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Everything posted by St3v3f
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activeWeapons['Missiles'][#activeWeapons['Missiles'] + 1] = world.event.S_EVENT_SHOT
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This is a list that I've compiled about 3 months ago: runway_homer_pair(Airdrome[Anapa], nil, localizedAirdromeName(terrainAirdromes[Anapa])), --Inner / Outer Beacon for Runway 04 { [ADF_HOMER_FAR] = airdrome_homer(Airdrome[batumi],1, localizedAirdromeName(terrainAirdromes[batumi]) .. ' NDB'), --NDB, about 1km northeast of the TACAN [ADF_HOMER_NEAR] = airdrome_homer(Airdrome[batumi],2, localizedAirdromeName(terrainAirdromes[batumi]) .. ' TCN'),}, --TACAN runway_homer_pair(Airdrome[beslan], nil, localizedAirdromeName(terrainAirdromes[beslan])), --Inner / Outer Beacon for Runway 10 { [ADF_HOMER_NEAR] = airdrome_homer(Airdrome[Gelendzhik], 1, localizedAirdromeName(terrainAirdromes[Gelendzhik]) .. ' NDB'), --NDB, about 1km south of the airfield --[ADF_HOMER_FAR] = airdrome_homer(Airdrome[Gelendzhik], 2, localizedAirdromeName(terrainAirdromes[Gelendzhik]))}, --VOR, Inactive [ADF_HOMER_FAR] = nil}, { [ADF_HOMER_NEAR] = runway_homer(Airdrome[Gudauta], nil, BEACON_TYPE_AIRPORT_HOMER_WITH_MARKER, localizedAirdromeName(terrainAirdromes[Gudauta]) .. ' Inner') --Inner Beacon for Runway 33 [ADF_HOMER_FAR] = nil}, runway_homer_pair(Airdrome[Kobuleti], nil, localizedAirdromeName(terrainAirdromes[Kobuleti])), --Inner / Outer Beacon for Runway 07 runway_homer_pair(Airdrome[Krasnodar], nil, localizedAirdromeName(terrainAirdromes[Krasnodar])), --Inner / Outer Beacon for Runway 27 runway_homer_pair(Airdrome[Krasnodar_P], nil, localizedAirdromeName(terrainAirdromes[Krasnodar_P])), --Inner / Outer Beacon for Runway 05R runway_homer_pair(Airdrome[Krymsk], nil, localizedAirdromeName(terrainAirdromes[Krymsk])), --Inner / Outer Beacon for Runway 22 { [ADF_HOMER_FAR] = airdrome_homer(Airdrome[Kutaisi], 1, localizedAirdromeName(terrainAirdromes[Kutaisi]) .. ' Inner'), --Inner Beacon for Runway 08, [ADF_HOMER_NEAR] = airdrome_homer(Airdrome[Kutaisi], 2, localizedAirdromeName(terrainAirdromes[Kutaisi]) .. ' TCN'),}, --TACAN --airdrome_homer(Airdrome[Kutaisi], 3, localizedAirdromeName(terrainAirdromes[Kutaisi]) .. ' VOR'), --VOR, inactive runway_homer_pair(Airdrome[Lochini], nil, localizedAirdromeName(terrainAirdromes[Lochini])), --!!!!!!!!!!Beacons inactive!!!!!!!!!!!!!! runway_homer_pair(Airdrome[Maykop], nil, localizedAirdromeName(terrainAirdromes[Maykop])), --Inner / Outer Beacon for Runway 22 runway_homer_pair(Airdrome[MinVody], nil, localizedAirdromeName(terrainAirdromes[MinVody])), --Inner / Outer Beacon for Runway 30 runway_homer_pair(Airdrome[Mozdok], nil, localizedAirdromeName(terrainAirdromes[Mozdok])), --Inner / Outer Beacon for Runway 08 runway_homer_pair(Airdrome[Nalchick], nil, localizedAirdromeName(terrainAirdromes[Nalchick])) --Inner / Outer Beacon for Runway 24 --No beacons in Novorossiysk { [ADF_HOMER_NEAR] = runway_homer(Airdrome[sochi], nil, BEACON_TYPE_AIRPORT_HOMER_WITH_MARKER, localizedAirdromeName(terrainAirdromes[sochi]) .. ' Inner'), --Inner Beacon for Runway 06 [ADF_HOMER_FAR] = nil,}, runway_homer_pair(Airdrome[sukhumi], nil, localizedAirdromeName(terrainAirdromes[sukhumi])), --Inner / Outer Beacon for Runway 30 --No beacons in TbilisiMilitary / Sloganug runway_homer_pair(Airdrome[Tskhakaya], nil, localizedAirdromeName(terrainAirdromes[Tskhakaya])), --Senaki, Inner / Outer Beacon for Runway 08 { [ADF_HOMER_NEAR] = airdrome_homer(Airdrome[Vaziani], 1, localizedAirdromeName(terrainAirdromes[Vaziani]) .. ' TCN'), --TACAN [ADF_HOMER_FAR] = nil,},
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Two things: First, your output command is not part of the event handler, so it is only executed when the script is loaded at which time the table is empty, never again. So it should not appear when you pickle. It did not for me. Second: There is an error in the example code. if event.id == world.event.S_EVENT_SHOT and world.event.weapon then must be if event.id == world.event.S_EVENT_SHOT and event.weapon then do activeWeapons = {} local function addWeapon(event) if event.id == world.event.S_EVENT_SHOT and event.weapon then activeWeapons[#activeWeapons + 1] = world.event.S_EVENT_SHOT trigger.action.outText (mist.utils.tableShow (activeWeapons), 10) end end mist.addEventHandler(addWeapon) end
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Use local variables whenever you don't need them to be global. And I don't see the need for global here. Only the function itself must be global (which you did), so you can call it from other triggers.
