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609_Relentov

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Everything posted by 609_Relentov

  1. I'm using timer.scheduleFunction in DCS 1.5.4 stable, but it doesn't seem to be working beyond the first call.. in other words, it's calling the function once after the delay (e.g. 5 seconds), but never again. For example, a code snippet used in a "ONCE" trigger, using "TIME MORE (2)", in a DO SCRIPT (and tried it in a DO SCRIPT FILE, same result): local function testFunction(time) ... trigger.action.outText("sample text", 20) ... return time + 5 end do timer.scheduleFunction(testFunction, nil, timer.getTime() + 5) end When I load the mission, the outText output is shown after 5 seconds, but never again, so it appears the function is not being called every 5 seconds. Is there something I'm missing? Thanks
  2. Thanks Grimes - I was scouring the Hoggit site but was coming up empty on how hitting F10/etc. could possibly be tracked, so was leaning towards dynamically creating the menus as mentioned. I appreciate the code example! Relent
  3. Thanks xcom, but I guess I'm still stumped as there is no event to listen for that relates to someone hitting an F10 menu item... i.e. the only events I see are: 0 = S_EVENT_INVALID" 1 = "S_EVENT_SHOT" 2 = "S_EVENT_HIT" 3 = "S_EVENT_TAKEOFF" 4 = "S_EVENT_LAND" 5 = "S_EVENT_CRASH" 6 = "S_EVENT_EJECTION" 7 = "S_EVENT_REFUELING" 8 = "S_EVENT_DEAD" 9 = "S_EVENT_PILOT_DEAD" 10 = "S_EVENT_BASE_CAPTURED" 11 = "S_EVENT_MISSION_START" 12 = "S_EVENT_MISSION_END" 13 = "S_EVENT_TOOK_CONTROL" 14 = "S_EVENT_REFUELING_STOP" 15 = "S_EVENT_BIRTH" 16 = "S_EVENT_HUMAN_FAILURE" 17 = "S_EVENT_ENGINE_STARTUP" 18 = "S_EVENT_ENGINE_SHUTDOWN" 19 = "S_EVENT_PLAYER_ENTER_UNIT" 20 = "S_EVENT_PLAYER_LEAVE_UNIT" 21 = "S_EVENT_PLAYER_COMMENT" 22 = "S_EVENT_SHOOTING_START" 23 = "S_EVENT_SHOOTING_END" 24 = "S_EVENT_MAX' So I'm thinking if I need to act on a particular user hitting an F10 menu item, I should probably dynamically show the F10 menu item only when a user does very specific activities that enable that menu item (e.g. unit in a zone, etc). Then based on the unit that performed the activity I could probably figure out who it is. More experimenting...
  4. I'm trying to write some Lua to handle requests initiated by a pilot (e.g. a multiplayer client) via the F10 radio commands. I've sort of hit a road block as there's no event that captures this sort of thing, so how would one best figure out who (e.g. "Event".initiator) just hit F10>command? Thanks! Relent
  5. Hey Mark, Ranger79 created a nice series of tutorial videos on the mission editor in this forum. Unfortunately it's not a sticky so it needs a bump... here's the thread: http://forums.eagle.ru/showthread.php?t=141383&highlight=DCS+World+Tutorial I highly recommend it. Relent
  6. Thanks Grimes - I'll keep experimenting, and thanks for the effort to keep the documentation up to date, otherwise it's all guesses as to what the current API functions are! It works fine using a new function as you showed, so I'm good to go - thanks again!
  7. Thanks Grimes! I figured they were no longer supported based on my comment above. I had found the Hoggit site after doing some searches, but thanks for the URL. Also, I tried using your methodology (actually used the "ForCoalition" versions of the two functions you listed) and it worked fine. One question, I used your version for my needs below (which worked fine): local function setFlags(v) trigger.action.setUserFlag(v.flag, v.val) end local MRTMenu = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Mark RED Targets") missionCommands.addCommandForCoalition(coalition.side.BLUE, "Mark BMP Concentrations", MRTMenu, setFlags, {flag=101, val=true}) However, when calling missionCommands.addCommandForCoalition, for the 4th parameter, I tried calling "trigger.action.setUserFlag" directly with its parameters listed after, but the 101 flag was never set although the sub menu was displayed along with the custom command. E.G: local MRTMenu = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Mark RED Targets") missionCommands.addCommandForCoalition(coalition.side.BLUE, "Mark BMP Concentrations", MRTMenu, trigger.action.setUserFlag, {101, true}) Is that expected? I.e. you can't call API functions directly, you have to call user defined functions? Thanks
  8. Same here, I get the same error ("a nil value") when I attempt to use trigger.action.addOtherSubmenu in the same way as described above. Is this function still supported? EDIT - one additional note, I changed the function from addOtherSubmenu to addOtherSubMenu and I got the same exact error. This tells me that both are non-existent functions in the API, so was this function removed or renamed to something else? I have been looking at the SSE documentation here but it's marked as v1.2: http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World_1.2.1/Part_1
  9. 609_Relentov

    radar IFF

    The Mirage does have IFF. On the right console forward of the TACAN unit, you'll see an IFF power knob/dial (to the right, hover your mouse so you see the description), set to off by default. Rotate it to the right one click. Then to interrogate contacts on the radar use the "s" key (default mapping). You will see a dot at the base of the V on the radar screen for friendly contacts. Cheers, Relent
  10. Thanks Sweep - I looked at that thread, very interesting.. I had previously cleared out my axis assignment of the throttle, but I tried it again and this time it worked! So apparently my thrust axis needed to be reset.
