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Grimes

ED Beta Testers
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Everything posted by Grimes

  1. That looks like a static object used as a fuel tank. While there is a fuel tank object from Caucuses that is used on the Syria map, its not that specific object.
  2. Just providing a workaround given the current behavior that I hope gets fixed. If you want them to keep firing at targets you can always create a triggered action of fire at point and trigger that at a set interval. Once> Time more than 5>Flag X increase 1, AI Push Task(Fire at point) Switched Condition> Time since flag X is 900> Flag X increase 1, AI Push Task(Fire at Point) May need to adjust the time since flag value slightly to account for aiming time and rearm time. That will create an infinite loop of attack, rearm, attack.
  3. IIRC it had the behavior of the old Harpoon, where it'd just get to sea skimming altitude and stay there. Then when it did the pop up it would over shoot and be unable to pull down hard enough and always miss the target.
  4. Put it in saved games instead?
  5. It might still be tied to the main "hidden" value.
  6. Choose an expend value that is lower or equal to the number of rockets available. If you want them to fire 999 rockets and rearm, then make the group consist of 84 MRLS launchers. Alternatively change it to 20. Then 20 rockets will be fired and those 20 will be rearmed once all have been launched.
  7. According to that log you have a bunch of mods that appear to have their own errors with loading. The error in the editor is stated below. I have to assume you have a mod installed that modifies the me_briefing.lua file or its an older version of the file because by default there is nothing on line 122. And a mod like my coalition modification does have something on that line, but it doesnt contain dialogsDir. Try deleting that file and running a repair. LUACOMMON: Error: GUI Error: [string "./MissionEditor/modules/me_briefing.lua"]:122: attempt to concatenate field 'dialogsDir' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_briefing.lua"]:122: in function 'create_' [string "./MissionEditor/modules/me_briefing.lua"]:184: in function '?' [string "./MissionEditor/modules/me_toolbar.lua"]:1132: in function 'untoggle_all_except' [string "./MissionEditor/modules/me_toolbar.lua"]:1211: in function <[string "./MissionEditor/modules/me_toolbar.lua"]:1207>
  8. Grimes

    GAI

    Not exactly, but IIRC that behavior wasn't completely based on detection. Wanna say range was the deciding factor where it spawned the group once the enemy was within 50km of the airbase. There is no trigger for that but there is a scripting engine function that does exist. https://wiki.hoggitworld.com/view/DCS_func_getDetectedTargets
  9. Modify the miz directly by changing the type within the embedded mission file.
  10. Set a quantity for rounds expended. Otherwise the AI consider the task to still be active. That said not sure why there would be a difference between release and open beta on this.
  11. IIRC it isn't fully implemented yet. Just the UI for it is.
  12. Full description.lua for it. If it is case sensitive then that is why the helmet doesn't work. The Body value is also different, which I'm guessing is just the "pilot_A10" entry. livery = { {"A-10_Bulet", DIFFUSE , "damage_a-10_1", false}; {"A-10_Bulet", NORMAL_MAP , "damage_a-10_normal", false}; {"A-10_Bulet", SPECULAR , "damage_a-10_spec", false}; {"A-10C_PAINT_1-L", DIFFUSE , "a10cii_1l", false}; {"A-10C_PAINT_1-L", NORMAL_MAP , "a10cii_1l_normal", false}; {"A-10C_PAINT_1-L", SPECULAR , "a10cii_1l_roughmet", false}; {"A-10C_Engine", DIFFUSE , "a-10_engine", false}; {"A-10C_PAINT_1-g", DIFFUSE , "a10cii_1g", false}; {"A-10C_PAINT_1-g", NORMAL_MAP , "a10cii_1g_normal", false}; {"A-10C_PAINT_1-g", SPECULAR , "a10cii_1g_roughmet", false}; {"A-10C_PAINT_1-e", DIFFUSE , "a10cii_1e", false}; {"A-10C_PAINT_1-e", NORMAL_MAP , "a10cii_1e_normal", false}; {"A-10C_PAINT_1-e", SPECULAR , "a10cii_1e_roughmet", false}; {"A-10C_PAINT_1-j", DIFFUSE , "a10cii_1j", false}; {"A-10C_PAINT_1-j", NORMAL_MAP , "a10cii_1j_normal", false}; {"A-10C_PAINT_1-j", SPECULAR , "a10cii_1j_roughmet", false}; {"A-10_Ruber Main", DIFFUSE , "a-10c_74th fs_1-j", false}; {"A-10C_PAINT_1-h", DIFFUSE , "a10cii_1h", false}; {"A-10C_PAINT_1-h", NORMAL_MAP , "a10cii_1h_normal", false}; {"A-10C_PAINT_1-h", SPECULAR , "a10cii_1h_roughmet", false}; {"A-10C_PAINT_1-b", DIFFUSE , "a10cii_1b", false}; {"A-10C_PAINT_1-b", NORMAL_MAP , "a10cii_1b_normal", false}; {"A-10C_PAINT_1-b", SPECULAR , "a10cii_1b_roughmet", false}; {"A-10C_canopy_glass", DIFFUSE , "a-10c-canopy-glass", false}; {"A-10C_Form_Light", DIFFUSE , "a-10c_74th fs_1-a", false}; {"A-10C_Form_Light", SELF_ILLUMINATION , "a-10-y-light", false}; {"A-10C_PAINT_1-c", DIFFUSE , "a10cii_1c", false}; {"A-10C_PAINT_1-c", NORMAL_MAP , "a10cii_1c_normal", false}; {"A-10C_PAINT_1-c", SPECULAR , "a10cii_1c_roughmet", false}; {"A-10C_PAINT_1-a", DIFFUSE , "a10cii_1a", false}; {"A-10C_PAINT_1-a", NORMAL_MAP , "a10cii_1a_normal", false}; {"A-10C_PAINT_1-a", SPECULAR , "a10cii_1a_roughmet", false}; {"A-10C_PAINT_1-ad", DIFFUSE , "a10cii_1ad", false}; {"A-10C_PAINT_1-ad", NORMAL_MAP , "a10cii_1ad_normal", false}; {"A-10C_PAINT_1-ad", SPECULAR , "a10cii_1ad_roughmet", false}; {"A-10C_PAINT_1-d", DIFFUSE , "a10cii_1d", false}; {"A-10C_PAINT_1-d", NORMAL_MAP , "a10cii_1d_normal", false}; {"A-10C_PAINT_1-d", SPECULAR , "a10cii_1d_roughmet", false}; {"A-10C_PAINT_1-k", DIFFUSE , "a10cii_1k", false}; {"A-10C_PAINT_1-k", NORMAL_MAP , "a10cii_1k_normal", false}; {"A-10C_PAINT_1-k", SPECULAR , "a10cii_1k_roughmet", false}; {"A-10C_PAINT_1-f", DIFFUSE , "a10cii_1f", false}; {"A-10C_PAINT_1-f", NORMAL_MAP , "a10cii_1f_normal", false}; {"A-10C_PAINT_1-f", SPECULAR , "a10cii_1f_roughmet", false}; {"A-10C_PAINT_1-i", DIFFUSE , "a10cii_1i", false}; {"A-10C_PAINT_1-i", NORMAL_MAP , "a10cii_1i_normal", false}; {"A-10C_PAINT_1-i", SPECULAR , "a10cii_1i_roughmet", false}; {"A-10C_Cockpit", DIFFUSE , "a-10c_cockpit", false}; {"A-10C_Reflektor", DIFFUSE , "a-10c_74th fs_1-f", false}; {"A-10_headlight", DIFFUSE , "f15_bano", false}; {"f15_selfillum", DIFFUSE , "f15_glass", false}; {"f15_selfillum", SELF_ILLUMINATION , "f15_glass", false}; {"A-10_Ruber F", DIFFUSE , "a-10c_74th fs_1-f", false}; {"A-10_BANO_bill", DIFFUSE , "f15_bano", false}; {"A-10_Bulet_Black", DIFFUSE , "damage_a-10_1b", false}; {"A-10_Bulet_GLASS", DIFFUSE , "ah-64_buletglass", false}; {"A-10_Number", DIFFUSE , "tactnumbers-usaf-light_black", false}; {"A-10_Number_Noze_F", DIFFUSE , "tactnumbers-usaf-light_black", false}; {"A-10_Number_Noze_T", DIFFUSE , "tactnumbers-usaf-light_black", false}; {"A-10_Number_Wheel", DIFFUSE , "tactnumbers-usaf-light_black", false}; {"A-10_ANO", DIFFUSE , "ns_a-10_bano", false}; {"A-10_ANO", SELF_ILLUMINATION , "ns_a-10_bano", false}; {"A-10_Bulet_Brawn_GLASS", DIFFUSE , "a-10_brawn_buletglass", false}; {"a10c_cpt_tracker", DIFFUSE , "a10cii_tracker_diffuse", false}; {"a10c_cpt_floor", DIFFUSE , "a10cii_floor_diffuse", false}; {"pilot_F18_helmet_glass", DIFFUSE , "pilot_a10_visor", false}; {"pilot_F18_helmet_glass", SPECULAR , "pilot_a10_visor_roughmet", false}; {"pilot_F18_belts", DIFFUSE , "pilot_a10_belts", false}; {"pilot_F18_belts", NORMAL_MAP , "pilot_a10_belts_nm", false}; {"pilot_F18_belts", SPECULAR , "pilot_a10_belts_roughmet", false}; {"pilot_A10_helmet", DIFFUSE , "pilot_a10_helmet", false}; {"pilot_A10_helmet", NORMAL_MAP , "pilot_a10_helmet_nm", false}; {"pilot_A10_helmet", SPECULAR , "pilot_a10_helmet_roughmet", false}; {"pilot_A10", DIFFUSE , "pilot_a10", false}; {"pilot_A10", NORMAL_MAP , "pilot_a10_nm", false}; {"pilot_A10", SPECULAR , "pilot_a10_roughmet", false}; {"A-10C_Cockpit_Night", DIFFUSE , "a-10c_cockpit_nigh", false}; {"A-10C_Cockpit_Night", SELF_ILLUMINATION , "a-10c_cockpit_nigh", false}; {"A-10 Eject Seat", DIFFUSE , "a-10_eject_seat 1024", false}; {"f15_glass_main", DIFFUSE , "f15_glass", false}; {"A-10C_elements_01", DIFFUSE , "a-10c_stick", false}; }
  13. Left Shift + J is the default keybind for "camera jiggle toggle" in the general category. It is also a setting in Misc> F2 View Effects.
