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Markeebo

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Everything posted by Markeebo

  1. Thanks. I'll hunt around for that. Markeebo
  2. Been tinkering today with menus and noticed something odd. I did a quick search for this so forgive me if I simply glossed over it and missed it. I have some menus set up to start with a mission using the "4. Mission Start" parameter. The menu is ADD RADIO ITEM FOR COALITION. Set to BLUE and the item is there......But its ALSO there for RED. Same goes for RADIO ITEM ADD FOR GROUP. Set proper group but other groups ALSO have access to this as well. I tried changing to a "1. Once" trigger and adding a 10 sec timer to it. Didn't help. Also tried changing the menu items to simply ADD RADIO ITEM, saved it and then reset back to ADD RADIO ITEM FOR COALITION to try to cycle it. Any takers? Markeebo
  3. I always get a totally black screenshot.
  4. I have not figured out how to do it. Markeebo
  5. I got my rift last week and haven't had a ton of time to try to tweak it. I'm having issues with the head tracking. Some axes are fine. Some of my axes are reversed. Pitch and yaw are fine. Specifically, it's the translation axes. Lean forward and the panel retreats. Opposite of what should happen. Stand up and it's like I just squeezed myself lower in the pit. I've seen this on other forums as an issue for some folks but to date, I have yet to see a solution offered. Hopefully someone else here has seen this and can offer guidance on how to fix it.
  6. That's concerning. Mine will end up shelved very quickly. Or on EBay. Odd that prior to the past month or so, I had only seen a single post on this in this thread so I considered it a fluke. Caveat Emptor I guess.
  7. Hmmmm. Hoping some sort of work around comes about soon as I only fly MP. Mine will be on a closet shelf or ebay shortly after I try it out in SP. AI infuriates me so I can't be arsed. Fingers crossed Markeebo
  8. I've read several posts mentioning MP issues. Can anyone confirm this?
  9. Mine can't come soon enough. I'm really getting jazzed reading these early posts. Markeebo
  10. LOL. I'm "banking" mine right now. Already told the Warden that she's a Rift Widow for a while. LOL
  11. Not in front of my rig at the moment. Did you try saving it in the Mission Editor first? Might not work but it's a simple step
  12. Given that ED is based in Moscow, I wonder how that will effect OR integration with DCS:W moving forward. Troubling news indeed. Markeebo
  13. OK....I work out of town so I will be posting slowly as I digest things. Will post a couple observations. local ----I have read enough about this to semi understand that this basically is a one-time run through the function and that nothing will be retained for future use. Essentially cleans house so as to not clutter the code with sh1t that's not needed and will make it less efficient later on. Close enough? Still don't really understand the "and event.target" portion of line 2. What does "event" refer to? The "event" as in playSound(EVENT)? Or as in event.id? Lets me ask it this way.....If the function were called playSound(paramOne), would event.target be renamed "paramOne.target"? It's clearer though as I must have read your last post at least 10 times. You referred to the Sim Scripting Documentation and in that line there was this buried in the top line: target=Unit So "event.target" AND the remark that you left "only if event is death of any unit" makes more sense. Could you have left the "event.target" out because you further refine your query below that with the String.match statement? Or is it required here? Just not clear on if event is an actual sim event or simply the parameter returned in the function as in playSound (event). Final question, and this yet again will completely display my ignorance. Line 4 in the Parameters portion of the IF statement shows 'p_' That to me says any unit named 'p_'. NOT starts with 'p_' I'm referring to the DOS or Windows syntax of anything beginning with 'p_' would be typed as 'p_*' The asterisk being the wildcard here allowing for ANYTHING that starts with 'p_'. Again, thanks for taking the time to educate the ignorant. This is definitely making more sense. as I go along though. Markeebo
  14. My head hurts now. LOL Thanks for the details. I'm going to need a few days to sort through this post and form newer questions. Many of your answers caused many other questions. Grateful to you for taking your time to explain this. Markeebo