  11. Wow, I'm stumped then. I did have success when I joined a squad mates' server last night. I joined as a client and jumped into an Su-33 and it seemed normal. I was able to accelerate down the runway and take off, no issues. However, when I tried again today offline (i.e. single player mission) or multiplayer (I was the server/host), I saw the same thing - going full afterburner got me ~200kph max toward the end of the runway and I exploded when I tried to pull up.
  12. Well, I agree something is going on. I find the UI performance degrades very quickly, it's terrible. After rebooting, I start DCS, jump into the Mission Editor, seems to work decent. Then I exit and go into single player mode (click Mission, pick a mission, etc.), and test out a mission offline. Seems OK initially, fly around, etc. Then I hit Esc to get the pop up, click the end mission button, and the screen sits there for 30 seconds at least before the next pop up comes up, then click Cancel to get back to the main menu. If I go back into the Mission Editor, everything slows down... Once I get back into a mission and try to start clicking, there's a 30 second delay between a mouse click and some action taking place... It's awful. I have to exit out and (sometimes) reboot in order to get back to a workable Mission Editor. I have DCS on a 128GB Samsung SSD, with 16GB RAM, Intel i5-2500K 3.3GHz CPU, and an EVGA GTX 970 w/4GB VRAM, running Win 7 home premium. I've tried doing a DCS repair, but it didn't seem to help. Anyone noticing a degradation of DCS performance after working with the UI/ME, flying offline and then getting back into the ME? EDIT #1: Let me clarify my statement.... I see the pattern. When I said I would test out a mission offline, I was flying the M-2000C Mirage. Then I would get this terrible behavior when I tried to go back into the ME and it was very unresponsive. I just tried it again, but avoiding flying the M-2000C, just tried the Su-25T, for example. When I exited the mission (much faster this time) and then went back into the ME, it seemed to function normally. So maybe the performance/memory leak issue is with the M-2000C module specifically.
  13. Ok back to the primary purpose of the thread... :) So can anyone from the ED team confirm if they also see this issue (I.e. No thrust even when the engines are at full afterburner) and if they can add it to the bug list for FC3? Thanks!
  14. OK, I was wondering if it was just me. Seems like a pretty significant bug. Zweistein000, the load out seems very much the same as the Su-27, which also can't carry the R-77. Fab, even with an air start there's not enough thrust. With afterburners on it seems like the engines are idling. Leaving the afterburners on you will still eventually run out of air and crash as there's still hardly any thrust. I've been able to fly the Su-33 without issues from both ground and air start before, so this is definitely a bug introduced in an update.
  15. I took the Su-33 for a spin just to have a go at air-to-air refueling with it and found it didn't have enough thrust to stay in the air even with full afterburner. I was using air-start, so I figured I'd try starting on the ground/hangar so I attempted to take off and the most she would do is 180kph with full after-burner. I thought maybe it was my throttle (X-52), but I jumped in other aircraft like the Su-27, M-2000C, F-15C... seems OK, no issues. Anyone else experiencing the woefully under-powered Su-33 lately?
  16. I thought this thread was about the Mirage breaking up at high speeds or something... Just to clarify, what you are referring to is "braking", i.e. using the wheel brakes. Not trying to be nit-picky, but for the benefit of those where English is a second language as it does have it's quirks... Thanks for the head's up though.
  17. Hey jetsmell, as long as the mission you are playing has included at least one tactical commander (or game master) slot, and at least one eligible ground unit has the "allow player to control" (going off memory here) check box checked, simply start the mission. When you choose the tactical commander slot and click brief/start, you will be given the F10 map view. Then click on one of the objects you want to get into/control and then hit right-alt-J and you're in. Have fun. Relent
  18. Great thanks Grimes - so a Ural-375 should work, and I have one parked fairly close to each one of them (not sure how close they need to be, but they are about 2 vehicle lengths away).
  19. More a general DCS question, but regarding ground units so... If a Ural-375 is placed next to an artillery unit such a Russian Msta, and the artillery has advanced waypoint actions to fire at various zones, when it runs out of ammo will it automatically resupply? Going to try and test this but was curious if anyone knew the answer. In my mission I have a bunch of artillery hitting various zones one after the other, firing 75 rounds each until they get to the last zone, where I don't have any count (i.e. unlimited, hopefully they keep firing). However, as one might expect they run out of ammo and eventually go silent. I'm hoping that by putting Ural-375 vehicles next to each artillery they will reload and continue with their objectives...
