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johnv2pt0

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Everything posted by johnv2pt0

  1. I'm not really sure if I did. Process I used was to edit a .psd -> save as 24bit .bmp -> open with DXTBmp and save as .dds. If that process doesn't accomplish the mipmap, what am I missing? Thanks...I'm brand new to this.
  2. lol I can't believe I did that. Anyway, here are two screenshots. You can see the difference one level of zoom makes.
  3. Hey all, I decided to sit down and make a skin for the SU-25 last night, but I've run into a problem. The left and right airbrakes will switch between the default skin and my creation. It seems to be based on the level of zoom. I imagine it may be drawing information from another dds file somewhere, but if so I can't find it. I've attached a very short track illustrating the problem. What's going on here?
  4. Thanks Speed, I'll give it a go and try to learn some more poop. EDIT: It works great, thanks again for the help
  5. Thanks very much....just what I needed :)
  6. I'm having the same problem yet my missions are in the same folder and i'm hosting in MP. The new mission will load, but it stays on pause. What else causes this? TYIA
  7. I've played with Speed's script a bit in an effort to learn some things and have it be more in line with what I will need for one of my missions, but I have a problem Instead of checking 5 segments I've reduced it to 2 (west and east) and once the scoring script get's enough hits in each section it will simply turn a flag on. do local runwayHitsWest = { [1] = {} } local runwayHitsEast = { [2] = {} } -- Runway segment polygon zones local segmentPolys = {} segmentPolys[1] = mist.getGroupPoints('segment1') segmentPolys[2] = mist.getGroupPoints('segment2') local tracked_wpns = {} local shotHandler = function(event) if event.id == world.event.S_EVENT_SHOT then if event.weapon then local wpn = LuaClass.createFor(Unit, event.weapon.id_) if wpn:isExist() then local wpnName = wpn:getTypeName() if wpnName and type(wpnName) == 'string' and ((wpnName:find('BetAB_500') or wpnName:find('BetAB_500ShP') or wpnName:find('Mk_82') or wpnName:find('Mk_84') or wpnName:find('Mk_82AIR') or wpnName:find('GBU_31') or wpnName:find('GBU_38') or wpnName:find('GBU_10') or wpnName:find('GBU_12') or wpnName:find('FAB_500') or wpnName:find('FAB_250') or wpnName:find('FAB_500P') or wpnName:find('FAB_250P') or wpnName:find('FAB_500_3'))) then local init = LuaClass.createFor(Unit, event.initiator.id_) local init_name = '' if init:isExist() then init_name = init:getName() end tracked_wpns[event.weapon.id_] = { wpn = wpn, init = init_name, pos = wpn:getPosition().p, dir = wpn:getPosition().x } end end end end end mist.addEventHandler(shotHandler) local function track_wpns() mist.scheduleFunction(track_wpns, {}, timer.getTime() + 0.05) -- reschedule first for wpn_id_, wpnData in pairs(tracked_wpns) do if wpnData.wpn:isExist() then -- just update position and direction. wpnData.pos = wpnData.wpn:getPosition().p wpnData.dir = wpnData.wpn:getPosition().x else -- wpn no longer exists, must be dead. tracked_wpns[wpn_id_] = nil -- remove from tracked weapons first. local ip = land.getIP(wpnData.pos, wpnData.dir, 20) -- terrain intersection point with weapon's nose. Only search out 20 meters though. local impactPoint if not ip then -- use last position impactPoint = wpnData.pos else -- use intersection point impactPoint = ip end for i = 1, #segmentPolys do if mist.pointInPolygon(impactPoint, segmentPolys[i]) then -- weapon impacted in West runway segment! runwayHitsWest[i][#runwayHitsWest[i] + 1] = wpnData.init end end for i = 2, #segmentPolys do if mist.pointInPolygon(impactPoint, segmentPolys[i]) then -- weapon impacted in East runway segment! runwayHitsEast[i][#runwayHitsEast[i] + 1] = wpnData.init end end end end end track_wpns() function scoreMission() -- for testing right now local hitBonus = 50 local reqPoints = 150 local scoreTotal = 0 local scoreWest = 0 local scoreEast = 0 local westEndFlag = 2000 local eastEndFlag = 2001 for i = 1, #runwayHitsWest do local hitScoreWest = 0 for i = 1, #runwayHitsWest[i] do hitScoreWest = hitScoreWest + hitBonus end scoreWest = scoreWest + hitScoreWest end for i = 2, #runwayHitsEast do local hitScoreWest = 0 for i = 2, #runwayHitsEast[i] do hitScoreEast = hitScoreEast + hitBonus end scoreEast = scoreEast + hitScoreEast end if scoreWest >= reqPoints then trigger.action.setUserFlag(westEndFlag, true) end if scoreEast >= reqPoints then trigger.action.setUserFlag(eastEndFlag, true) end end end It's working fine for the first segment but not for the second. Where am I going wrong?
