

Puddlemonkey
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Everything posted by Puddlemonkey
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you could stick a zone around the arty of say 6km radius and use a trigger so that they only fire when enemy is within that zone (set ROE hold/free or AI on/off)
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I know ED have a number of testers from seeing their posts on the forum. However, I think ED could save themselves the embarrassment of re-patching their patches every release by having an early adopters group. They could select a group of the more forgiving members of the community and release to them first. They could take care to make sure they have a good cross section: the different operating systems, configurations, modules and so on. Maybe this already happens but it seems to me that on almost every release, issues arise that could have been pretty easily spotted with this approach. Just a thought... PM
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Thanks. A getInitialSize would be grand.
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I think it is probably better reporting the current size, as it does. We could just do with someone of the 'administrators or bureaucrats' to update the wiki :-)
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Hi all, The wiki says this about Group.getSize() number function Group.getSize(Group self)returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function. However, if I destroy a unit in a group using the triggered action of Explode Unit, the number returned by this function decreses. It appears to show the current size, not the initial size as stated so elaborately in the wiki :cry:
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Hi, It is definitely set to land ["alt"] = 45.1104, ["type"] = "Land", ["action"] = "Landing", ["alt_type"] = "BARO", ["formation_template"] = "", ["airdromeId"] = 25, ["y"] = 683853.75717885, ["x"] = -284889.06283057, ["speed"] = 111,
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Hi, Not sure if I am doing something wrong or whether it is a bug or limitation. If you check out the attached mission, there are two helis which are assigned a new mission task using lua. The mission task is simply to land at an airport but they both fly over the waypoint where they should be landing. The first returns to the airport from which it took off and the second lands at the closest airport. Although the second is landing, it is not a result of the mission - it flies over and then lands because it has finished its mission. Any insight would be welcome! landing.miz landing.lua
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what is your error message?
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You can try this. Another approach would be to have a function randomly generate the x,y coordinates and test whether that coord is on water before you pass it as the group and unit cords in the addGroup function. So you check before creating the group rather than after - better performance. function checkSpawnLand(group) repeat local spawnunits = Group.getUnits(group) for for _, v in pairs(spawnunits) do local pos = v:getPosition() local posVec2 = {x = pos.p.x, y = pos.p.z} local spawnSurface = land.getSurfaceType(posVec2) if spawnSurface == 3 then <have a function here to respawn and try again> end end until spawnSurface ~= 3 end
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I think a couple of errors are that you should have brackets around all parameters and are missing an inverted comma after player3. I prefer to use double inverted commas " as they are more obvious to see. And should your player3 have a lower case p? mist.flagFunc.units_LOS({ unitset1 = {'991'}, altoffset1 = 2, unitset2 = {'Player', 'Player2', 'player3'}, altoffset2 = 0, flag = 3, stopflag = 4, radius = 3000 })
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How do I have a moving group stop to be picked up by Huey?
Puddlemonkey replied to Robert1983NL's topic in Mission Editor
You can try this - not sure whether it will work as I haven't used it for months. Substitute strGroupName with the name of the group or put it inside a function with strGroupName as a parameter. local objGroup local strGroupName local tabTask objGroup = Group.getByName(strGroupName) if objGroup ~= nil then objController = objGroup:getController() tabTask = { id = 'Hold', params = { }, } Controller.setTask( objController, tabTask) rawset(self._private, "task", "hold") if self._private.onHold ~= nil then self._private.onHold() end end -
Thanks. That is a very powerful addition.
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Hi Grimes. What functions facilitate this? I can't find anything in the wiki. Thanks PM
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yeah, another good idea! :-)
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The encyclopaedia would be good if it was complete and organised a little better. Why not open it up so the community can submit additions or changes? If the format for doing so was strict, then it would not create great effort to do so. Serious simmers have created their own documents and so on already. Why not let them contribute directly to the encyclopaedia. Maybe it could be done using a wiki which you import. PM
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Hi all, Is there a way to delay the startup and take off from ramp for a flight without using a late group activation? The reason I ask is that I would like to have the group sat on the ramp before it starts so that it may be destroyed by the other player. If he fails to, the flight would take off as expected. The 'visible before start' tick box seems to exist only for ground units? Thanks PM
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I have to admit, I didn't really understand what the CAS, CAP etc did in DCSW - just understood what the roles meant. From what you are saying, when you want to get the AI to something very specific, it is best not to assign a role, just assign the specific tasks.
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Thanks Grimes :-) Is this a workaround to a bug or is this ROE behaviour by design?
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is this still an issue? I am trying to create a mission and instead of killing a few SAMs and getting out, the A10C flight and the KA 50 flight both just fly in circles trying to take everything in sight out. Aside from being unrealistic and stupid, it means there is no mission left for the player.
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Can you fly The Black Shark without rudder pedals?
Puddlemonkey replied to DEST12's topic in DCS: Ka-50 Black Shark
be careful not to twist your stick too hard though :cry: -
Can you fly The Black Shark without rudder pedals?
Puddlemonkey replied to DEST12's topic in DCS: Ka-50 Black Shark
have you got a joystick with a twist grip for the rudder? I found this to work surprisingly well. Pedals are best though. Check out the CH pedals. They are pretty robust. Just Google CH pedals and they will come up under shopping. -
Ah, ok, thanks. It is still useful to know that it is exported. I guess slmod uses a daemon for similar reasons. Maybe the chaps at ED will do something in the future to make it available in scripting. It will be good to have the F10 menu and even better if we can link it into the radios in a realistic way. Cheers PM
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Thanks for the response, Grimes. I realise that it doesn't cause the transmission - a script can do that. However, if you trigger a transmission using the menu, or vice versa, you need to update the menu only if the transmission was received - which requires the radio to have been tuned properly. I can't find a way of testing whether the radio was tuned properly or the transmission was received.