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Midnight

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Everything posted by Midnight

  1. Everything sorted the way Grimes explained. Thanks mate.
  2. Bloody NICE!!
  3. Thanks to you guys for looking into this...I really hope it can be resolved. It's frustrating to have a mission completed only to have this snag ruin the effort. Cheers
  4. Thanks for the replies guys...Wrecking Crew, you mind checking if it still works in that mission of yours. I basically have the same setup for the triggers as you. I have choppers activating a trigger when they land at a FARP to make four more "clients" slots available for spawning. I did try the Time delay, no luck tho. Thanks again Mid
  5. Late activation was set, will try the "Start Time" method although it will not suit my purpose. Thanks for the input.
  6. Need some advice, I am almost sure I was able to activate a "client" aircraft at a later stage in a mission. It now seems that I am unable to do so again. I Used: Trigger Once>>Unit in Zone>>Group Activate and then chose the MP Client Aircraft. Any help is appreciated!
  7. What the .... is this? Some kind of spam? ^^^^^^^^^^^^^^^^
  8. We will give it a go mate! I do see your first problem though, 5.17MB is a BIIIGGG file for MP. Have a look at that. Maybe you ban make some audio or JPG files smaller. Cheers Midnite
  9. ^^^^ Solved my issue as well. Thanks. Wrong place for this but since patch the DCS Multiplayer interface minimizes if I click on second screen or if another program pop up it also minimizes multiplayer. Kinda annoying when you use Teamviewer on your server. It tends to pop up a window that indicates session closed having the effect of minimizing the DCS MP. No one can connect to server in minimized state.
  10. I thought of this exact same thing today and what do you know..I find a post about it here. I really hope it can be done though.
  11. Thanks for your hard work on this Fuzz, looking forward to testing this man!
  12. Is there anyone still running Servman after 1.2.5?
  13. Hope I'm still welcome...:cry: My script is now in total chaos...:helpsmilie: targetrange = {'target1', 'target2', 'target3', 'target4'} -- targetzone name function activateTarget(id) if (activeTarget == nil) then activeTarget = "target"..id timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) else activateTarget = "target"..id end end function SignalTarget() local Rangetarget = Unit.getByName(ActiveTarget) if RangeTarget then -- <<<<<<< flare only if ActiveTarget is not nil Aimpointpos = Rangetarget:getPosition().p Aimpointposx = Aimpointpos.x Aimpointposz = Aimpointpos.z Aimpointposy = land.getHeight({x = Aimpointposx, y = Aimpointposz}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} trigger.action.signalFlare({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.flareColor.Green, 0) end return timer.getTime() + 5 end timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) DummybombHandler = {} function DummybombHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT then BombInit = event.initiator BombInitGroup = BombInit:getGroup() _alpha = mist.getHeading(BombInit) _ordnance = event.weapon _ordnanceName = _ordnance:getTypeName() if (_ordnanceName == "weapons.bombs.BDU_50HD" or _ordnanceName == "weapons.bombs.BDU_50LD") then function TrackBombDummy() local BombDummyPos = _ordnance:getPoint() local _time = timer.getTime(); if BombDummyPos.y < land.getHeight({x = BombDummyPos.x, y = BombDummyPos.z}) + 10 then local xOffset = BombDummyPos.x - Aimpointposx local zOffset = BombDummyPos.z - Aimpointposz local BombOffset = math.sqrt(xOffset * xOffset + zOffset * zOffset) local BombOffsetInt = math.floor(BombOffset) local _beta = math.atan2(zOffset,xOffset) local _gamma = _alpha - _beta local xOffsetRel = BombOffset * math.sin(_gamma*(-1)) local zOffsetRel = BombOffset * math.cos(_gamma) local xOffsetRelAbs = math.floor(math.abs(xOffsetRel)) local zOffsetRelAbs = math.floor(math.abs(zOffsetRel)) if (xOffsetRel > 0 and zOffsetRel > 0) then trigger.action.outText("Distance off: "..string.format(BombOffsetInt) .. "m / Off right "..string.format(xOffsetRelAbs) .. "m / Too long by "..string.format(zOffsetRelAbs).."m", 10) elseif (xOffsetRel > 0 and zOffsetRel < 0) then trigger.action.outText("Distance off: "..string.format(BombOffsetInt) .. "m / Off right "..string.format(xOffsetRelAbs) .. "m / Too short by "..string.format(zOffsetRelAbs).."m", 10) elseif (xOffsetRel < 0 and zOffsetRel > 0) then trigger.action.outText("Distance off: "..string.format(BombOffsetInt) .. "m / Off left "..string.format(xOffsetRelAbs) .. "m / Too long by "..string.format(zOffsetRelAbs).."m", 10) elseif (xOffsetRel < 0 and zOffsetRel < 0) then trigger.action.outText("Distance off: "..string.format(BombOffsetInt) .. "m / Off left "..string.format(xOffsetRelAbs) .. "m / Too short by "..string.format(zOffsetRelAbs).."m", 10) end return end return timer.getTime() + 0.01 end timer.scheduleFunction(TrackBombDummy, nil, timer.getTime() + 1) end --end end end world.addEventHandler(DummybombHandler)I also get errors now--"error in error handling" Added the mission if you would like to have a look at it my incompetence. (please do not download this mission-it's chaos)
  14. As a substitute I used the white containers in ME...does not look bad at all... Please share your training mission if you guys are finished with it...I think a combination of everybody's missions could result in one hell of a training mission. I am still far from finished because of some more script issues, I would like to have it indicated in chat who dropped the bomb, and at the completion of bombing all targets give a visual score for that pilot... If I just was was not so lua impaired...aw well!
  15. Thanks galevsky06, that was a mouth full man, you are a great help. I will test it immediately.
  16. Just one last hing, since I am going to use practice bombs, I surely need to deactivate target 1 before target 2 gets activated. If not the script will measure distance from the first target only. There should be a condition though: if bomb hits inside a preset zone = 100meters, then only activate target 2. any ideas?
  17. You saved the day...thank m8
  18. I need some help here please, this script is not working the way I want it to. I want to set up 4 target zones: targetrange = {'target1', 'target2', 'target3', 'target4'} -- targetzone name that must activate when a player enters that zone, say zone is 5 miles. Script below: targetrange = {'target1', 'target2', 'target3', 'target4'} -- targetzone name function SignalTarget() Aimpoint = trigger.misc.getZone(targetrange) Aimpointpos = {} Aimpointposx = Aimpoint.point.x Aimpointposz = Aimpoint.point.z Aimpointposy = land.getHeight({x = Aimpoint.point.x, y = Aimpoint.point.z}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} trigger.action.smoke({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.smokeColor.Green, 0) return timer.getTime() + 5 end timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) DummybombHandler = {} function DummybombHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT then BombInit = event.initiator BombInitGroup = BombInit:getGroup() _alpha = mist.getHeading(BombInit) _ordnance = event.weapon _ordnanceName = _ordnance:getTypeName() if (_ordnanceName == "weapons.bombs.BDU_50HD" or _ordnanceName == "weapons.bombs.BDU_50LD") then function TrackBombDummy() local BombDummyPos = _ordnance:getPoint() local _time = timer.getTime(); if BombDummyPos.y < land.getHeight({x = BombDummyPos.x, y = BombDummyPos.z}) + 10 then local xOffset = BombDummyPos.x - Aimpointposx local zOffset = BombDummyPos.z - Aimpointposz local BombOffset = math.sqrt(xOffset * xOffset + zOffset * zOffset) local BombOffsetInt = math.floor(BombOffset) local _beta = math.atan2(zOffset,xOffset) local _gamma = _alpha - _beta local xOffsetRel = BombOffset * math.sin(_gamma*(-1)) local zOffsetRel = BombOffset * math.cos(_gamma) local xOffsetRelAbs = math.floor(math.abs(xOffsetRel)) local zOffsetRelAbs = math.floor(math.abs(zOffsetRel)) if (xOffsetRel > 0 and zOffsetRel > 0) then trigger.action.outText("Distance off: "..string.format(BombOffsetInt) .. "m / Off right "..string.format(xOffsetRelAbs) .. "m / Too long by "..string.format(zOffsetRelAbs).."m", 10) elseif (xOffsetRel > 0 and zOffsetRel < 0) then trigger.action.outText("Distance off: "..string.format(BombOffsetInt) .. "m / Off right "..string.format(xOffsetRelAbs) .. "m / Too short by "..string.format(zOffsetRelAbs).."m", 10) elseif (xOffsetRel < 0 and zOffsetRel > 0) then trigger.action.outText("Distance off: "..string.format(BombOffsetInt) .. "m / Off left "..string.format(xOffsetRelAbs) .. "m / Too long by "..string.format(zOffsetRelAbs).."m", 10) elseif (xOffsetRel < 0 and zOffsetRel < 0) then trigger.action.outText("Distance off: "..string.format(BombOffsetInt) .. "m / Off left "..string.format(xOffsetRelAbs) .. "m / Too short by "..string.format(zOffsetRelAbs).."m", 10) end return end return timer.getTime() + 0.01 end timer.scheduleFunction(TrackBombDummy, nil, timer.getTime() + 1) end --end end end world.addEventHandler(DummybombHandler) I tried many different options without result. At most I can get only one zone active(target1)
  19. Sounds interesting, I am looking forward to your release, I think there is a demand for dynamic training missions now. SNAFU made some interesting script for a training mission where you can see the result of your bomb drops by indicating the distance from target. I really hope he gets time to expand further on that.
  20. Edited the CTTS script to Line 279 logisticItemModel = "FARP" -- Think my problem lies here, model used to spawn a logistic item and line 628 local static = { ["type"] = "FARP", ["unitId"] = logcargoCounter, ["y"] = yCenter + yofs, ["x"] = xCenter + xofs, ["name"] = "FARP Paris", --thats the name I gave it-- ["category"] = "Heliports", ["heliport_modulation"] = 0, ["heliport_frequency"] = 127.5, ["heading"] = angle, --can I leave it like this or should I have a value-- } It does tell me that a Unit was delivered but does not show the model, quite frankly I would like it better if the model does not spawn, as long as the sim sees it as a FARP and have a frequency.(wich it does not at this time)
  21. Lol...Snap Grimes...just as I edited my post I saw yours...I did exactly that.
  22. I have tried a different couple of options with no luck thus far but I think I'm on the right track here.. logisticItemModel = "FARP" local static = { ["type"] = objtype, --NOT sure here-- ["unitId"] = logcargoCounter, ["y"] = yCenter + yofs, ["x"] = xCenter + xofs, ["name"] = FARP Paris, ["category"] = "Heliports", ["heading"] = angle, } coalition.addStaticObject(country.id.USA, static)According to the Wiki: Airbase.Category = { AIRDROME, HELIPAD, SHIP }I did manage to spawn all FARP objects without a problem. EDIT: Made a mission with only a FARP in it and came up with this: [10] = { ["id"] = 2, ["static"] = { ["group"] = { [1] = { ["heading"] = 0, ["route"] = { ["points"] = { [1] = { ["alt"] = 0, ["type"] = "", ["name"] = "", ["y"] = 627201.42857143, ["speed"] = 0, ["x"] = -265531.42857143, ["formation_template"] = "", ["action"] = "", }, -- end of [1] }, -- end of ["points"] }, -- end of ["route"] ["groupId"] = 1, ["units"] = { [1] = { ["type"] = "FARP", ["unitId"] = 1, ["y"] = 627201.42857143, ["x"] = -265531.42857143, ["name"] = "FARP Static Object(mid)", ["category"] = "Heliports", ["heliport_modulation"] = 0, ["heliport_frequency"] = 127.5, ["heliport_callsign_id"] = 1, ["heading"] = 0, }, -- end of [1] }, -- end of ["units"] ["y"] = 627201.42857143, ["x"] = -265531.42857143, ["name"] = "FARP Static Object(mid)", ["dead"] = false, }, -- end of [1] }, -- end of ["group"] }, -- end of ["static"] ["name"] = "USA", }, -- end of [10] What confuses me a bit, is it a unit or a static object? Well....the search continues.....
  23. This is a real interesting concept, I see you were able to find the model name for the FARP Fuel Depot, any idea what the FARP model would be named? The idea would be to spawn a FARP after a certain amount of FARP objects were delivered to a site.
  24. Just curious...where will this object spawn?
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