  8. Still can't get this to work. Any thoughts?
  9. If you can provide a .miz we can look at it. I'm curious what's going on with this trigger too because I can't make it work either. Now that disclamer is taken care of ;), it sounds to me like you've added multiple bomb's in zone triggers (1 for each type of cbu). Do you have "OR" statements between each of those?
  10. lol ok, thanks! I don't think I've fired up single player missions in years!
  11. Thanks, I'll check it out. Edit: I've searched all the sites I know and can't find this. Can you provide a link?
  12. Is there a way to check the health status of runways? I have tried using MIST map object destroyed in polygon to no avail. I haven't tried SLMod but I think it's the exact same function as that in MIST. I'm trying to make a training mission that will check a pilot's hits on a runway without using the SLMod weapons impacting in zone function. I'd like to stay away from SLMod if at all possible for maximum exportability to users. I also want to stay away from putting actual targets on the runway (troops, etc) Am I out of luck?
  13. I was the other pilot the OP is talking about. Here is a track of the mission. At 41+26 you will see orange smoke. As I fly over the smoke I am on the 177 radial at 16.5km. The needles read as the 157 radial. File is too big for upload, here is a link: https://www.dropbox.com/s/wp9u82wlmqbaqto/client-20130323-224138.trk
  14. This post describes how to save additional info (drawn lines and such) in the ABRIS that will be present when a player hops in the jet. I can't get it to work though. Has this option been removed from the ME? Is it single player only? TYIA EDIT! Disregard. I was just stupid and wasn't using the Prepare Mission option. All seems to be working fine.
  15. Is it possible to use one of the MIST DB to populate a msg to all that pulls two client names instead of unit/group names? Example: John (client) killed Bob (client) with Aim-9.
  16. Have you tried the included "repair DCS" option from the start menu? Might give it a try
  17. Just a suggestion, but I used to fly on these all the time and the bezel is a bit too small. Double what it is now would be closer to actual imo. Great mod! I'm going to try it out tonight.
  18. All the mirrors seem to be broken. Any chance of updating?
  19. Tested this tonight hosting a server. Works for host but not clients. Bummer.
  20. Awesome, I'll check it out when I get home today. On a side note, one last question. I thought in an if then statement there has to be an "else." Am I correct in assuming if no "else" exists then it's assumed the "else" is to do nothing? Just asking cause I want to make sure I'm not missing something in the way DCS lua works. Thanks for the help ~
  21. I receive a different error where lua is expecting a "then" near the "if". Doesn't make sense to me because those statements are in the code. Also, the other error about a nil value doesn't make sense to me because I DID assign the function to the string "Shark1Started". If you could take a peek at my .miz I'd appreciate it. I bought a lua programming book on my kindle just now! lol
  22. Awesome! Thanks gents...I thought I was hosed when I realized the cockpit arguments wouldn't work for MP. After trying this, I receive this error: [string "return Shark1Started()":]:1:attempt to call global 'Shark1Started' (a nil value) My triggers in this test mission: MissionStart > time more 1 > doscript Once > Group Alive > doscript time more 5 Once > Expression > sound to all time more 6
  23. That's actually what I'm doing now but it just annoys me that it's not as precise. Helps the immersion a lot if it can trigger at different times based on what's actually happening. Great! I'll read up on it. Thanks guys...much appreciated!
  24. If the answer to this is obvious I'd appreciate someone telling me so. The manual doesn't really explain half of what's wrapped up in the ME since all the updates. Clear skies ~
  25. Is it possible to check the state of an engine (on / off) and make a trigger based off that check? What I want to do is simply have a troop in front of my ka-50 simulating the ground crew. Once I have my engine started with no fire I want him to move off the FARP. I'm not a programmer and don't understand the SSE or MIST yet, so I'm not sure if this is possible. Thanks for any help ~
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