Jump to content

Subferro

Members
  • Posts

    152
  • Joined

  • Last visited

Everything posted by Subferro

  1. Question regarding the teleportGroup function: I’m trying to set up a trigger that causes a carrier to teleport back to its original waypoint so that the player never has to deal with the carrier turning downwind. It sort of works, but static objects I placed on the deck despite being linked to the unit don’t show up when it respawns. Also I put true for the second parameter in teleportGroup, but the new ship isn’t findable on the same TACAN channel. Any way to make these two things happen?
  2. Does the slave mode work for the pod? If I set an A/C LOS using the DMT, then pull up the TPOD, it doesn’t snap to the DMT designated spot. Is it something procedurally wrong on my end or not yet implemented?
  3. I won’t pretend to know more than anyone else here, but wouldn’t it have to keep firing while moving to allow lasing of moving targets? My understanding is that point track mode isn’t always used for this and often it’s manual slewing. Definitely could be wrong though
  4. Yeah but that sends everything back to the VV. I want the DMT to stay put and just re-slave the maverick
  5. Along the same lines, is there a way to return the Mavericks to the DMT designated spot? Ie if I skew the Mac seeker then want to return to the DMT, how can I do that? I’ve tried cage/uncage but that just takes it to wherever it was last looking.
  6. Ugh, thank you. I thought for sure it had to be in there but a Ctrl-F for Witches Hat wasnt finding it, obviously because they use the "depressed attitude" name in that section. I knew I was missing stuff on HUD symbology, but kept looking at the beginning of the document rather than closer to the end. Thank you for giving me more reading.:thumbup:
  7. Calm down, no one is trying to use the AOA to determine if the aircraft is level. All they're doing is using the AOA gauge as a way to measure the amount of depression of the of the Witches Hat. If the AOA gauge says 6º, then the VV should be 6º away from the aircraft chord (assuming the aircraft displays AOA in degrees rather than 'units', but that's another discussion). If the VV and Witches hat are overlayed, then you can use that to say the Witches Hat is also 6º away from nose. EDIT: well I was ninja'd by another post. That image of the hud seems to negate what I was saying about the Witches Hat... I'll go back to brush up on my geometry :poster_oops:
  8. You’re right, they didn’t need too, and yet the MiG-21 remains stagnant. If it really was an internal model that they wanted to share, charging for it is just insult to injury. Look I get that companies need to make money, but this is the same slippery slope argument of DCS WWII. When it becomes apparent that you can make more income with less effort by cranking out relatively (compared to more modern jets) simple prop aircraft, where is the incentive to make the more complex models? ED is a big enough team that they can better absorb having one side doing the WWII cash factory and another side doing the F/A-18, but these smaller 3rd parties? Not likely. I could tolerate the jet trainers, because those could reasonably lead to bigger and badder jets. But this? This is a bad sign. And the way they announced shows a clear disconnect between them and much of the community.
  9. Yeah but are you using the ARBS when making CCIP runs?
  10. Are you designating the ground near the target? In order for the ARBS to get an accurate HOT it needs to be tracking a spot at or at least near the target. Otherwise the system relies on (I think) RALT for HOT, which is not going to be accurate in hills. Not sure if this is working yet, but that’s my input
  11. I’m trying the AG weapons practice mission (I think, whichever one where you start over the water and have three target groups surrounded by shipping containers along the shoreline) and the DMT is not working as expected. I place the VV over the smoke and press TDC down, the ground stabilized DMT lock occurs well to the left of my VV. I’m assuming this involves the wind, since I think when I was in Nav mastermode I saw a ghost VV displaced left of my main VV, but the ghost VV isn’t present in A/G mode. Maybe this falls under the whole pitch ladder not following VV category, but thought I’d mention it.
