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Kholsaet

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Everything posted by Kholsaet

  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.
  16. Ok this is driving me freakin BATTY so I'm really hoping someone can :helpsmilie: Simply Put: Did the 1.2.0 patch break the Start/Stop condition "Duration" command? I used to use this command regularly in previous simulator versions but now when I go for it it's gone. It almost looks as if the window is clipped or obscured. I've already tried changing resolutions or running in windowed mode. Neither worked. I've attached a screen cap to better illustrate the problem
  17. Hi everyone, I'm hoping someone can help me with this. I've been experimenting with a modified and weighted scoring system for a multiplayer mission I've been working on for some time now. In short I've assigned each unit a specified value to score to a specified flag when cetain criteria are met (e.g. unit DEAD, unit in zone, etc.) The problem is that in game there is to my knowledge no way of monitoring the values of these flags short of a rather circuitous route by which one prints a text message that links to a discrete flag value using the "message to all" action. Is there a console or something that I am missing that would allow me to for example "getflagvalue x" while a mission is running. As always, any help is greatly appreciated.
  18. Thanks for all the comments! Hi all, Thanks for the help with this. I've been away for a couple of days so I haven't had a chance to get back online to see responses. What I can tell you is that in the mission I am working on things start to break at right around 1000 units (I counted, by design only about 20% spawn during any given mission). Having the ability to handle more units than this within the editor would be a welcome improvment for modeling larger conflicts in which pilots are just participants in much greater regional events. Even at these levels I see very little in the way of performance degredation over the internet so it seems at least feasible that the current gaming platforms should be able to handle considerably larger conflicts if the software were to support it. At any rate, I am content to work within the boundries that we currently have and hope for improvements down the road. Cheers!
  19. Thanks for the response! Hi Speed, Wow, you changed your avatar! You'll be harder to spot now, at least for a little while. Anyway, thanks for the quick reply, although it is as I feared. I'll just have to make some tradeoff's I suppose, and be a little more judicious in my unit selection. I did notice that you listed quite a large range for the number of units required before the observed failure manifests itself... am I to infer that it is more than just the raw number of units present that contributes to this failure. As I was placing units it didn't seem to make any difference whether the units were acitve at mission start or not, it almost seemed that if I really looked into it I could determine exactly the number of units required to break the mission... If you have any insights please don't hesitate to share. Thanks again for your time!
  20. Hi all, Just wanted to see if anyone else had encountered a problem I've been observing fairly consistantly. I've been working on a sort of a randomized map for large scale operations over Abkhazia. The work contains a very large number of units, only some of which will spawn during each mission to keep things interesting. The problem I've been having as is that as the number of units in the mission increases past a certain point (probably talking several hundred here, only a fraction of which will actually spawn), I have observed that sounds for the mission host - (my multiplayer testers haven't encountered this problem yet) - start to drop off. First the sound of the cockpit closing, then the APU, then replies from the tower (note, I can see text responses from the tower so the radio is set up properly), until ultimately I've lost all audio alltogether. In my particular case I had been placing random Zu-23s of various types when I observed the problem, but I haven't determined if the type of unit has a bearing on this as yet. This behavior makes no difference wheather I am using the A-10 or the BS2 platform to launch the mission. I can restore the audio in the mission by taking units away, and it seems to make no difference if the units ar active at mission start or not. So my question really has three parts: 1.) Has anyone else observed this behavior? 2.) Is there a work around or am I simply going to settle for the units I have already placed.... I had such a grand vision, it is just a bit depressing. :cry: 3.) Could this be related to the number of sound channels available? Any insight into this would be greatly appreciated :book:
  21. Funny how that works - post a link and fifteen minutes later you find the answer.... Ok, I think I've figured this one out for anyone who's interested. The Lua file in question here is locted at: X:\Install Directory\Scripts\Aircrafts\Ka-50\Cockpit\command_defs Unless I've changed it, and I'll be honest I don't remember if I have or not, my [spacebar] is mapped to Gun fire which through trial and error I discovered correlates with PlaneFire (command 84). Setting the command to 84 in the ME allows me to hold the mission by setting a flag until the user returns with a spacebar input that sets the flag to true. Cheers!
  22. Hi everyone. I have another question about the mission editor that I was hoping someone might be able to help me out with. I've been working on some instructional/interactive missions to help some of my mates get up and running with these sims, and I was wondering if anyone had managed to get the X: Start Listen Command action to work in BS 2. The attached jpeg is from one of the A10c training missions in which this type of command was used successfully to force the SIM to wait for a user [spacebar] input before proceeding with the mission dialogue. Works great for A10c, but doesn't seem to translate to BS2. My guess is that the command for [spacebar] input is different in BS2 than it is in A10c (i.e. spacebar does not = 554). So, my question is does anyone know in which Lua file to find keyboard command assignments for BS2? I've spent some time looking and have been unsuccessful up to this point. Any insight would be greatly appreciated. Thanks again.
  23. This document will be quite useful, thanks for the link!
  24. Yes, that appears to be the code I was looking for... Now to go try it out! You know with the number of arguments actually mapped it's no wonder a list was never produced... It would have been a substantial undertaking unto itself. Cheers!
  25. Ok -- That was helpful. Well, after thrashing about a bit and not being able to find the file in question (clickabledata.lua) I did eventually find it: for those who are interested it can be found at: X:\Game Directory\Scripts\Aircrafts I also downloaded Lua for windows which makes looking through these files much easier than trying to interpret using wordpad. I ultimately used the unimplemented MWS switch (arg 49; 0 = off, 1 = on) as a switch to let the server know when it was ok to look to see if the appropriate terms had been met to end a mission and load a subsequent one. Surprisingly, I could not find an argument for the cockpit door (open/close) anywhere. That is what I had originally intended to map to this function. If anyone happens to know or find out what the cockpit door argument is, I'd really love to know. Thanks again for your input on this! :D
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