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AbortedMan

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  1. I believe this no longer works for the Hind due to the keybind changes made in the last patch on 7/21.
  2. Can someone help me understand the TOT timing of the campaign generated AI flights? It seems like all of my A/A escort flights are planned to be at target like 5-8 minutes after the strike package flight which inevitably gets them shot down by enemy CAP. This doesn't make sense to me. Am I supposed to edit all of them on my own to plan it correctly? Is there a cue to push on when you get to the "hold" waypoint and meet up with an escort/DEAD flight or is it simply supposed to be a visual meet up and press on with the AI as they progress type of deal? Also, is it possible to see your flight's radio freq somewhere other than the mission editor before the start?
  3. You need to comment out line 12 in your description.lua file else the front panel on the RIO cockpit is missing texture. livery = { --Mod by Fubarbrickdust, conversion for IC check by Wrench. --RIO/DiffuseRM {"HB_F14_CPT_RIO_ANNUNC", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_ANNUNC",false}; {"HB_F14_CPT_RIO_BUTTONLIGHTS_GREEN", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_BUTTONLIGHTS_GREEN",false}; {"HB_F14_CPT_RIO_BUTTONLIGHTS_RED", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_BUTTONLIGHTS_RED",false}; {"HB_F14_CPT_RIO_DDD_BUTTONS", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_DDD_BUTTONS",false}; {"HB_F14_CPT_RIO_L_BREAKERS_03", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_L_BREAKERS_03",false}; {"HB_F14_CPT_RIO_L_BREAKERS_05", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_L_BREAKERS_05",false}; --{"HB_F14_CPT_RIO_L_BREAKERS_08", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_L_BREAKERS_08",false}; --{"HB_F14_CPT_RIO_L_BREAKERS_08", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_L_BREAKERS_08 copy",false}; {"HB_F14_CPT_RIO_L_BREAKERS_08_RoughMet", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_L_BREAKERS_08_RoughMet",false}; {"HB_F14_CPT_RIO_L_BREAKERS_09", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_L_BREAKERS_09",false}; {"HB_F14_CPT_RIO_L_BREAKERS_09_RoughMet", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_L_BREAKERS_09_RoughMet",false}; {"HB_F14_CPT_RIO_rMainPanel", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_rMainPanel",false}; {"HB_F14_CPT_RIO_ROLLERS", 0 ,"/RIO/DiffuseRM/HB_F14_CPT_RIO_ROLLERS",false}; {"HB_F14_Datapanel", 0 ,"/RIO/DiffuseRM/HB_F14_Datapanel",false}; {"HB_F14_RIO_rPanels", 0 ,"/RIO/DiffuseRM/HB_F14_RIO_rPanels",false}; --Color {"HB_F14_CPT_F110_PANEL", 0 ,"/Color/HB_F14_CPT_F110_PANEL",false}; {"HB_F14_CPT_FRONT_01", 0 ,"/Color/HB_F14_CPT_FRONT_01",false}; {"HB_F14_CPT_FRONT_03", 0 ,"/Color/HB_F14_CPT_FRONT_03",false}; {"HB_F14_CPT_FRONT_04", 0 ,"/Color/HB_F14_CPT_FRONT_04",false}; {"HB_F14_CPT_FRONT_05", 0 ,"/Color/HB_F14_CPT_FRONT_05",false}; {"HB_F14_CPT_FRONT_06", 0 ,"/Color/HB_F14_CPT_FRONT_06",false}; {"HB_F14_CPT_FRONT_07", 0 ,"/Color/HB_F14_CPT_FRONT_07",false}; {"HB_F14_CPT_FRONT_08", 0 ,"/Color/HB_F14_CPT_FRONT_08",false}; {"HB_F14_CPT_GAUGES", 0 ,"/Color/HB_F14_CPT_GAUGES",false}; {"HB_F14_CPT_LIGHTS_PILOT", 0 ,"/Color/HB_F14_CPT_LIGHTS_PILOT",false}; {"HB_F14_CPT_RFRAME", 0 ,"/Color/HB_F14_CPT_RFRAME",false}; {"HB_F14_CPT_R_UNDERBASE", 0 ,"/Color/HB_F14_CPT_R_UNDERBASE",false}; --Color/Nrm {"HB_F14_CPT_FRONT_04_Nrm", 0 ,"/Color/Nrm/HB_F14_CPT_FRONT_04_Nrm",false}; --Color/RoughMet {"HB_F14_CPT_FRONT_04_RoughMet", 0 ,"/Color/RoughMet/HB_F14_CPT_FRONT_04_RoughMet",false}; --glass --{"HB_F14_CPT_CANOPYGLASS", 0, "/Color/HB_F14_CPT_CANOPYGLASS", false}; --{"HB_F14_CPT_CANOPYGLASS", ROUGHNESS_METALLIC, "/Color/RoughMet/HB_F14_CPT_CANOPYGLASS_RoughMet", false}; }
