getByName(TemplateTable.units[1].name):destroy() Unit.getByName(TemplateTable.units[2].name):destroy() Spawned_Chief_Table[TemplateName] = nil end end end end world.addEventHandler(ClientSpawnHandler) env.info("Crew Chief Script Loaded!") Most credit goes to Hardcard for the code, I'm adjusting it to remove the MOOSE requirement because it is unreliable for some reason.
  9. I am trying to get the coordinates of a spot that is offset from a known position, but I keep getting an error saying you can't perform arithmetic on a field that is a table value. local client_position = event.initiator:getPosition() local offset_position = { x = client_position.x + 50, y = 0, z = client_position.z + 50 } This doesn't work, however this (unrelated example) does work: HeadingToSub3 = mist.utils.getDir({ x = (SubPos3.x - heloPos.x) , y = 0 , z = (SubPos3.z - heloPos.z) }) It's got to be simple...but I'm kinda dumb.
  10. I can't get mine working correctly with this module either. You're not alone!
  11. In the patch today, 21 July 2021, it's noted the LD-10 radar cross section value was changed to 0.07. Does anyone know what the old value was? Thanks ~
  12. +1 B version only. F-14A-135GR is fine.
  13. You're always crushing my dreams man... Thanks lol!
  14. A Hummer should do the trick for that and communications. M818 for ammo. And the fuel truck for fuel.
  15. AI harriers have been notoriously bad since day 1. If I had to guess I'd say they've not worked correctly in various ways 90% of patches and I wouldn't expect that to change. I think your workaround is probably the only answer...or something in a similar vane. You could try giving them even less fuel and if there's an amount they will behave correctly with, then have them go direct to a tanker if you can work it in your scenario. I would also check that they are facing into the wind on takeoff...or even give them a direct tailwind just to test since coding gets easily messed up sometimes. Also wind speed might make a difference. Just spitballing here...good luck ~
  16. Any way to kill a pilot without touching the unit the pilot belongs to? I have a script that punishes takeoff's under certain conditions and would like to kill the pilot instead of despawning the unit or putting explosions around it. Thx
  17. Same problem, dcs crashes about %50 of the time when spawning into a tomcat, pilot or rio. Seems related to lighting textures... 2021-05-25 15:51:14.959 INFO Lua: Lua CPU usage: metric: average mission execution: 9.1535 % 2021-05-25 15:51:15.095 ERROR_ONCE DX11BACKEND: texture 'hb_f14_cpt_seat_extras' not found. Asked from 'NGMODEL' 2021-05-25 15:51:15.313 ERROR_ONCE DX11BACKEND: texture 'bake2pan_normals' not found. Asked from 'NGMODEL' 2021-05-25 15:51:15.592 ERROR DX11BACKEND: Failed assert `false && "unknown format"` at Projects\render\dx11backend_win8\Source\DX11Utils.cpp:41 2021-05-25 15:51:15.592 WARNING DX11BACKEND: Texture 'mods/aircraft/f14/textures/rio/diffuserm/HB_F14_CPT_RIO_BUTTONLIGHTS_RED.dds' has unknown format: 95 2021-05-25 15:51:15.601 ERROR DX11BACKEND: Failed assert `false && "unknown format"` at Projects\render\dx11backend_win8\Source\DX11Utils.cpp:41 2021-05-25 15:51:15.601 WARNING DX11BACKEND: Texture 'mods/aircraft/f14/textures/rio/diffuserm/HB_F14_CPT_RIO_BUTTONLIGHTS_GREEN.dds' has unknown format: 95 2021-05-25 15:51:15.652 ERROR DX11BACKEND: Failed assert `false && "unknown format"` at Projects\render\dx11backend_win8\Source\DX11Utils.cpp:41 2021-05-25 15:51:15.652 WARNING DX11BACKEND: Texture 'mods/aircraft/f14/textures/rio/diffuserm/RIO_LANTIRN_PANEL_LIGHTS.dds' has unknown format: 95 Also explains why windows8 compatibility seems to help.
  18. Maybe some Old Toby would change their minds! We're not above bribery...
  19. Just wanted to say thanks Deka. The new lighting situation + keybinds for brightness rheostats is great. Keep up the great work...you have a fan here.
  20. Great to hear and thanks for the quick response.
  21. Yes, I should have mentioned that. Example pic of lowest setting attached. While you need a certain level of HUD brightness in bright conditions, HUD repeaters or steam guages make up any difference you might need. Fine control of lowest possible settings are far more important in aviation in general. I think this is overlooked because most people in DCS don't fly at night or in weather. Our multiplayer group routinely flies complex missions at night, so this is somewhat of a pet peeve of mine. At the lowest HUD settings there should basically be no green haze as well.
  22. Currently the HUD pops into existence at a fairly bright level after about 6 clicks on the rotary. At night this means it is unusable if you want to preserve any night vision. This seems to be a common problem with DCS modules for some reason so if you can elaborate on that I'd love to know what the source of the problem is. Can you give us an estimation of where this fix is in your internal cue or if it's a near / long term problem to fix? If it's not on your list (i didn't see anything in bugs) I request it be put on it. Thanks, love the module.
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