Jump to content

Grimes

ED Beta Testers
  • Posts

    9670
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Grimes

  1. 2021-07-17 04:40:57.515 ALERT LUACOMMON: Error: GUI Error: [string "./MissionEditor/modules/me_aircraft.lua"]:923: cart has no default task! cart is the unit typename. It is something from one of the mods you have installed. Probably best to figure out which mod is at fault and alert whoever made it and uninstall it in the meantime.
  2. Post your DCS.log. Likely there will be lua errors associated with the editor.
  3. That is a separate bug but has been around for quite a while now.
  4. This one is a little weirder. It appears AI always go to WP 1 and orbit there until the flight is off the ground. Of course they can't do a normal orbit they gotta do it in a right hand circle instead of left hand. Donno why that is but it is beside the point. Once the flight is off the ground the AI return to their route or do whatever tasks were at WP0. This was a problem point in the past. Several of the DLC campaigns used either follow or attack map object waypoints on the initial take-off point that the AI simply would ignore entirely. That aspect of it got fixed but when the task occurs seems to be tied to the task itself. For instance with Follow the AI will immediately go follow the aircraft after take-off without waiting for the wingman. Orbit and attack map object both occurred but after the wingman got airborne. Pushing tasks also yielded mixed results. Attack group/unit/map object would execute immediately for the lead aircraft that was airborne, but other tasks could be forgotten along the route and it depended on when the task was assigned. If the AI didn't transition from take-off to WP1 when the task was pushed nothing would happen. I need to do some more testing on this before reporting to figure out the specifics.
  5. Reported. It is also a step extra broken in test build as -4 won't attempt to connect.
  6. Seems to break when you change the formation. If using the default echelon right open formation the flight is able to keep the orbit more or less sane. Reported.
  7. What the hell? Thats certainly an odd one. Seems to only impact RPA. Reported.
  8. Yeah, I reported it 2 weeks ago.
  9. I'll report em. Coulda swore it defaulted to allow abort mission for the longest time. I did make a feature request a while back that was basically a way to customize default values for just about anything in the editor. Something like you place a SEAD flight and it has custom speed, altitude, and options set which could be different than if you placed a CAP flight or whatever. I'll definitely mention in the report on evasive vertical maneuver that it prevents AI from completing their objective.
  10. That looks like reaction to threat behavior. Which is odd since there is only 1 thing that can actually kill them. Likely due to the SA-6 deciding to lock the flight even though it has no launchers in the group to attack with. However there is probably a couple bugs worth reporting here. 1. With reaction to threat of evasive vertical maneuver the AI decides to extend when given the attack order even though they are within firing range. Doesn't occur with evade fire reaction. 2. Vertical maneuver is basically on the deck which severely nerfs the attack range of the HARM and the AI seem to ignore the new tasks even though they shouldn't. 3. Need to check it, but fairly certain they break Line of Sight in a few spots on the deck so maybe the AI shouldn't be that scared to attack during the whole route.
  11. The SEAD enroute task is still active. This allows the AI to attack any detected ground radar along their route at any point in time. Delete that task and the AI will follow their route and only attack the designated targets when told to.
  12. Its in each data base file for a given object type. The ones stored in Coremods are still accessible but they hid everything from Scripts/Database/. For instance with the Harrier it has the following that is used to define its tasks. Tasks = { aircraft_task(GroundAttack), aircraft_task(PinpointStrike), aircraft_task(CAS), aircraft_task(AFAC), aircraft_task(RunwayAttack), aircraft_task(AntishipStrike), aircraft_task(SEAD), aircraft_task(Escort), },
  13. If you know the format and all the required entries for a trigger sure, it can be done. Its just a big lua table. Most I've done was extract the mission and update the coordinates for a specific unit. But there are scripts out there that inject real time weather and time of day into missions.
  14. Nothing really built into the game. AI aircraft set to the FAC task will constantly attack targets with smoke, but there is not comms other than the built in bullseye calls when they run in on a target. You'd have to use scripts like CTLD that have auto smoke marking and messages.
