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pdmarsh

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Everything posted by pdmarsh

  1. Thank you, Grimes! Sorry for the wild goose chase. I actually tried something along these lines, adding a blue coalition aircraft at the base, but I now see it wasn't enough to tip the scales. Good to know. Thanks again, Paul
  2. Thank you, Grimes. I appreciate it. I tested a simple mission and it seemed to work, so I recreated my bigger mission from scratch thinking my miz file got corrupted somehow. However, after I finished and tested the new mission, the exact same problem existed. Other airports in the area do not seem to have this problem. It might be restricted to Novorossiysk. Thanks again, Paul
  3. After looking at this a bit deeper in an attempt to salvage the mission, here is what I have found. Within this mission at least, Novorossiysk has been assigned an AirdromeID number of 14. This number is not among the lists of unit, airdrome and other object numbers assigned to blue, red or neutral coalitions (see code below). So, it's not so much that Novorossiysk is "neutral" as is that it is no longer on any coalition list at all, and changes to Novorossiysk within Mission Editor are not re-adding it to any of these lists. However, I can create a new aircraft unit, assign it to land at Novorossiysk and see within the "mission" file that this unit is to land at "["AirdromeId] = 14." I have attempted to edit the "mission" file within the miz file group by adding 14 at the bottom of the blue coalition group in the code below, but so far this has not worked. It seems that editing this file and re-inserting into the miz group of files renders the miz file unreadable by DCSW. Paul ["coalitions"] = { ["blue"] = { [1] = 11, [2] = 4, [3] = 6, [4] = 16, [5] = 13, [6] = 15, [7] = 9, [8] = 8, [9] = 12, [10] = 2, [11] = 3, [12] = 5, [13] = 10, [14] = 20, [15] = 21, [16] = 40, [17] = 26, [18] = 45, [19] = 28, }, -- end of ["blue"] ["neutrals"] = { [1] = 7, [2] = 17, [3] = 22, [4] = 23, [5] = 25, [6] = 29, [7] = 30, [8] = 31, [9] = 32, [10] = 33, [11] = 35, [12] = 36, [13] = 39, [14] = 41, [15] = 42, [16] = 44, [17] = 46, }, -- end of ["neutrals"] ["red"] = { [1] = 0, [2] = 1, [3] = 18, [4] = 19, [5] = 37, [6] = 24, [7] = 27, [8] = 43, [9] = 47, [10] = 34, [11] = 38, }, -- end of ["red"] }, -- end of ["coalitions"]
  4. The attached mission was working fine until the recent installer update. It seems unlikely that just an installer update would affect a mission, so maybe this was coincidence. To reproduce the issue I am seeing, take the following steps: 1. Open attached mission in Mission Editor. 2. Click on Novorossiysk airport and observe that it is assigned to the Blue coalition. 3. Start the mission and select any aircraft. 4. Once in the mission, go to F10 map view and click on Novorossiysk airport again. 5. Observe that the airport is designated as neutral. 6. Exit mission and observe that Novorossiysk airport still shows in blue coalition. 7. Change Novorossiysk to red coalition and start mission. 8. Observe that you are not asked if you want to save changes. 9. Once in the mission, observe that Novorossiysk once again shows as neutral in-game. If there is a temporary workaround to this by manually alterning the mission file, for example, please let me know what that might be. I have not been able to find where airport (airdrome) coalition is stored within the mission files. Thank you, Paul Cargo Escort.miz
  5. It sounds great to me, Ciribob! Thanks. Paul
  6. Sweet success! :thumbup: You nailed it, Ciribob--I didn't have the pilot name correct. No need to apologize whatsoever. I'm sorry that I didn't catch it. This opens up a world of possibilities for missions. Thanks again, Paul
  7. I flew the revised test mission without any alteration and, while most things appear to be working, I am not getting any indication at all that I am hovering over either of the dropped crates. The text box that says crates are nearby never comes up. Am I missing a setting in DCS possibly? Thanks, Paul
  8. @Cribob -- Things are working much better now! Thank you very much. Paul
  9. First, I want to say how much I appreciate your responsiveness with supporting CTLD. It is very much appreciated. I did change ctld.slingLoad to "true" and the sling load style crates did appear. I wasn't sure what the difference between real and simulated loads would be, but I understand better now. I did try hovering over one of the simulated crates and nothing seemed to happen, but maybe I wasn't in position or didn't stay long enough. In simulation mode, should you get a message that the crate is hooked and does the crate then disappear, or something along those lines? In any case, I still can't get the crate count function to work. I have attached my test mission (for DCSW 1.5). If you do have look, use time acceleration to get that C-130 to land quicker! :sleep: Thanks again, Paul Cargo Test Mission 3.miz