  4. InitLimit is broken when spawning CARGO_GROUP using function(SpawnGroup) (as in my post above)...I'm a Lua newb, but trying to work on a way to manually stop spawning of units that have been spawned in with the code that is misbehaving to create a workaround for the issue. It's currently crippling the mission I have planned. Can anyone assist with this? --Add Infantry to CARGO SET local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() -- Here we setup the spawning of Infantry.. local SpawnCargoInfantry = SPAWN :New( "Infantry" ) :InitLimit( 40, 60 ) :InitRandomizeZones( { ZONE_POLYGON:NewFromGroupName( "Pickup Location" ) } ) :OnSpawnGroup( function( SpawnGroup ) -- This will automatically add also the CargoInfantry object to the SetCargoInfantry (in the background through the event system). [b] -- This line below breaks the InitLimit function by, I suspect, changing the name of the group that is spawned before InitLimit can count it[/b] local CargoInfantry = CARGO_GROUP:New( SpawnGroup, "Infantry", SpawnGroup:GetName(), 150 ) end ) :SpawnScheduled( 2, 0.5 ) --[b]Here is my code to try and stop spawning after 10 Infantry have been spawned[/b] local SpawnCargoInfantry = GROUP:FindByName( "Infantry" ) SpawnCargoInfantry:HandleEvent( EVENTS.Birth ) function SpawnCargoInfantry:OnEventBirth( EventData ) InfantrySize = SpawnCargoInfantry:GetSize() if InfantrySize > 10 then self:SpawnScheduleStop() end end [b]--Here is my code to try and start spawning once <10 Infantry are alive[/b] SpawnCargoInfantry:HandleEvent( EVENTS.Dead ) function SpawnCargoInfantry:OnEventDead( EventData ) self:SpawnScheduleStart() end Neither of my additions are working. Is self:SpawnScheduleStop() and start not seeing the original SpawnScheduled(2, 0.5) to identify what to start/stop?
  5. Can anyone help identify whether this is a DCS/MOOSE bug or am I doing something wrong?... I went to the MOOSE discord to seek assistance with creating a respawning "stream" of APCs filled with infantry using AICargoDispatchAPC that will continuously attempt to enter a zone (inevitably being destroyed until a player intervenes and clears the way). This requires the APC and its CARGO infantry group to respawn and function again as it did at the start of the mission. AICargoDispatcherAPC breaks unless the :OnSpawnGroup/CARGO_GROUP etc lines are added, but when those are added the :InitLimit line is ignored and infantry gets spawned infinitely. I only want a small number of APCs and infantry alive at one time so it doesn't bog down the mission, but the script I found on the Discord (from someone that had an identical request back in July) seems to be missing something or bugged so it's ignoring :InitLimit( 5,25 ) or any other number I enter...it just keeps creating infantry infinitely. I suspect it's something to do with the :OnSpawnGroup changing the whatever the InitLimit is looking to count so it never reaches its designated limit. Does anyone have any insight on how to fix this? Zone1 = ZONE:New("spawn1") Zone2 = ZONE:New("spawn2") Destination1 = ZONE:New("DeployZone") Zonegroup1 = {Zone1} Zonegroup2 = {Zone2} CargoInfantrySet = SET_CARGO:New():FilterTypes( "Unit" ):FilterStart() SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart() DeployZonesSet = SET_ZONE:New():FilterPrefixes( "DeployZone" ):FilterOnce() AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, CargoInfantrySet, nil, DeployZonesSet,500 ) AICargoDispatcherAPC:SetDeploySpeed(40) AICargoDispatcherAPC:SetPickupSpeed(40) AICargoDispatcherAPC:__Start(10) Spawn_LCAC = SPAWN:New("APC") :InitKeepUnitNames() :InitLimit(4,15) --:InitRandomizeTemplate( LCACPlatoons ) :InitRandomizeZones(Zonegroup1) :SpawnScheduled( 7, 0 ) Spawn_Infantry = SPAWN:New("Unit") :InitKeepUnitNames() :InitLimit(5,25) -- :InitRandomizeTemplate(LCACInfantry) :InitRandomizeZones(Zonegroup1) --:InitCleanUp(240) :OnSpawnGroup( function( SpawnGroup ) CARGO_GROUP:New(SpawnGroup,"Unit",SpawnGroup:GetName(),150,20) end) :SpawnScheduled( 5, 0 )
  6. Following the instructions on page 37 of the manual and the EXPORT button only creates "VAICOMPRO.export.lua" and no .vap file. What am I doing incorrectly? EDIT: Never mind...realized the auto-update function wasn't completing successfully so I ran the updater.cmd within the VAICOMPRO folder and it worked.