  15. Thanks for the input. To be honest, I am a COMPLETE LUA RETARD. I've tried to catch on a few times but have never really been able to actually apply it to something useful like the above examples that you have provided. I can vaguely interpret the first example, but the second mystifies me. Line by line on the first example 1. "Local Function" I think I get. You are creating a function named playSound (Though I dont unterstand the "(event)" part) 2 and 3. not sure about the syntax "event.id" but I would assume that its related to the (event) in line 1. Looks like if something dies AND (Not understanding "event.target"), then get that units name that just died. 4. check to see if the destroyed units' name from line 2&3 began with "p_". (makes sense) 5. If line 4 is true, then play a sound. (not understanding how to define a different .wav per unit) 6. Same as 5 above. If line 4 is true, then play a sound. (This make a bit more sense than line 5 but I'm quite confused as to how both could be in the same IF statement. 7-10. end 11. Looks like its placed into a package called playSound that is handed off to MIST to watch for.....(was I even close? LOL) Seriously, you have gone above and beyond by simply responding constructively. So if you don't want to delve any deeper with a LUA-Deficient retard, S'ok. I need to refine my wording a bit though. I would like to play a .wav file to the opposing force when an enemy unit is killed. ie Blue unit dies.....Play .wav to Red side Red Unit dies...Play .wav file to Blue side. Should have been more specific from the start, but I actually didnt think it would lead to scripting. Though I'm happy it did. As stated above, I have never really been able to apply scripting to something that is relevant to my needs at that moment. OR the scripting that I try to deconstruct in order to understand is so huge and complex that I just cant wrap my head around it due to lack of experience/comprehension. Markeebo
  16. Working on a trigger and I'm hitting a wall here. I have a mission that has ~80 units that are all spawned in turn via the F10 menus. This is easy and works fine. My problem is that I am trying to get a short .WAV file to play upon each units death. I'm trying to create a single trigger that will detect a units death and play the wav file. Depending upon how I do it, it either only happens once, doesn't happen at all, or plays in a continual loop. I guess I could create a 80+ ONCE trigger for each of the 80+ units with a single units death in the conditions column, but that seems to be huge overkill and very inefficient. Can some learned soul here help a brother out and give me some pointers? Markeebo
  17. Huh? Where did I miss this bit of info?
  18. I couldn't stand it any longer. Ordered mine this week. The Warden has already pledged to post ridiculous vids of me looking around like Stevie Wonder. Even that threat of humiliation didn't slow me from committing to this. Markeebo
  19. Try this: http://www.digitalcombatsimulator.com/en/files/99420/ Markeebo
  20. @Ranger...... Are these MIZs still available? Links broken. Downloadable at bottom of post but the first mission appears to be for a dedicated server......or can this alo be used as a Client/Host as well? Thanks, Markeebo
  21. Flew it the other night. Good fun. Enjoyed it. Thanks for your effort. A question....I have not flown the Hueys yet, so this may be obvious. How would they fly to a Bulls call when they have no way of measuring it? If they fly to Bulls and take a heading, they will get slaughtered by the AD at Bulls. SPOILER ALERT!!!!!!!! Would love to hear other peoples tactics on dealing with the SA6 mess at Bullseye. First couple of tries, I sent in the ground forces, but they were summarily slaughtered in no time. Next, I tried chipping away with mavs. Made a WHOLE lotta work for the CSAR crews. Lastly, I decided to attrit the SAMs by beaming and forcing them into taking a poke at me at RMAX. They did and eventually, I would catch them with an open shot and lob in a mav or two. Eventually, I wore them down enough to take down the AD in the area. THEN I would release the ground troops to roll through and clean up. Also had the great idea of loading up the Frogfoot with ARMS and punching them from afar. Seems like DS had already thought of that and made the equipment unavailable through the warehouse system. Sneaky Sneaky! All in all, a good time. Markeebo
  22. I've had some time to try it out. Nice work. I have yet to finish it due to time constraints and lack of manpower, but I am hoping to soon. I am running into a recurrent error message. that reads: [string"--Zhelez Red troops attack..."]:2: attempt to index global 'stateZhelez' (a nil value) Stack traceback: [C]: ? [string"--Zhelez Red troops attack..."]:2: in main chunk I have run the mission at least 6 times and it has occurred every time. Once the error occurs, my machine freezes with a "ding" in the background. Alt+tab out and i have the message above. select "OK" and re-tab back to the pit and continue. this happens after the first task is complete. usually within 15 mins or so. Markeebo
  23. Thanks for the effort! Hope to try this out soon. Markeebo
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