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Kholsaet

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  1. Thanks to you both - I'll give this a try this weekend and let you know how I fare. Thanks again.
  2. Hi Frenchie, First off thank you for the response. I think I have not done a good job of communicating my problem... either that, or I haven't understood your answer. I've loaded a sample mission to help illustrate my point. At the beginning of the mission I teleport the tanks from off screen using the following script: mist.teleportInZone('Insurgent Armor Group 1', {'Poti 1', 'Poti 2', 'Poti 3','Poti 4', 'Poti 5'}, true, 500) I only execute this line once, just to place the units on the map at some random position within the zone in the zone table (note these are all the circular zones that are created by default in the mission editor). I then set a switched condition that fires on the condition that "Insurgent Armor Group 1" is DEAD. When this happens I call this script: if not Group.getByName('groupName') then mist.respawnInZone('Insurgent Armor Group 1', {'Poti 1', 'Poti 2','Poti 3','Poti 4','Poti 5',}, true, 500) end This checks for the presence of the armor group and if it is no longer present it respawns it somewhere within the indicated zones (Poti 1, Poti 2, Poti 3, Poti 4, Poti 5). This will happen in this case forever, but it isn't hard to imagine how we could make it happen only for a set number over times, or under a more constrained set of conditions, and how this could really simplify mission design for highly randomized campaigns. So here is what I would like to do.... You see the three fire truck units that I have set to "late activation" with the really oddly shaped routes? I'd like to use the areas encompassed by these routes as my zones in the function above Instead of (Poti 1, Poti 2, Poti 3, Poti 4, Poti 5). It is my hope that this will allow me to work more regularly in regions that mandate irregularly shaped zones (like in the mountain valleys to the North, or close to water for example) Hope this makes the problem more clear. Any idea on how I might accomplish this? New Effort.miz
  3. Custom Zones and the mist.respawnInZone command Hi all, I was hoping someone could help me with a problem I've been trying to work out for a few days now. I'd like to use custom zones like those that can be created with the command: mist.getGroupPoints(Zone1) that can be used in some of the flag functions like "mist.flagFunc.mapobjs_dead_polygon()" but instead use these custom zones in functions like mist.respawnInZone('Group', {'Zone1', 'Zone2', etc..}, Boolean, number) where zones in the second script are defined by the unspawned units from mist.getGroupPoints('Zone1') defining an irregularly shaped polygon. I assume that this needs to be done first by adding the new zone to the missions table of zones (I don't know how to do this) and then calling the zone in the second command as you normally would for a circular zone. I have little experience with Lua, so I apologize if this question is mundane or has already been covered elsewhere - if you point me in the right direction I'll be happy to take a look, I did a cursory search before posting and came up empty. Otherwise, What I'm really looking for is an explanation of how to implement this using the mission editor - or an explanation of why this isn't possible at the present time if that is the case. As always, thanks in advance for all your efforts - Your efforts with the scripting engine have taken this sim far beyond what it was originally.
  4. yup- Checked this for air units -- Turns out Air units must be deactivated once they are destroyed in the ME
  5. Ok - Figured it Out Thanks for the help - Turns out that "dead" does not mean destroyed, but rather "deactivated", as in removed from the mission environment altogether. You're solution works exactly the same way as the MIST script. I ran the mission posted previously except I added a group deactivate line at 10 min - long after the AI aircraft had a chance to destroy the ground units. The flag didn't become true until exactly 10 min. I haven't tested to see if this behavior is different for air units. Perhaps they are automatically deactivated once they are destroyed. Something to test I suppose. So in essence the problem was my fundamental misunderstanding of what the function did. Thanks for the help though.
  6. Thanks - Ill give this a try and let you know how it works out. I'd still like to know if the mist.FlagFunction is bugged, or if it is something Im doing incorrectly. Cheers!