  7. Bind/use the "AUTO" keybind to transmit when giving a voice command.
  8. Are the F10 menu options to create crates/load units in a heavily scripted custom mission on a multiplayer server like DDCS the ones referenced in the manual as "custom scripting is used and and not accessible at this time"? I'm trying to get them working...they've seemed to be imported to the profile and are recognized, but no menu actions are being performed. I'm having to create my own commands that just send raw keyboard input, but the F7 (and F12) simply will not be received by DCS making menu navigation impossible...even when pressing them on my keyboard manually. Other F# keys are working. EDIT - FIXED!: TrackIR was grabbing F7 and F12 for the default "precision" and "pause" function within its own program. Keyboard issue fixed!...but custom F10 commands are still not working when imported using the import F10 function.
  9. Any voice commands for UH-1H gunner ROE? I've combed the command list as well as the manual and can't seem to find them. Am I just missing something or will I need to add it when I get a chance?
  10. Thanks for the reply. I fixed this by closing DCS and then having VoiceAttack started before starting DCS. Doesn't happen anymore! Bonus question...Does VAICOM PRO have a voice command for telling Huey gunners to change ROE? (hold fire, return fire, free fire)
  11. I'm having an issue where the radio menu in DCS pops up for 5 seconds then disappears for 5 seconds every time VoiceAttack/VAICOM PRO is running. I can't seem to pinpoint the issue. I've tried rebinding PTT buttons, closing SRS, using different radios...this is happening in all aircraft.
  12. Apparently the #6 cartridge option in the kneeboard selects the closest enemy ground unit and presumably loads it into the cartridge, but I can't seem to get it to work. Does this have to be the first/only cartridge loaded? I'm trying right now online after a sortie where I used my own waypoints, and now I can't seem to load any cartridge from the kneeboard using in/out cartridge and loading it with 9099 on the computer. Anyone have success using this to attack enemies one by one in MP?
  13. Anyone familiar with using TACAN to find your wingman distance (and/or bearing) in the Hornet? You can use TACAN like this in the Mirage, but when following the same steps in the Hornet all I could get was a spinning TACAN icon around my aircraft in the HSI. Anyone have success? TACAN to wingman instructions for Mirage (followed this, but in context of the Hornet): Set TACAN rotary to A/A and X or Y. Use a separation between leader and wingman of 63 channels. For example you on Channel 3 and your wingman on Channel 66. Move the HSI rotary to TACAN. You will see on the HSI distance display your distance with your wingman.
  14. Anyone familiar with using TACAN to find your wingman distance (and/or bearing) in the Harrier? You can use TACAN like this in the Mirage, but when following the same steps in the Harrier all I could get was a spinning TACAN icon around my aircraft in the HSI. Anyone have success? TACAN to wingman instructions for Mirage (followed this, but in context of the Harrier): Set TACAN rotary to A/A and X or Y. Use a separation between leader and wingman of 63 channels. For example you on Channel 3 and your wingman on Channel 66. Move the HSI rotary to TACAN. You will see on the HSI distance display your distance with your wingman.
  15. Huuuuge bummer! I got extra screens and MFDs for the Harrier and Hornet (mostly the Hornet). Quite deflating to see this not working on day 1. Thanks for the heads up, though. Would have never guessed this.
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