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moggel

ED Closed Beta Testers Team
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Everything posted by moggel

  1. I later restarted the PC, for other reasons, and now I can't reproduce it. Apparently, the DCS server was just suffering from some temporary flu. Thanks!
  2. Can someone help me understand what's wrong with this one? I'm working on a mission and I'm testing it both in single player mode and also on a dedicated DCS server I just installed. When the same mission runs on that server all SA-2 launchers gets replaced by Leopard 2 MBTs, for some weird reason. I have seen this happening when a mod is missing, but this is just the vanilla SA-2 template so I don't get why this can happen.
  3. Answering my own question, in case more people have a need to substitute AI-controlled objects with simple statics, damaged or not. This can be achieved with MOOSE's SPAWNSTATIC code api. No need to even drop the intended static model on the map, just check the controlled object's type name and use it with the SPAWNSTATIC:NewFromType function to get a SPAWNSTATIC wrapper. Then use that wrapper's :Spawn-functions. If anyone's interested I can paste the code for a "substitute with static" script
  4. Thanks, but I need to be able to do it from script. Can I create a static object from any (non-static) unit?
  5. I am currently working on a project to try and allow more realistic GBAD, with dense IADS more akin to what was the reality around Baghdad back during Desert Storm. To allow that I might need to simply remove destroyed groups, which won't look very good. So, it I could instead replace them with static objects, many depicting the burnt out hulks/wrecks of launchers, TELARs, trucks etc. that's bee great. Can anyone suggest some mods that contains 3D models for damaged vehicles, or is there a clever way to get the ones already in the game?
  6. Yea, that thought had crossed my mind but was hoping not having to spend weeks experimenting with endless combinations of vehicles and explosions to get it right. Thanks anyway
  7. I've seen I can get damage/remaining life of units but I haven't found any code api to write it. I would like to be able to spawn in damaged units if possible. Is there a way to do that?
  8. The "server maintenance" banner has been on the site for days now. Seems the "due" date just gets updated. Also, it appears to be a big one, including their authority... ... and reset password gets me this...
  9. Please see title. I ask because it would be very useful at times, when you plan to always spawn at the spot specified in the miz file (which does contain the location). Never mind. I had just misunderstood
  10. I filed a case asking about this. Will feed back when/if TM replies.
  11. Been considering to get the F-16 Viper TQS Throttle, to replace my TM Warthog throttle, but would be great to know if the Viper TQS can be mounted on my Monstertech desk clamp, like the WH. Is anyone in the know about this?
  12. I had, indeed, no idea about this wrapper. MOOSE is huge and while I've been using it for a while I'm usually still pretty "low level" so I have a lot to learn. I will absolutely look more into this aspect of the client side APIs. Thanks a lot!
  13. No offense, but I don't think you quite understand what we're talking about here. What you are advising is how to do dynamic client side script loading (for the miz editor/file), which I do all the time, and have been doing for a year and a half (with MOOSE, mostly). Overall, MOOSE, is pretty much for client side scripting. I am now, however, asking for some advice on how to get into server side scripting, via server hooks, which is a completely different thing. But thanks for trying to assist anyway.
  14. Well, you can get (and even set) the active but it is only accidental when AI actually uses it; it has no effect on AI as MOOSE cannot control that AI sub system. I also believed this was the case but testing it, with MOOSE, I realised it didn't work. I also asked about it and got an answer from MOOSE devs, confirming the function is indeed intended for players, not AI, like I said.
  15. Yes, that is what I have concluded also. I have mainly been testing the Syria map so far so I can't say whether this behavior is consistently implemented throughout DCS, or if it's something the map designers do. But, so far, I've had to manually test each airdrome to see how it selects the AI active.
  16. Moose doesn't determine the active for AI. That mechanism is for players
  17. I can confirm the spike lua file did get picked up and changing env.info(...) to net.log(...) when I just went with MP >> NEW SERVER >> START. Apparently, just leaving the local server and then go START again, does not re-load the file however so DCS will have to be completely restarted. I'd say ED could improve on that quite considerably, as writing and testing server side scripts is otherwise an incredibly slow and unproductive process.
  18. Again; big thanks! You need so set up an "buy me a coffee" account so I can send a few bucks for a coffee! I'll see if net.log(...) works with the multiplayer >> "CREATE NEW" option, thanks! One thing I don't quite understand is how people with elaborate home cockpits do single player? If their hardware relies on the hooks and export stuff, can they play single player campaigns in their cockpits? Or am I still not getting quite what's available in SP/MP mode?
  19. Thanks for a long and very clear reply! This is exactly what I was hoping for, and needed. So, if I understand it correctly, i can only get to those singletons (DCS, net, socket, ...) when running an MP mission in a server context? That makes sense, mostly (I could've seen good use for hooks even in SP missions tbh) so, to test my code, I need to install a dedicated server I assume? I tested running my spike from a "server" I created from the MP page/CREATE NEW (server) command but that didn't change anything. It all makes perfect sense now, but I do realize test-/debug cycles will be even more wonky and time consuming than what I've done so far with client-side scripting. I haven't successfully managed to hook p VS Code to allow stepping through code so I'm left with 'poor-man's-debugging', via the log, as you describe. It works but is the opposite of productive. Thanks!
  20. Been scripting with MOOSE for some time now but I keep running into requirements that makes me realize I need the full DCS lua environment. From how I understood other's code, what I need to do is place .lua files in the <saved games>\DCS[.openbeta]\Scripts folder, to get access to the full environment (like the DCS singleton etc.). Just to test the concept I placed a one line .lua file in that Script folder: env.info("SPIKE - TEST LOG") But the text never shows up in the log so, obviously, I have misunderstood something, or I'm missing some step/requirement. Can someone please help me get started with low level DCS scripting, maybe point me to what documentation is available (my Googling have not come up with much)? Some questions: 1. At what point are the <saved games>\DCS[.openbeta]\Scripts files loaded and run? At DCS start, mission load, or mission start? 2. Is there any other way to get access to the DCS singletons, and 'socket' api? Thanks
  21. Yes, I can appreciate how it's done in the real world (there is also noise abatement to consider). But I'd like to know if I can use scripting to query which runway is in use at different airdromes. Since a script can't know all those real-world factors, or individual airdrome design, there should be some way to query what runway is the active for AI.
  22. Trying to understand how the sim resolves the active runway on airdromes? One weird example is LTAF (Adana, Turkey). If I set wind > 0 kt runway 23 is used regardless of wind direction. But if I set wind = 0kt, runway 05 is the active. Can someone shed some light on this mechanism? Is it possible to query which runway is the active (for AI) from Lua? If so, which code api is that?
  23. So, our org needs a better solution than that web UI for loading/pausing/running miz files. I assume DCS server support some sort of API (otherwise the web UI wouldn't work) but where do I find more information on how to utilize that API?
  24. In the ME, every time I load a static template and then save the miz, all ground slots (not numbered parking slots) gets re-oriented toward their first waypoint. Grround slots with no waypoints remain unaffected. Is this a known issue?
  25. Tested the latest version (0.9.6). Then tried joining Growling Sidewinder server (IC enabled) and get this. Other players can confirm the same. Could you check it out? /textures/grass_01 @ c:/users/username/saved games/dcs.openbeta/mods/tech/vpc airfield equipment/textures/vpctextures.zip /textures/wall @ c:/users/username/saved games/dcs.openbeta/mods/tech/vpc airfield equipment/textures/vpctextures.zip
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