  7. I've posted a mission below... read the manual... and at this point tried everything I can think of to make this work, but I cant seem to get the flag to come on. Here is the Do Script I'm using -- (keeping it simple for brevity's sake) mist.flagFunc.group_dead {groupName ='Cowboy', flag =1} The function doesn't puke, but as you'll see from the attached mission, Flag 1 never goes from false (0) to true (1). I'm guessing I'm doing something wrong... can anyone help? Much Appreciated! Test.miz
  8. I've had similar crashes twice now in 1.2.7. JTAC is slow to respond and begins to repeat himself. Shortly after Sim crashes to Desktop. Occurred during SP boxed campaign mission 2.3.0 I believe. I've attached the requisite files within a zipped folder so that I could upload them. Personal system specs are below: Processor: Intel i7 965 @3.2 GHz RAM: 12 GB DDR 1600 GPU: NVIDIA GTX 690 (driver 332.21 rel. 1/7/2014) OS: Win 7 Ultimate 64 bit SP 1 Many thanks for your continued efforts! DCS-Crash-20140131-025151.zip
  9. Hi, Glad to have found this thread, but I was wondering if this has been resolved as yet. I am experiencing the symptoms as they have been described by others- Cracking/Popping sounds when the graphics card is under load. I did not have this problem until recently when I upgraded from a EVGA G-Force GTX 260 to the GTX 690. For example, Things will appear to be running well, and then I'll turn on the TGP and there is a lot of popping and static in the sound channel. Sometmes I start the SIM and immediately have noise in the Sound channel. At first I thought this was due to a conflict or a deffective card, however after having tried this on a number of other games at max settings - Skyrim, Shogun Total War - and running 3D Max with music playing in the background I have not been able to reproduce the skipping/popping noises I observe in DCS. In addition if I reduce the grapic settings in the SIM considerably I no longer have the problem. None of my hardware has been overclocked! ASUS P6T6 Bios 903 EVGA GTX 690 12 GB RAM Intel i7 965 @ 3.2 GHz Windows 7 64 bit DCS World 1.2.2.7286 (I am upgrading to the most recent version, bu I am not optimistic) As always any help would be greatly appreciated!!
  10. Sound Problems on DCS World after upgrading to EVGA 690 Hi, Glad to have found this thread, but I was wondering if this has been resolved as yet. I am experiencing the symptoms as they have been described by others- Cracking/Popping sounds when the graphics card is under load. I did not have this problem until recently when I upgraded from a EVGA G-Force GTX 260 to the GTX 690. For example, Things will appear to be running well, and then I'll turn on the TGP and there is a lot of popping and static in the sound channel. Sometmes I start the SIM and immediately have noise in the Sound channel. At first I thought this was due to a conflict or a deffective card, however after having tried this on a number of other games at max settings - Skyrim, Shogun Total War - and running 3D Max with music playing in the background I have not been able to reproduce the skipping/popping noises I observe in DCS. My configuration is as Follows: Asus P6T6 running the most recent BIOS (903 I think) Onboard Sound is disabled in the BIOS Intel I-7 965 @ 3.2 GHz 12 GB RAM GTX 690 - Connected through miniport to HDMI on monitor Any Help with this would be greatly appreciated.
  11. Speed, mwd2 THANKS SO MUCH! This is exactly what I was looking for. Also, I was unaware of the wiki page you directed me to Speed. In the future it will be a very useful resource. I've bookmarked it. Cheers!
  12. Output flag FLAG Values as Text I was hoping someone here would be able to help me do this, I would like to write a lua script that prints the value of a flag as text while the game is running.... Let me give you an example of what I mean. I have a mission in which I have set up a number of counter flags have been added. Each time a blue or red unit is killed a predetermined value is added to it respective flag, essentially providing diagnostic information about how a mission is unfolding in multiplayer. I would like to write a lua script that would print the value of a given flag (not true or false, but a magnitude) while the game is running. I am using slmod, but even with these additional commands I haven't been able to achieve this. I figured that I could use the "slmod.rand_flags_on" function to toggle the script on and off - but how to write the code that would output a flag value as text has eluded me -- unfortunately I do not have much experience with programming. As always, any help that is offered on this topic is greatly appreciated Thanks
  13. Hmmmm... ok I'll have to try again. Tried it last night after the 1.2.1 patch and ended up looking onto a hillside ~ 1.5 clicks off target. Bullseye was approx 10 away from target. I'll give it another try.
  14. A question about bullseye calls for ground targets. In a previous patch ( I believe it was 1.1.1.1) there was a user mod that fixed problems that apparently resulted from magnetic variation not being incorporated into bullseye calls -- as a recall "SPEED" was responsible for this. This worked beautifully until the game was patched to DCS world 1.2.0 and since then the fix hasn't worked. So my question is - does this remain an unresolved issue, or am I improperly setting up the CDU (i.e. is there a place to take magnetic variation into account) to accurately calculate bullseye offset calls from an AFAC or AWACS? If anyone would be willing to weigh in on this I'd appreciate it. I used to find these calls incredibly useful for finding threats, but for now they are only noise. Any help or insight would be appreciated. :book:
  15. THANKS Thanks for the quick response Grimes. Good to know, and glad to hear its being addressed. All the best.
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