  10. I am having trouble getting the crate counting function to work: ctld.cratesInZone(_zone, _flagNumber) I used the following instructions to set it up: "A crate drop zone can be added to any zone by adding a Trigger Once with a Time More set to any time after the CTLD script has been loaded and a DO SCRIPT action of ctld.cratesInZone("crateZone",1) Where "crateZone" is the name of a Trigger Zone added using the mission editor, and 1 is the number of the flag where the current number of crates in the zone will be stored." While experimenting with this, I discovered a few other things that might be related. First, no matter what weight I use when having CTLD generate crates, what I see for a single crate is the following: These objects do not show as crates in the F6 CTLD menu. In fact, the F6 option is not available at all. As a result of this, I switched over to using the MIST function to generate crates instead of the CTLD function. These crates are of the slingload type and do show up in the F6 menu. After selecting a crate, smoke will appear over it and you can pick it up and move it with a Huey. I have tried two ways to get a crate count. In the first, I set up a crate zone that the Huey would drop crates into. These dropped crates, apparently, did not get counted. Next, I created the crate zone right where the crates first appear when they get spawned. Even these crates did not appear to get counted. Basically, I had the trigger set to give a message when the count reached either 1 or 2 crates depending on the test. I can post a simple mission, but before I do, there might already be two problems. First, is CTLD properly generating crates? Given the crate shape being used, and the fact that no F6 menu is being generated, leads me to believe I'm using CTLD incorrectly to generate crates. I used the code posted above in this thread. Second, it could be that crates generated by MIST might not be counted by the CTLD function. However, given that these do show up as crates in the CTLD F6 menu, it appears that CTLD does in fact register them as crates. They're just not being counted by the crate count function. Any help will be appreciated. Thanks, Paul
  11. That's not a stupid question at all. In early versions of Flightpanels you could configure the landing gear LEDs on the Multi Panel without using DCS-BIOS commands. Actually, this was before DCS-BIOS had been implemented in Flightpanels. Unfortunately it is no longer possible to configure them in the former manner. Good question, but sorry that the answer is not good news. Paul
  12. Must be blind--I missed the existing post on this bug. Moderator can delete this post if desired. Paul
  13. When using NVGs in the Huey on a triple-screen system, the two outer screens go completely white, except for control indicator in upper left. This also happens in DCSW 2.0. To Moderator -- Should I post this in 2.0 forum as well? Thanks, Paul
  14. @Ciribob -- Thank you very much for the sample code! In addition to helping with the mission, this helps me understand scripting a bit more as well. Paul
  15. Thanks ENO. Looks promising. I have to learn a lot more, though, to be able to use MIST functions. :( Paul
  16. C-130 Cargo Drop Functionality There is something I would like to do in a mission, but I can't find an obvious approach using CTLD, so perhaps it's not possible. Upon landing, as a C-130 passes through a trigger zone, I would like it to drop a number of crates on the runway. Ideally these would be cargo crates that can then be moved by slingload with a Huey. Unfortunately, cargo crates can't be set to late/trigger activation in Mission Planner. Otherwise, that would be a very straight forward approach. I found the following function in CTLD, but I'm not sure if it can be used with a "Do Script" instruction in Mission Planner: "ctld.spawnCrateStatic(_country, _unitId, _point, _name, _weight)" Is this a user-configurable function and, if so, is there an example of its use that is available? I believe I understand most of the parameters, but "_unitId" is one I'm not sure of. If this relates to the spawned crate itself, can the user assign such an ID? Regarding the C-130, it would be great if it could be set to do a touch-and-go, immediately taking off after it drops its cargo, but this doesn't seem possible either. I tried getting it to fly just a few feet above the runway in a low pass, but I couldn't get it to go under 80 feet or so. Anyway, any suggestions on the above will be appreciated. Thanks, Paul
  17. The fix worked perfectly! Thanks again, Paul
  18. @MTrenda -- Thanks for responding. This approach would work and I'll give it a try. I have only scratched the surface of CTLD capabilities and need to learn how to use the other commands. @Ciribob -- I'm glad I was able to contribute and appreciate the quick response and fix. Thanks, Paul
  19. More on AI Transports Since the mission I noted above was converted from DCSW 1.2 to 1.5, I tested a completely new mission created from scratch in DCSW 1.5. I used the CTLD and MIST lua files unaltered as they came with the CTLD download. Names used were as follows: transport1 pickzone3 dropzone1 As the transport passes through the pickzone I do not get an indication that troops were picked up and none get dropped when the transport gets to the dropzone. The zones do have colored smoke, so the CTLD script file must have loaded. The test mission that came with CTLD works fine, though. Any help to sort this out will be appreciated. Thanks, Paul Spawn Test.miz
