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Zayets

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Everything posted by Zayets

  1. You have to call activate after you call the respawn function.
  2. The units are in the same group? Like the initial 10 units because if not then it should be easy to do it but the the drawback is that tasking must be done for each group individually.
  3. Message to ... displayed on the top right corner has a parameter which if sets to true will over write the previous one so it will not scroll all messages: function trigger.action.outText(string text, number displayTime , boolean clearview) Thus, you can set clearview to true and you will always have one message no matter how many time you call the outText. https://wiki.hoggitworld.com/view/DCS_func_outText
  4. Group.getByName('MyGroupName'):activate() once the group is spawned.
  5. Click on the airbase on the map in ME then Full Info button. then uncheck unlimited aircrafts and pick your number. Everytime someone spawns, one airframe will be deducted from storage. If the aircraft lands back at the airport, the storage increases with one airframe. That goes for anyting landing at that airbase.
  6. That is correct. You will need to switch to IFA/NAV once alignment is complete in order to see entered MVAR.
  7. I experienced the same. The thing I realized was that Harrier accepts inputs only in this format : XXX deg YY min ZZ sec and not XXX deg YY.ZZ min. So, if I read on the map N 42 deg 15.90 min that should be something close to N 42 deg 15 min 50 sec. Then you will see on the MFD N 42 15.90 or something very close to it.
  8. Hi Grimes, here's a question on the getHeading function. Does this take into account magnetic deviation? Why I am asking is because I have an unit for which F10 map says heading319 wile getHeading function gives 314.
  9. Silly question, if you task AI flight to search and engage all air units in zone wouldn't that make the issue redundant?
  10. Not sure if you can call it easy way but here is how I'd do it anyway. Spawning a group is done using addGroup function. I would use a function in which I call addGroup. Once addGroup is called I would insert the spwaned group name in a table. I can use that table to iterate over spawned groups. However, it must be said that such a feature already exists in MIST and is called mist.DBs.dynGroupsAdded so basically I am spared to create such function for my missions.
  11. I don't believe you can select the catapult, is just the ramp from where the aircraft are spawning when starting cold.
  12. Same here, can't have it set to Point instead of area no matter what I do. Must be something very subtle I am missing here. Flashing L, missile uncaged, I see the units moving, I walk the TDC over them, no snap, no joy. Well, I guess I will wait for a tutorial video to see what I am doing wrong.
  13. If I recall correctly, the string used to removeItem function is the first string passed to addCommand function, in your case "F-18" and not the path. Here's the documentation from SSE : Adds a command to the "F10 Other" radio menu allowing players to run specified scripting functions. Command is added for both teams. The string name is the text that will be displayed in the F10 Other menu and is also used in the function to remove the command from the menu. Path is an optional value that defines whether or not the command will be in a named submenu. table missionCommands.addCommand(string name, table/nil path, function functionToRun , any anyArguement) https://wiki.hoggitworld.com/view/DCS_func_addCommand
  14. SSE : Simulator Scripting Engine. This is used by both MOOSE and MIST. If there is one thing you can't do in SSE then you won't be able to do it in MIST or MOOSE either. Documentation here : https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation I imagine defining polygons in MOOSE is similar to MIST (or maybe not). Basically you should create a point table and pass it to the function e.g. local poly = {{x=11,y=12},{x=101,y=112},{x=113,y=122},{x=118,y=212}} Then you would call this function mist.flagFunc.units_in_polygon{ units = {'[blue][aircraft]'}, zone = poly , flag = 101 } What that does is checking every second if a blue coalition aircraft is in the zone defined by poly and set the flag 101 to true. Obviously, there are many variation to this function as it is extremely powerful (you can thank Grimes and Speed for taking time to take SSE and make it very usable for mission creators) but that's a different topic. I would strongly suggest to check the Hoggit Wiki here and particularly SSE and MIST documentation : https://wiki.hoggitworld.com/view/Hoggit_DCS_World_Wiki https://wiki.hoggitworld.com/view/Mission_Scripting_Tools_Documentation Wiki it is not complete at this point but it offers a great insight into DCS. I wonder sometimes if ED would like the community to be involved in expanding the wiki (assuming it is their project, obviously). I would happily volunteer.
  15. Menu (F10) generation is possible for group or coalition only. You will not have an option to add this for a single unit. The workaround would be to add all clients in their dedicated group. But that's another discussion. For your issue above (and bear in mind that I only use MIST and SSE) here's how would I approach it: 1) Client enters Polygon Zone A : you will use the function mist.flagFunc.units_in_polygon, let's say flag 101 will be set true. 2) You will need to schedule a function which is going to check for flag 101 and if this one is true then it will add an F10 menu command to spawn enemies (you will use addCommandForGroup function from SSE). If flag 101 is false then either you remove that command (you will use removeItemForGroup function from SSE) or you simply don't create the menu. 3) Here you will use function trigger.action.activateGroup (or dynAdd from MIST) to activate the group. Advantage of using dynAdd is that you can infinitely spawn the same group hence you will not have to add multiple late activated groups. It is not easy, but is perfectly doable and it is indeed a very nice project. Imagine when you will have this one ready and fully enjoying it with your flying mates.
  16. That's OK Grimes, as I assume the co-pilot is in the same group as the pilot. Sending a text message to the same group should include the co-pilot as well.
  17. Roger that. I will use then getPlayerName to check if the unit is controlled by a player (hope it works with multiple clients, like returning the name of the player controlling a particular unit).
  18. So basically only a script saved in the Hooks folder can call these functions. Say I have the snippet above in a script file saved in Hooks. When is this one executed, or more precisely are the scripts in Hooks folder automatically included in the mission or they have to be added just like any other script? The later would be good as when you package a mission the scripts should be there with the mission but not sure about the first option though.
  19. Anyone have an idea how to use (just an example here but I have the same result with all these functions) DCS.getUnitProperty (https://wiki.hoggitworld.com/view/DCS_func_getUnitProperty) ? When I try to use one of them, for example : local name = DCS.getUnitProperty(Unit.getID(flight[i]),'DCS.UNIT_PLAYER_NAME') I invariably get the dreaded message : attempt to index global 'DCS' (a nil value)
  20. So, to recap, you can't send text/sound to individual units just yet. You can simulate something close by having a group containing one unit only. I can see why ED did not bothered to add (just yet) a text/sound to unit. Once, if you fly in a group chatting on the same freq then you probably want to hear what happens within the group. Secondly, it is the frequency which should matter the most. Someone tunes into that frequency and T/R on it. See the AWACS or tankers. If you are tuned on that particular frequency you will hear all the chatter even if you are part of a different group. Thirdly, as in real life, you can call the unit you are adressing to even now if you want. Is just that the message is targeting the group (or frequency) that particular unit belongs to. Message to unit would be a nice addition but I am not missing it a lot right now.
  21. Works even without deleting default CAS.
  22. This! There's nothing a script library can do and SSE not.
  23. And altitude less than. And unit alive.
  24. That was it basically. I was debugging it and left this snippet as a placeholder : playCommand = {} world.addEventHandler(playCommand) Not sure if lua see empty tables as nil ones but it actually fired at every event. Very annoying. All is good now. I really hate it when I can't properly debug a file. Thanks again.
  25. Hello there Grimes, suddenly, I get this message. I don't recall doing anything special, just desanitize the io library to export the DBs. Now I get this message and honestly I don't know how to debug it. Mind you, the group is still spawned after this message pops up 'n' times where 'n' is exactly the number of units in the group. Also, I have this message once when I quit the mission, if that helps.
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