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xcom

ED Beta Testers
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Everything posted by xcom

  1. Ah my bad, instead of dofile, make it loadfile("CoreData.lua") And put the file in the DCS root folder. The above should also work.
  2. Not sure, but try to put the file in your DCS installation root.
  3. xcom

    RTB action

    SNAFU, great workaround, as Chromium said, extremely useful :)
  4. xcom

    RTB action

    Anyone know's if there's an RTB action that you can give the controller or something similar to a plane/helicopter unit?
  5. Hi, Adding this little script I made a while back. This script shows up a message when a hit event is logged. The message shows - Who is the shooter. What is the shooter flying. What coalition is the shooter. What weapon is being used. Who is the target. What is the target flying. What is the coalition of the target. It is very useful for practicing gunnery or creating training game plays. If you know some scripting, you can edit it fairly easy and get things shown the way you want. How to use: 1. Load MIST as the initialization script or before the Hit script. 2. Load the hit script. script - https://www.dropbox.com/sh/nxpotiy4x3xwtkq/AAD_G3C17tiahTxeBZ6EAmrba?dl=0 Enjoy.
  6. Hi, This script "reserves" the slots for specific clients. Haven't seen someone post a script like that, although I know there are a few places who has something similar. How to use it - 1. At the start of the script change the required names according to the pilot names. Example - --Reservation info local reservedUnits = { [1] = "Xcom", [2] = "Test" } 2. When creating the plane/helicopter you want to reserve, make sure the unit name (not group name) is set the same as in the reservedUnits name you put in. 3. Load MIST as initialization script (or just before the reservedUnits script). 4. Load the reservedUnits script. What it does is - 1. Gives a message to the wrong player who entered the reserved unit. First message - 10 seconds warning. Second message - 5 seconds warning. Third message - Being kicked out of the plane message. Forth message - After kicked instruction not to take reserved units. Script - https://www.dropbox.com/sh/mzcfc109u75ej50/AACrXYeSlDB7ykML-sEd1577a?dl=0 Mission example - https://www.dropbox.com/sh/mzcfc109u75ej50/AACrXYeSlDB7ykML-sEd1577a?dl=0 Enjoy.
  7. Thanks :)
  8. I've tested what is written in the subject, it does not show a hit event when a player gets hit, but it does show a hit event when an AI gets hit. First, anyone knows why? Second, is there any chance ED knows about it and are working to fix it? If none of the above, I would like to report it as a bug or problem with the design.
  9. To put it to use in a zone, I would use MIST in the function, either - mist.getUnitsInZones or mist.flagFunc.units_in_zones should work, or you can just create a function that runs on an updated table and call it from inside the mission editor. Documentation is in the DCS Scripting engine, for the weapons section - http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World/Part_2#Weapon Such as - Weapon.GuidanceType = { INS, IR, RADAR_ACTIVE, RADAR_SEMI_ACTIVE, RADAR_PASSIVE, TV, LASER, TELE } or Weapon.MissileCategory = { AAM, SAM, BM, ANTI_SHIP, CRUISE, OTHER } About guns, unfortunately, there is no subtle way to stop them from shooting, you can detect it but there's nothing you can do about it other than remove his plane in my opinion. I'm working on an Air to Air script that should allow for automatic administrating of a server to allow only for the relevant zones to be working, other plane slots would be deactivated to remove any trolling or annoyance. BTW, there is a problem with invulnerability, it doesn't throw the relevant events, such as hit event, and therefore you cannot create a script for simulating a red flag event for example.
  10. Hey Pikes, Yes, it is possible. A weapon is eventually an object that you can run the destroy function on. For example, this little handler will check for any launches of radiation missiles such as - KH-58U or KH-25MPU or any other of the same type and will destroy them right away - --Handler table local eHandler = {} function eHandler:onEvent(e) if e.id == world.event.S_EVENT_SHOT then --Weapon variables if e.weapon == nil then return else local eWeaponDesc = e.weapon:getDesc() if eWeaponDesc.missileCategory == 6 and eWeaponDesc.guidance == 5 then e.weapon:destroy() end end end end world.addEventHandler(eHandler)
  11. Hi Sven, This is most unfortunate to hear :( Thought we had a way to work around the destroyed units. In anyhow, I had previously done a script with Steveof I think or RagnarDa, which checks constantly for units that are almost dead by checking the life, if life is beneath or equals 1, the unit is removed, it seemed to work nice, the main problem (which i think would affect your clean method) is that the units do not get cataloged as kills for example, so it will ruin statistics if any server runs statistics. Here is the code we did back then - function deactivate() for coalition, bases in pairs(deactivateUnits) do for base, units in pairs(bases) do for index, unit in pairs(units) do if Unit.getByName(unit) then Unit.getByName(unit):destroy() end end end end for i, group in pairs(VDatabase) do for j, v in pairs(group.units) do local unit = Unit.getByName(v.name) if unit and unit:getLife() <= 1 then local unitpos = unit:getPoint() unit:destroy() trigger.action.explosion(unitpos, 3) end end end end
  12. MBot, is this thread leading to creating an updated miz file directly from the mission? If so, I want to have it! :) Please consider doing something generic.
  13. Don't do it squirrel! :)
  14. Very nice statistics page! :) I've published a guide on how to create statistics for your server: http://forums.eagle.ru/showthread.php?t=124715
  15. Sven, I still haven't tested everything, but with the destroygroupstask, should the task % raise according to the group being dead or units in the group being dead? do I need to set the % manually or is it automatically updating? unfortunately it does not work for any of the tasks I set in the last mission I uploaded here. Secondly, a nice to have - make the mission/task/goal messages look better, right now they are kind of hard to read and not sorted, it would be nice to see them in a table for example. I still think this framework is amazing, and eventually after I get how this works, I'll most definitely use it in most of my missions!
  16. Hey everyone, Here is a small Datalink script (still getting it to look better). It takes the flight names you put into it and checks the flight names that you set in the mission and links them together to show datalink messages of where the wingman/leaders are. Attached a mission example and the script. to tryout in the mission, just jump into the F-15 - EAGLE FLIGHT and go to the Radio - F-10 Other - On. It will start the script constantly. Will update as soon as I have a new version ready. The script relies on MIST. DL_TEST3.miz DataLink_MISTv4.1.lua
  17. Glad I could do some QA :) I thought to mention it as I knew you used MIST, but forgot about it.
  18. I'm not completely familiar with MOOSE yet, when you add a mission to the scheduler and add tasks and goaltotals, it should start showing messages of the tasks, correct?
  19. I did add the following to the end of the JagerNaut.lua file - -- MISSION SCHEDULER STARTUP MISSIONSCHEDULER.Start() MISSIONSCHEDULER.ReportMenu() MISSIONSCHEDULER.ReportMissionsFlash( 120 ) Were these the lines you talked about?
  20. sure, attached. I'm not sure where is the problem, it could be that the structure I wrote in the lua file I attached before is not correct. MissionScripting.lua dcs.txt
  21. Hey Sven, Thanks, thought I recognized it :) I'm trying to use the MOOSE framework, kinda hard to get into the structure so I'm just copying your parts from the Gori Valley script. I'm attaching the miz file and the lua I made that is relevant to your framework. Hopefully I did things correctly, unfortunately for some reason there are no missions shown when I take the relevant planes. Thanks for any help! Operation JaggerNautV3.4_no external.miz JagerNaut.lua
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