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Buta

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Everything posted by Buta

  1. There is an available way. Maybe you have already knew that. You can use net.dostring_in() with a trigger function a_out_picture_*() a_out_picture_*() is what trigger actions in ME belike in script env. You can find doc for all trigger actions descriptions at "[DCS install folder]/DCS World OpenBeta/Doc/DCS User Manual EN.pdf" at Trigger Actions section. e.g. --[[ I'm gonna use: a_out_picture_u(unitID:number, filePath:string, showTime:number, clearview:boolean, startDelayTime:number, horzAlignment:string, vertAlignment:string, size:number, size_units:string) -- args may not correct. You can find all trigger functions and available args(by guess) by creating them in ME and check them in "mission" file in .miz. ]] local picPath = 'imgs/' -- in .miz -> imgs folder for example. local unit = Unit.getByName('testUnit-1-1') if not unit then trigger.action.outText('unit not found.') --Debug info. return end -- You can create multiple triggers in ME to see what those args and numbers means. -- This will display a picture named "testImg" for 10 seconds at the center of the screen with 30% of pic's original size,with no delay for a specific unit. local cmdString = string.format('a_out_picture_u(%d, "%s", %d, %s, %d, "%d", "%d", %d, "%d")',unit:getID(), picPath..'testImg.png',10,'false',0,1,1,30,0) net.dostring_in('mission',cmdString) I have tested it in my multi - player mission and it works as expected. You can show a pic for a unit(AC or Ground unit). For ground unit, you need to take control of this unit in order to see the pic. *You can create multiple triggers in ME to see what those function names, args and numbers belike. But there is not too much useful functions :P.
  2. Bump This still exsit in current version. So it's designed to do that?
  3. Title may explain everything. FARPs cannot be destroyed, even by using coalition.addStaticObject() with the same "name" to replace it. Currently tried: 1) Attack it B-52 with AGM-86D*20 strike one point on a FARP -- No destroy. B-1b with GBU-31 Penetrator*24 strike one point on a FARP -- No destroy. *Seems attacking FARPs won't trigger any "hit" event. 2) Mission scripting Use StaticObject:destroy() -- No destroy. Use coalition.addStaticObject() with the same "staticObject name" -- No destroy. But by scripting, it removed FARP's warehouse and dynamic spawn options, new FARP did not inherit old FARP's warehouse or dynamic spawn options. StaticObject:isExist() returns "true", from both old and new FARP.
  4. When creating a mission, I noticed that the "PAD single" in "Heliports" can directly rearm and refuel aircraft without the assistance of any "ammo/fuel depot," while other "Heliports" in the same category cannot. I'm not sure if this is a feature or an issue. Replicating this phenomenon is simple: just place a "PAD single" object and another Heliport of the same category (such as a "FARP") in the Mission Editor (ME), then position an unarmed aircraft piloted by a "client" within 200 meters of both. Enter the game and request ground crew to reload the aircraft. You will find that within the 200-meter range of the "PAD single," the aircraft's "request rearming" request will receive a "copy" response from the ground crew and get rearmed, while aircraft within 200 meters of the "FARP" will not get a response. Is it a feature of "PAD single" that it can resupply aircraft without the aid of other equipment? Down below is my simple test scene: PAD Single issue.miz
  5. Totally agree, this is indeed an urgent and important feature!
  6. Amazing work you've created! May I ask what your skill is in making the paintings fit perfectly to the "helmet curve".
  7. You've raised an important question, and I'm struggling with it too. I wish there could be different dynamic slot setups for an airfield when it's been captured by red or blue or some specific countries. Such as: One heli pad belonged to blue, but it's been captured by red, so it can't spawn blue aircrafts. Instead, it spawns red aircrafts. Both blue spawns and red spawns were preset in ME.
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