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Everything posted by Grimes
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Think it is just the S-60 and KS-19. The value you are thinking of is the one below. Don't know the specifics but comparing it to other entries the "none" likely signifies that it can attack on its own, but may be less accurate or limited to its own sensors. The 2nd input likely refers to the type of dependence or what it provides. __LN.depends_on_unit = {{{"SON_9", 4}}, {{"none"}}}
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Sadly no. Best you can try to create an explosion on the ship, but I don't have the math to get precise outcomes.
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DRAW Tool - Change a drawing/object with script ?
Grimes replied to Kanelbolle's topic in Mission Editor
You have to make sure the markId is unique when you create it. The second input value is used as the id, and you have it being the same for both. You can use the mist.marker.add function to create it if you don't want to have to manage it yourself. local ref = trigger.misc.getZone("Novo") trigger.action.circleToAll(-1 , 1, ref.point , ref.radius , {1, 1, 1, 1} , {0, 0, 0, .2} , 1 , true) local ref = trigger.misc.getZone("Krymsk") trigger.action.circleToAll(-1 , 1, ref.point , ref.radius , {1, 1, 1, 1} , {0, 0, 0, .2} , 1 , true) You could pretty easily use world.getAirbases and the base capture event to draw the circles as needed. -
Nope. Depending on the mission date it is either present or its not. There is a file you can embed into a mission where you can customize the satellite information, but it isn't clear which aircraft, if any, rely on this data. Possibly it could be limited to the KA-50 since it has that page on the ABRIS that shows satellite data. But again its a fixed value with no way to modify live in a mission.
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correct as is Unit tagged as "invisible" is attacked.
Grimes replied to Hippo's topic in General Bugs
It is the task queue. The FAC task needs to be completed before the options are set. So move the options to the top. https://wiki.hoggitworld.com/view/DCS_editor_FAQ#Why_isn.27t_an_AI_task.2C_option.2C_or_command_working.3F -
Mission Editor - cannot add aircraft - me_aircraft.lua
Grimes replied to SantasGolfClub's topic in Mission Editor Bugs
Try running a repair on the game files. Do you have any mods installed? If so disable them, especially if it is an mod that adds an aircraft. Its odd if helicopters work just fine because they use the same file. So I think it would be a problem with the radio information it is trying to get. Does it occur just when you open the menu or only once you place any aircraft? -
The kilo doesn't have torpedos in game. You have to use either the WW2 sub or the Chinese sub.
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Run the game as admin to ensure that the missionScripting.lua file is correctly updated.
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They changed the name of the ROE settings. By assigning a search then engage task it is assigning a target that applies to the "only designated" setting. Basically a "do what you were assigned to do" as the setting. The two settings above it, priority designated and weapon free, allow it to attack other targets. For example if you have a SEAD flight tasking it could more proactively attack air threats. Priority designated simply means it will do SEAD first then worry about air threats. -a means it was automatically added. There is an -x that appears when the enabled box is unchecked.
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That is probably a mission triggers thing more than it is AI.
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Is it correct that immortal units can get damaged?
Grimes replied to sirrah's topic in Mission Editor
Post a track here for now. Knowing the target unit type and what it gets shot by is helpful for this sort of thing. -
Formatting strings for outtext
Grimes replied to Chesster's topic in Scripting Tips, Tricks & Issues
Yeah that has been another one of those longstanding behaviors that we can't really do anything about. Best we can do is to try and match it up as close as possible. I'll see about re-raising the issue. -
local foundUnits = {} local sw = trigger.misc.getZone('SW').point --- might as well be point local ne = trigger.misc.getZone('NE').point -- again ne.y = 10000 local volB = { id = world.VolumeType.BOX, params = { min = sw, -- you were doing {[1] = sw.point.x, [2] = 0, [3] = sw.point.z} instead of {x = sw.point.x, y = sw.point.y, z = sw.point.z} max = ne, -- again } } The vec3 table was being indexed numerically rather than x, y, z. Took me longer than I care to admit to realize that. Then when I did I just directly called the sw and nw tables while forgetting to specify point. Anyways it works.
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My experience with export is limited, but IIRC there is no "schedule function" to make sure something runs in X seconds from now or anything like that. But what you can do is use onSimulationFrame to check the time between it was last run and you can then execute functionality every x seconds rather than every single frame. It might aim for 60, but its best to sample the time each time it is run and check the difference.
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The 3rd input value is the markId. It must be unique and cannot be re-used. Best to make a function that adds 1 to generate the value. local mId = 0 function markId() mId = mId + 1 return mId end trigger.action.markupToAll(7, 2, markId(), trigger.misc.getZone('A1').point,trigger.misc.getZone('A2').point, trigger.misc.getZone('A3').point, trigger.misc.getZone('A4').point, {0, 0, 1, 0}, {1, 0, 0, 0.3}, 4) trigger.action.markupToAll(7, 2, markId(), trigger.misc.getZone('B1').point,trigger.misc.getZone('B2').point, trigger.misc.getZone('B3').point, trigger.misc.getZone('B4').point, {0, 0, 1, 0}, {1, 0, 0, 0.3}, 4)
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Yeah the fix was in this patch but for whatever reason left off the changelog.
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The skill as saved in the DB is "Client" not "Clients". You should also be able to pass "human" as a skill value and it will include any aircraft set to player and client. Me being me not using my own functions that I write you can easily get it from iterating a table yourself. local list = {} for uName, uData in pairs(mist.DBs.humansByName) do if uData.coalition == 'blue' then table.insert(list, uName) end end
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Yeah that is a DCS bug where getName() on static objects is just returning the word "static" instead of the actual name. Should be fixed in the next DCS patch.
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Would have to do some digging in the mission editor files to figure out if it could even be modified. The answer is not likely.