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Wrecking Crew

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Everything posted by Wrecking Crew

  1. The 'DCS Web Editor' folks have a discord channel, and this is from it -
  2. No. A Map View window that could be moved around the screen while flying.. ? -- Can the F10 Map View be exported to a second monitor, during flight?
  3. Ahh, this is the same entry in my log.. 2024-11-11 16:58:19.398 ERROR ASYNCNET (Main): server_start failed: game already started
  4. Yes, there is stuff in DCS log from earlier today, see the attachment. I'll do a fresh start for a clean log and see what I get for the next one, too. dcs-20241111-165914.log
  5. 'Error Starting Server' Displayed when Starting a Mission that was just uploaded, see the pic, lower left. I upload a new version of a mission and try to Run it and I get this message and the mission does not start. I had Stopped the previous mission. Reloading the DCS server fixes it. The server is on DCS 2.9.9.2474.
  6. This _Zone Trigger mission uses just ME events.. BTW, those Mist unit in zone functions are typically used with a Mission Start event. The 'flag' in it goes On/True every second, when the function is run in the DCS engine. So, keep that in mind, that flag goes True every second. _Zone Trigger 29C0b.miz
  7. I use a 'revision' system. Name of the mission, followed by the dcs version, a Letter for the Map, a single digit number and finally a lower case letter. I change the last two values often, with Save As. Like this: Boxcutter Sushi 28C1e.miz The Highway 29C3g.miz
  8. You might be able to find it in the track files
  9. Yep, the Do Script File will put the Mist..lua into the .miz file, so it will load with the mission, on multiplayer or single player. I like to add a Message To All that says,, 'Load Mist 4.5.126' or whatever the version is, with a Time of 1 second.
  10. Hi, I looked at your mission. The KC135 MPRS looked to be fine,, no hoses extended. I let it fly through to the orbit. A few things. You could add a Game Master for your design phase Clients should not be additional units in a group; Clients should only be #1 in their group, if you want to add AI wingman, you can but they need for you the Client to contact the tower for Start Up and Taxi permission so they start correctly. If you do make a group of Clients then Client #1 has to Join b4 the other Clients can, which will be problematic. The KC135 needs another waypoint after #2 - Orbit. Right now it is orbiting between WP2 and the Landing WP3. Why do you have everything Hidden? Those Advanced Waypoint codes are showing that the KC135 tanker task is in effect. Those codes are described in the DCS User Manual, Actions List.
  11. Just use Mission Start without any Conditions. You want a flag set to its random value immediately, with a Mission Start event, and before the flag is checked for its value in the following Once event. You could add a Time More condition to the Once event, like 5 seconds. I will separate the Set Random Flag into their own Mission Start events, and not put them all into the same Action on one event,,, but that's me.
  12. Chillin' Warthog Over water Warthogs
  13. Prism Canopy Warthog I have soo many
  14. nothing to see
  15. Crimison Warthog Just another day to find you..
  16. 'Because Franze was inverted'
  17. Here's information on some Mist scripts that I have gathered over the years. I do like to script messages into a Mission Status script, with flags to control the flow. Maybe these examples will help you. The Flags document uses numerical values; those number values could be replaced with a naming scheme, now that flags allow alpha characters. Enjoy! Erl Sis 29C9a.miz Erl Sis Scripts.lua WC's Flags.txt WC's Script & Mist Examples.lua
  18. I made a mission where the target ac (Red MiG-21Bis?) had a small diameter moving zone and when the aggressor (Blue F-86) ac lined up for a shot and got within the zone, its ROE was set to Green so it wouldn't shoot, and when it left the zone the ROE got set back to Red so it would line up again. It worked pretty well. I don't have the mission anymore... For the RTB, set a flag to On when the engagement starts and do a Time Since Flag on that flag to force the RTB.
  19. Yep. me too! I put the Load Mission event at the top of the stack to help me remember to change it. Haha - this is from 2018... Ah - 2016... You'd think it would be simple
  20. I have not had issues with Immortal or Invisible. You don't mention Alarm State. Try setting that to Green to see if your units behave better. I have found that in order to keep ground units moving through hostile territory, I'll set both Alarm State to Green and ROE to Weps Hold.