  20. I use Notepad++ as well - you could use most any text editor but Notepad++ is nice because it color codes the contents if it recognizes the programming language the file is written in (e.g. based on the file suffix). Based on Sith's hint, it appears there's no final word yet on this issue, so hopefully they will eventually incorporate this into the AI logic permanently instead of these being test switches we can turn on and off. It is a pain to have to keep resetting the values back to true after each update :). Hey Sith, assuming this is you from the Forgotten Skies days? Good to see you mate. S! Relent
  21. Same issue with me - the frame rates while flying the F15C are much worse than any other module I have tried since the last update (A10A, A10C, Su25A, Su25T, Uh-1, Mi-8). It's more pronounced in multiplayer, but even offline in single player I noticed the frame rate is lower, but not to the degree it is on multiplayer. This is just spawning and sitting in the cockpit before moving any controls. It gets a little better after take off and maybe looking up at the sky as one would expect, but overall multiplayer F15C is giving me about 15-18 fps on average whereas other modules are in the 30's - 60's depending on the map layout/number of objects/etc. I get the impression some inefficient coding may have been introduced into the F15C module in a recent update.
  22. Actually a minor update to the advanced waypoint actions... I needed to add: Perform Command > Invisible for WP1 and WP2 as it was inconsistent - i.e. the Su-25 sometimes just flew over the target after dropping the candle bombs just once. Making it invisible on the waypoints that had the bombing action seemed to do the trick. I also added Set Option > RTB on out of ammo (Candle bombs) to these waypoints as well to ensure it would RTB (this may be overkill since this is an option and thus should apply to all waypoints)
  23. Thanks Ian - appreciate your including mission files, as I was able to figure it out. The key ingredient I needed to add was to Perform Command > Invisible :). Apparently the aircraft was so concerned about enemy ground units that it was distracted from it's objective. Also, I had the waypoints at 10000 feet and the aircraft dropped the candle bombs without any issues. I also liked your use of Perform Command > Switch Waypoint to send him back to the previous waypoint and make the run again. I used Set Option > RTB on out of ammo/Candle bombs and he RTB's as expected once he dropped the last candle bomb (i.e. he continued onto the next waypoints). So here were my waypoints and actions for anyone else interested: Aircraft: Su-25 Loadout SAB-100*8, R-60*2 Task: AFAC Skill: Excellent WP0 (starting point, Turning point): Perform Command > Invisible Set Option > RTB on out of ammo (Candle bombs) WP1 (ingress to target, Turning point: Perform Task > Bombing (Candle bombs; qty: One) WP2 (past target, Turning point - line between WP1 and WP2 passes near/over target area): Perform Command > Switch Waypoint (to waypoint: WP1) WP3 (egress from target, Turning point): WP4 (Landing) Worked great - thanks again Ian! Relent
  24. I've been unable to get aircraft or helo's to illuminate ground targets or an area designated in the advanced waypoints area. I saw this in the hot tops thread, but it seems out of date as some of the info doesn't seem to apply to DSC 1.5: namely #4, setting target to point and vehicles. When you edit the waypoint actions, you have perform action and start enroute task, with sub-options, but it's not clear how it relates to statement #4 above. I think this was for back in DCS 1.2 or earlier. Has anyone had any success getting AI to illuminate anything in DCS 1.5+? I've got a mission I'm working on thats starting at 5:30AM so it's still dark. I've tried using an SU-25T with the LLTV pod and SAB100's and it flies over the target but never drops the bombs. Similarly I"ve tried an A10C with the rocket pods with illumination w/parachute but it never fires them. I've used mission type of AFAC, ground attack, CAS.... no luck so far. Thanks for any tips (using DCS 1.5+ please). Relent
  25. There was a similar thread that discovered a couple flags that appeared to be set to false by default (also after every update they get reset to false); these flags appear to affect the AI ground units LOS vs other ground units (doesn't work against air units). It worked in 1.2.x and I checked it out in 1.5.x and it still seems to be working, so give it a try. If you look in the following folder in your DCS installation path: ..\Eagle Dynamics\DCS World OpenBeta\Scripts\AI Edit the following lua script file: Detection.lua You will see the following section near the top: visual_detection = { terrain_LOS_test = true, Earth_curvature_LOS_test = true, objects_LOS_test = false, trees_LOS_test = false, If you set the last two flags to true, AI units will not detect you if you are behind buildings (objects_LOS_test = true), or if you are behind/within blocks of trees (trees_LOS_test = true). This latter flag appears to treat a whole block of trees as one large object that can't been seen through. It also allows you to hide in the trees and move to the edge of the tree "block" and fire from within. Once you move outside of some invisible line on the edge the AI units will then detect you and fire on you. Hopefully they will continue to support this "feature" in 2.0 until they fix it the proper way, which I presume would be to treat smaller sets of trees as individual objects that can't be seen through. Until then, this work around is much better when working against AI. Before I found that thread I was very discouraged playing CA vs AI. Have fun!
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