  14. The template for the A-10C is mostly compatible with the A-10CII. There is a slight difference due to the Pave Penny pod and it being missing on the new A-10CII. I've attached two screenshots of what it looks like loading my unmodified several year old livery on both aircraft. The section where the Pave Penny was at is the only extremely obvious difference I've seen. You could definitely paint over the "interior" of the Pave Penny as highlighted from my screenshot of the "A" section where it is located. Could also use the same version for all 3 variants of the A-10C. Only potential downside is that if you take damage, and the pavepenny pod is exploded off the aircraft, you won't see its "interior". Alternatively keep all of the files the same but have a different A livery file for the older A-10A and A-10C models.
  15. If you are able to open those mission files without issue then chances are it'll just not load those ships. Any trigger or tasking associated with them will then be deleted automatically. Going into the miz file and editing it like I did to fix it is one way. They might fix the editor so it doesn't error out on loading like it did. There is also a list of units that have had their names changed, so adding the ships to there would also be a fix they could do.
  16. Bit of both to be honest. On the DCS side it is a weird event because the initiator is usually nil. On the slmod side of things I believe I had fixed it with this revision: https://github.com/mrSkortch/DCS-SLmod/commit/6dc3f39e86d5938aa9b57783c441c8f30e50d43e Just had to add some better error checking for if initiator exists and what type of object it is. Anything with build 135 and above should have it fixed. The error itself doesn't create that big of an impact. It'll just be missing if you output the events table.
  17. Combat/All is a filter for accessing the neutral coalition. With it on combat only countries assigned to red/blue show up. With it on All then every country is listed. I guess it also displays every object assigned to a given country regardless of the historical filter.
  18. Fixed the mission. It was nothing that you did wrong. Deka decided to rename the object types for their ships and there is no reference to the old names. So the editor loads the mission, doesn't know what a unit type is, and just decides to delete it. The problem arose with another function in the editor that goes through and does something with waypoints connected to other objects like takeoff/landing on ships. You had two aircraft set to land on a ship that to the game no longer exists, thus it errored out. Mission13_V1_3_fixed.miz
  19. I was talking about this. See the screenshot. Note how the list is different and the title has the year being used to filter the aircraft listed.
  20. Click the watch icon on the bottom bar. That is "historical" mode which is a feature that filters the list of available units based on the year and country. Sometimes when objects get added to the game they forget to update the historical database with that new object, as a result if you have it enabled the object won't be selectable. You can turn this mode on or off at any point, its just an optional filter.
  21. Slmod 7.6 is now on develop branch.
  22. Thats odd. I guess there is or at least was some mechanism that saves a name of the role within the table. Not entirely sure why it is there. Could be legacy or could be for localization by the game. Checked the editor lua files for it and nothing jumped out. Uploaded a fix to github dev branch. BTW, you will need to switch the order of mist and CTLD in your trigger. Table from recent mission I made. ["roles"] = { ["artillery_commander"] = { ["neutrals"] = 3, ["blue"] = 0, ["red"] = 5, }, -- end of ["artillery_commander"] Table from your mission. ["roles"] = { ["artillery_commander"] = { ["name"] = "ARTILLERY CMD", ["blue"] = 2, ["neutrals"] = 0, ["red"] = 2, }, -- end of ["artillery_commander"]
  23. For the most part they are compatible. Most likely you will only need to repaint the nose section of the aircraft unless you already painted over the "interior" textures of the pave penny pod mounting. Other tweaks might also be needed, I haven't delved that deeply into it.
  24. If I am reading your request correctly you can. Its what the "condition" box and the percentage box near the top correspond do. With condition you can write a short bit of code to return true/false to spawn the group. The percentage box out of a 100 means that is the percent chance that the group will exist in the mission. Granted both of these only run the check once, while loading, but it is a quick "triggerless" method of randomly spawning objects.
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