  21. This is what I ended up with, after testing combos of the recommendations. I kept the 'event.initiator.id_ == 73695398' bc without it there were errors -- cfrag 04 -- detect if the Hosta bridge is destroyed: -- Hosta Bridge Destroyed Flag is 91401 local mybridgedest = {} function mybridgedest:onEvent(event) if (event.id == world.event.S_EVENT_DEAD) then if(event.initiator ~= nil) then -- Franze — 02/13/2024 3:44 PM -- if(event.initiator:getCategory() == 5 and event.initiator.id_ == 73695398) then if(Object.getCategory(event.initiator) == 5 and event.initiator.id_ == 73695398) then trigger.action.setUserFlag(91401, true) trigger.action.outText("Hosta bridge destroyed! Nice job, Blue. Word", 10) end end end end world.addEventHandler(mybridgedest) --- This ^^^ works, no initiator errors. -------------------------------------------------- My friend made some points to me that I want to share,,, this is his perspective… take a peek at the id field: it's looking for id_ because that object doesn't have an id field, it's got id_ so getID will return nil because the field id isn't there for this object... even though it should be, it just has an underscore instead a number of static map objects are this way: (This is the Hosta Bridge in the pic -- WC) getID will work with most instances, but sometimes it's backward logic in DCS terms `Object.getCategory(event.initiator)` vs `event.initiator:getCategory()` : depends on what category you're trying to find as these vary from type to type; using the latter saves some guesswork if you don't want to guess whether or not the initiator is an object or not eg if you did Unit.getCategory you might get a nil result for the record, within LUA, `if(variable ~= nil) then` is functionally identical to `if(variable) then` with the exception that the first will also detect a variable set to false within LUA, everything undefined is nil myarray = {flagone = "String", flagtwo = 2} for i, d in pairs(myarray) do trigger.action.outText("Key: " .. tostring(i) .. " Value: " .. tostring(d) .. "\n", 10) end if(myarray.flagthree ~= nil) then trigger.action.outText("Oh no! Flag three has broken the space time continuum!", 10) else trigger.action.outText("Flag three is not present.", 10) end -- despite the key value flagthree not being present... ~= nil still works
  22. Here we go again --- Armor deploys RPG_Team --- this clones a RPG_Team team at an armor group's position --- Tanks vs. Tanks 05 --- Mission Start Radio Add for Coalition per VGrp --- Once Deploy RPG_Team, remove Radio --- Blue --- Blue VGrp12 RPG Team --- Blue VGrp01 Tank --- Blue VGrp07 Bradley --- --- Red --- Red VGrp12 RPG Team --- Red VGrp01 Tank --- Red VGrp07 BMP --- local grpNameArmor = 'Blue VGrp01 Tank' local grpNameRPG_Team = 'Blue VGrp12 RPG Team' local unitNameArmor = Group.getByName(grpNameArmor):getUnit(1):getName() local basePos = mist.getLeadPos(grpNameArmor) local baseHeadingRad = mist.getHeading(Unit.getByName(unitNameArmor)) local baseHeadingDeg = baseHeadingRad * 180 / math.pi local newGroupRPG_Team = mist.getGroupData(grpNameRPG_Team) local newCoords = { [1] = { x = basePos.x + ((75 * math.cos(baseHeadingDeg)) - (0 * math.sin(baseHeadingDeg))), y = basePos.z + ((75 * math.sin(baseHeadingDeg)) + (0 * math.cos(baseHeadingDeg))), heading = baseHeadingDeg, }, [2] = { x = basePos.x + ((-75 * math.cos(baseHeadingDeg)) - (75 * math.sin(baseHeadingDeg))), y = basePos.z + ((-75 * math.sin(baseHeadingDeg)) + (75 * math.cos(baseHeadingDeg))), heading = baseHeadingDeg + 40, }, [3] = { x = basePos.x + ((-75 * math.cos(baseHeadingDeg)) - (-75 * math.sin(baseHeadingDeg))), y = basePos.z + ((-75 * math.sin(baseHeadingDeg)) + (-75 * math.cos(baseHeadingDeg))), heading = baseHeadingDeg - 40, } } for i = 1, #newGroupRPG_Team.units do newGroupRPG_Team.units[i].x = newCoords[i].x newGroupRPG_Team.units[i].y = newCoords[i].y newGroupRPG_Team.units[i].heading = newCoords[i].heading end newGroupRPG_Team.clone = true mist.dynAdd(newGroupRPG_Team) trigger.action.outText(grpNameArmor .. ' just dropped off an RPG Team!', 20) --- end of Armor deploys RPG_Team
  23. Don't you love it when you can fix it yourself? Glad you sorted it out. I would have said to split out those Sound Actions to see if that helped.
  24. I am prolly not answering your question, so I hope this helps. I've picked this info up over the years, it's what I use... Tanker Friendly Altitudes & Speeds KC-130 is all tactical drogue, KC-135 is all boom, KC-135MPRS is all drogue KC-130 Tanker Freq 298 MHz AM, "Shell", 9Y, "SHL", 15,000' @ 336 kts, for AV-8, drouge KC-135 Tanker Freq 297 MHz AM, "Arco", 10Y "ARC", 12,000' @ 310 kts, for A-10, boom KC-135 -- 20,000' @ 410 kts, for F-15C & F-16, boom KC-135MPRS Freq 296 MHz AM, "Texaco", 11Y "TEX", 23,000' @ 430 kts, for F-14 & F/A-18, drogue IL-78M Tanker Freq 290 MHz AM, 23,000' @ 430 kts, for Su-33 AWACS Freq 277 MHz AM, "Overlord", 24,000' @ 450 EWR Freq 280 AM, "Axeman" Stennis Carrier Freq 380 MHz AM, TACAN Bearing 74X "STE", ICLS 11 Tarawa Freq 390 MHz AM, TACAN 75X "TAR", ICLS 12 -- For 250 kias. To get this set the Speed in the Mission Editor as follows: 30,000 ft. 400 kts 25,000 ft. 375 kts 20,000 ft. 350 kts 15,000 ft. 325 kts 10,000 ft. 300 kts For intermediate heights, change it by 5 kts per 1000 ft. --- Frequency Band Designations - AM Unless Specified: 30-37 (FM): Blue Ground 50-57 (FM): Red Ground 216-227: Red FARPs 228-239: Blue FARPs 271-276: Red AWACS/GCI 277-282: Blue AWACS/GCI 290-295: Red Tankers 296-302: Blue Tankers 304-314: Red Flights 315-326: Blue Flights 361-379: Red Ships 380-399: Blue Ships TACANS X Channels for Ground/Ships Y Channels for Tankers/Air Units 32-43: Red 2-11, 50-80: Blue WC's Flags.txt
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