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Is the event handler triggered correctly? Is it executed when it should be?
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The problem is the following: You have a loop running for as many items as you have in the table. But while you are going through the table, you delete items from it, thus shortening it. Therefore, at some point, you will start referencing indices in the table that don't exist anymore, because the items have shifter further forward. However, the fix is easy: Work the table back to front. Just change the loop to: for i = #deactivateUnits, 1, -1 do You can also get rid of the if before that. If there is nothing in the table, the loop will not run, but that is only cosmetics
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It was different for me. I got into a vortex ring state and crashed because I was wondering what was going on :D
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Not having any problems here. MP3 is simply not supported afaik, but that is no problem. OGG is a better format anyways, as it encodes the same audio quality with less space. Plus it's open. If your OGG file is as big as a WAV, something is wrong. Try opening the WAV in a tool like Audacity and Export it to ogg. For DCS, a quality setting at about one third of the scale is enough in my opinion, as you've got background noise anyways and all that, so no hifi quality required
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The # operator is fine. The problem is this line: events_[#events_+1] = table.insert(events_,world.event.whatever) You either add an item to a table by events_[#events_+1] = world.event.whatever Or by table.insert(events_,world.event.whatever) but you did a combination of both and that screws things up
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Yeah, they fix a broken tail, missing rotor blades, missing stub wings and a damaged engine in 3 minutes, but the HUD... nah, that's too complicated :D
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Hide the unit in the ME. It's not a clever way of handling this matter but well...
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Touchdown at threshold is way below the glideslope and approach speed can be up to around 150kts for an A-10, depending on the weight.
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Same problem with Intercom and Doppler Radar unfortunately
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Duct tape... :megalol:
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You've almost had it: mist.scheduleFunction(mist.dynAdd,{group}, timer.getTime() + 60) If you put in 'group', it means a string with the word 'group', not the content of the variable group
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Anyone have some clue about SSE scheduleFunction inner workings?
St3v3f replied to Bushmanni's topic in Mission Editor
The random number generator used by DCS / LUA is pretty bad. It'll always generate the same sequence unless you do something about it. So, there is the function math.randomseed(number) to give it a seed and a different sequence to generate, but there's two problems: 1: What to use? An easy way would be to use the current system time, but that ain't possible in DCS because functions like os.time are disabled for security reasons. 2: Oh, did I mention that the randomseed function doesn't exist in the SSE? What I did in one of my missions, was to iterate through all the client slots, add their coordinates and then generate some unused numbers. After that, there is at least some sort of randomization. Sort of like this: local seed = 0 for i, unit in pairs(mist_DBs_humansById) do for i, unit in pairs(race[this].units) do local position = Unit.getByName(unit.unitName) if position ~= nil then position = position:getPosition().p seed = (seed + position.x + position.y + position.z) % 1000 end end end for i = 0, seed do math.random(i) end -
shot down over georgia, cant get UHF radios to work.
St3v3f replied to Skithis's topic in DCS: A-10C Warthog
It's possible for radios to get damaged and non functional -
It just doesn't work currently. I've opened a ticket about that in May, but it hasn't been fixed yet
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Is there any way to enable/disable immortal in the server?
St3v3f replied to uboats's topic in DCS World 1.x (read only)
Create a triggered action for the unit that sets immortal off, then you can activate that action with a trigger action AI TASK PUSH -
Is there any way to enable/disable immortal in the server?
St3v3f replied to uboats's topic in DCS World 1.x (read only)
You can do it via a trigger action -
Host server without portforwarding? ssh/vpn solutions?
St3v3f replied to sereupin's topic in Multiplayer Issues
I doubt that there will be anything left of a good connection when using some sort of vpn proxy service, especially concerning delay / ping. And that is provided that you do get it to work, which is unlikely either. -
Is there any way to enable/disable immortal in the server?
St3v3f replied to uboats's topic in DCS World 1.x (read only)
You can add a radio option to do that -
Yeah the effects are definitely in there