  20. AI Transports Won't Pick Up/Drop Off Troops I am unable to get the AI transports (UH-1H) in the attached mission to pick up and/or drop off infantry. This mission was originally created in DCSW 1.2 using CTTS.lua and has been converted to DCSW 1.5 using CTLD.lua and MIST. In this new version, player transports can pick up and drop off without issue. It appears to be just the AI transports that won't work. As far as I can tell, I have used the proper naming convention for pickzones, dropzones and transport aircraft. I will continue to experiment with this mission to see if I can get it to work, but if there happens to be something obvious that I am doing wrong, help will be greatly appreciated. Thanks, Paul Operation Erase & Replace DCS 1_5.miz
  21. Great catch, FubarBundy! That seems to have done the trick. Thanks, Paul
  22. Certain triggers will work properly for the host PC in a multiplayer mission but will not work for the client PC. In the attached mission there are two player (client) aircraft and two AI aircraft (on late activation). In addition, when either of the player aircraft is present in the theater trigger zone, an associated crew chief (i.e. infantry troop) will be activated as well. In the case of the A-10C client aircraft, when it or its associated crew chief are in the theater trigger zone, the corresponding A-10C AI aircraft will not activate. The same is true for the UH-1H client and AI aircraft. Just for explanation, the purpose of this arrangement is such that should the client aircraft get shot down, its safe-and-sound crew chief will preclude the counterpart AI aircraft from spawning during the session. During a multiplayer mission, these triggers work perfectly for the host PC. However, when a player on a client PC selects their player aircraft and enters the mission, the associated crew chief will not spawn and the corresponding AI aircraft will spawn when it shouldn’t. Even without the crew chief being present, the AI aircraft should not spawn in this scenario—the presence of the player aircraft should, on its own, preclude the AI aircraft from spawning. I point his out because it means that two separate triggers are not working for client PCs in a multiplayer mission. I discovered this bug in a mission that was converted from DCS World 1.2 to DCS World 1.5. I created the attached test mission from scratch within 1.5 to eliminate the possibility that this is an issue with conversion only. I hope this helps. Paul Spawn Test.miz
  23. @Dudikoff -- I don't believe it's possible to add a delay as you suggest. However, if you tie the LED state to gear position as opposed to switch position, you will get the desired effect. In order to do this, you will need to use DCS-BIOS functions. Unfortunately, you will be restricted to those modules currently supported by Flightpanels, which means this will work for the A-10C and MiG-21. Below is a screenshot of how I have the nose gear LED configured. When the gear is down and locked, the LED is green, and it won't go green until that state is achieved. When the gear is up, the LED is dark. During transition, the LED is red. I hope this help. Paul P.S. -- Just to clarify something I mentioned above, Flightpanels will support all modules in keyboard emulator mode. However, DCS-BIOS functions are currently only supported with the A-10C, UH-1H and MiG-21 modules. So, for the LEDs to work as I describe above, only the A-10C and MiG-21 would be supported.
  24. @Ciribob -- Thanks for the info. I did try setting the state to green as you suggested, but just as you said as well, the troops ran blindly into the kill zone and never returned fire. The next thing I did was change the formation from "Off Road" to "Cone" and that did the trick. The enemy is set to return fire, so enough of my troops get over the rise before the shooting starts and are able to take out the enemy. There is one other thing I'm finding that might or might not be a setting in the CTLD.lua file. When I run the original version of this mission in DCSW 1.0, which uses CTTS.lua, Combined Arms is active and I can control the troops in the F10 map view. When I run the new version of this mission, which now uses CTLD.lua and mist.lua, CA is not active. I can't take control of anything. I did not change any other settings within the mission, such "Player can drive," so I'm not sure what has changed. When I click on the dropped troops, the screen that allows control does not appear. If you have any ideas on this, that would be appreciated as well. In any case, thanks again. I really appreciate the assistance. Paul Edit: There must something else going on with regard to CA not related to CTLD. I just ran my mission on my main sim PC and all worked well. On the PC I used for updating the mission, CA related functionality was as described above. There is probably a setting somewhere that I am missing. Edit 2: OK, I'm stupid. I was testing the mission as an observer, so CA functionality was not available to me. As a player or game master, groups and units can be controlled. All is well with the DCS world. :thumbup:
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