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Everything posted by Midnight
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Everything sorted the way Grimes explained. Thanks mate.
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Bloody NICE!!
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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
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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
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Late activation was set, will try the "Start Time" method although it will not suit my purpose. Thanks for the input.
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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!
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What the .... is this? Some kind of spam? ^^^^^^^^^^^^^^^^
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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
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^^^^ 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.
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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.
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Thanks for your hard work on this Fuzz, looking forward to testing this man!
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Is there anyone still running Servman after 1.2.5?
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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)
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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!
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Thanks galevsky06, that was a mouth full man, you are a great help. I will test it immediately.
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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?
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You saved the day...thank m8
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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)
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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.
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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)
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Lol...Snap Grimes...just as I edited my post I saw yours...I did exactly that.
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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.....
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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.
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Just curious...where will this object spawn?