  15. Make a list of unit objects that can be players and cross reference it. For instance mist makes a DB of aircraft names players can occupy and the check could be as simple as: local initName = event.initiator:getName() if initName and mist.DBs.humansByName[initName] then -- a player ejected end
  16. The stats get saved to Saved Games\DCS\Slmod\SlmodStats.lua by default. Its just a big lua file that keeps getting written to when DCS is open. Its a little odd in that it doesn't write the whole file at once, rather it streams the data in and due to how lua works it will just use the most recent value for a given entry. Slmod does have an option to save stats in a json format, which doesn't get constantly written to like the lua file does. Since json is more web friendly of a format I'd recommend parsing that version of the stats file. I haven't done anything really with discord bots or made a website in the last 10+ years so I couldn't help you on how to get the stats displayed outside of DCS.
  17. They are effectively embedded in an exe or dll now and cannot be edited.
  18. You can't. Whatever is defined in the editor is how aircraft in MP start and there simply is no planner available n MP.
  19. Pushed an update last night that should work for you. https://github.com/mrSkortch/MissionScriptingTools/commit/c4b96b896b05d60a5384368b6b6c0e8c03933998 Still documenting changes in the wiki, but you can see the difference here: https://wiki.hoggitworld.com/view/MIST_cloneInZone You need to add a table entry to the end of the function call. Something like: mist.cloneInZone('group', 'zone', nil, 2000, {initTasks = true}). If it is stationary you can also use the either the other inputs of offsetWP1 or offsetRoute.
  20. Working as expected. The game doesn't delete messages on your screen if you switch slots. They will display for however long the message was set to display for before being removed. If you pass 1 as the groupId and sit in any other aircraft when the message occurs you won't see it. Likewise if you switch to group 1 after the message was triggered you won't see it.
  21. I mean the ends of the paths are not connected. Blue are the paths AI take from a spawn point to get to a catapult. Green are the paths AI take after landing to get to a parking spot. While AI may park in the same general spot after landing that point is not connected with the path AI could take to get back to a catapult. At a normal airbase it would all just be one color because all of the paths are connected and it is an actual nav-mesh. Think of it like this, on the carrier there are 16 unique spawn points each with their own route to their own catapult. At an airbase there could be 16 spawn points but each point connects with the same shared taxiway, it is just a question of where it connects. You can kind of see that in the screenshot where lines appear to be "thicker". Some of the points on different paths have literally the same coordinate. With the landing waypoint aircraft will despawn automatically about a half hour after the engines have shutoff. This won't apply to the landReFuAr waypoint at an airbase. Unsure if it knows AI can't take-off again from a CV and it treats it like a normal landing point.
  22. There is in the server API but not in the mission scripting environment. Setting a flag and using the trigger is the only workaround. Or setting a trigger with a lua predicate to look for some global value and returning true to execute the trigger.
  23. Not sure why it would be crashing, but there are some errors in your math. Namely getPoint() and zone.point are vec3 values not vec2. Gotta use z instead of y. Just to ensure the its doing what you want it to do, adding parenthesis for math like that is also recommended. math.sqrt((xDiff * xDiff) + (yDiff * yDiff)) Could put it in a do script rather than a predicate to see if it crashes.
  24. -admin ban and unban will only change the bannedclients file. You have to forgive the penalties. Easiest way to do that is via chat command. Find their id in the penaltyStats file. Should be just a number and displayed file: ["id"] = 6, Using chat commands as an admin you can use the following command to get a list of their offenses, how many penalty points each has, etc. https://github.com/mrSkortch/DCS-SLmod/wiki#-admin-score-statid- You can then use the command directly below it to start forgiving stuff. Gotta do it one at a time, but the following would forgive the player with id 6 for the teamkills at index 1 and 2, and a team hit at index 5. -admin forgive 6 tk 1 -admin forgive 6 tk 2 -admin forgive 6 th 5
×
×
  • Create New...