  12. That's the only thing I can think of, but I think I'm at least getting the JTAC unit because the radio menu is populating. I've gotten the task syntax wrong and when that happens I don't see the radio menu. I would assume that if the problem was the target I would get at least a "No Further Tasking" message though? EDIT: Just tried the following callbacks and got the same issue: Spawn_Target = SPAWN:New( "Spawn Target" ) SpawnTargetGroup = Spawn_Target:Spawn() Spawn_JTAC = SPAWN:New( "Spawn JTAC" ) SpawnJTACGroup = Spawn_JTAC:Spawn() function StartJTAC() local JTACGroup = SpawnJTACGroup:GetDCSObject() local TargetGroup = SpawnTargetGroup:GetDCSObject() local JTACFACAction = { id= 'FAC_AttackGroup', params = { groupId = TargetGroup:getID(), datalink = true, frequency = 45000000, modulation = 1, callname = 15, number = 4, } } JTACGroup:getController():setCommand({id = 'EPLRS',params = {value = true, groupId = 9,}}) JTACGroup:getController():setCommand({id = 'SetInvisible',params = {value = true}}) JTACGroup:getController():setTask(JTACFACAction) end StartJTAC()
  13. I'm having trouble getting the FAC_AttackGroup task to work on MOOSE spawned objects. I've set up a simple mission to test where I have a JTAC group ("Spawn JTAC") and target group ("Spawn Target") and my aircraft. The JTAC and Target are set to late activation. The following code is set to run upon mission start: Spawn_Target = SPAWN:New( "Spawn Target" ) SpawnTargetGroup = Spawn_Target:Spawn() Spawn_JTAC = SPAWN:New( "Spawn JTAC" ) SpawnJTACGroup = Spawn_JTAC:Spawn() function StartJTAC() local TargetGroupName = SpawnTargetGroup:GetName() local JTACGroupName = SpawnJTACGroup:GetName() local TargetGroup = Group.getByName(TargetGroupName) local JTACFACAction = { id= 'FAC_AttackGroup', params = { groupId = TargetGroup:getID(), datalink = true, frequency = 45000000, modulation = 1, callname = 15, number = 4, } } Group.getByName(JTACGroupName):getController():setCommand({id = 'EPLRS',params = {value = true, groupId = 9,}}) Group.getByName(JTACGroupName):getController():setCommand({id = 'SetInvisible',params = {value = true}}) Group.getByName(JTACGroupName):getController():setTask(JTACFACAction) end StartJTAC() Everything seems to be working. The JTAC spawns, the Target spawns, and the JTAC menu shows up in my radio (at the proper callsign and frequency as specified above, there is no FAC tasking for the JTAC group in the editor to assign radio params). But when I request tasking, the JTAC never responds. I've tested the syntax on non-spawned entities (ie. kept everything the same except the units are present from mission start and not spawned in by scripting) and it works fine, JTAC responds and passes on a 9-line. Any ideas why he's gone silent when spawned in? EDIT: Just to get the obvious out of the way, I'm using simple radios so it's not a frequency issue, and here's the code I used without MOOSE that works: JTACGroup = Group.getByName('JTAC') TargetGroup = Group.getByName('Target') function StartJTAC() local JTACFACAction = { id= 'FAC_AttackGroup', params = { groupId = TargetGroup:getID(), datalink = true, frequency = 45000000, modulation = 1, callname = 15, number = 4, } } JTACGroup:getController():setCommand({id = 'EPLRS',params = {value = true, groupId = 9,}}) JTACGroup:getController():setCommand({id = 'SetInvisible',params = {value = true}}) JTACGroup:getController():setTask(JTACFACAction) end StartJTAC()
  14. Ditto. What's going on? Also can't seem to access the http://www.digitalcombatsimulator.com website. Getting this error: "The script encountered an error and will be aborted. To view extended error messages, enable this feature in .settings.php." Maybe related?
  15. Do you mean edit the main Moose.lua? Or call the _SETTINGS global in my mission script?
  16. Gotcha, so really no way to change the defaults when loading a specific mission. I'll stick to using the menu. Thanks FC for your ongoing support and responsiveness!
  17. I hate to keep harassing with questions, but I'm trying to get my head around scripting and using Moose gives so many options. How am I supposed to use the SETTINGS feature? Included this code at the start but it's returning an error for attempting to index a nil value. I'm assuming I got PlayerName right, since this is the name that always pops up in logs when it indexes my default settings. Anyway the code: ViperSettings = SETTINGS:Set( "Viper" ):SetA2G_MGRS():SetMGRS_Accuracy( 3 ) Is that the wrong usage?
  18. No, I'm trying to get them to do the second option, where when I respawn into the same slot, they also respawn. It sounds like they should be doing that, but right now they definitely aren't.
  19. See I've tried using a Unit.destroy on the wingman that essentially "kills" them but they still don't respawn. Does the destroy action not work for this purpose?
  20. Ok, gave up on the auto respawn and have it working reliably, now I'm running into the issue of trying to respawn an AI wingman when I respawn. I had read that when the player respawn into a client with a wingman then the wingman would respawn too, but this is not the case. Any ideas on how to spawn a plane into my group?
  21. Will moose allow respawning of player groups in single player? I'm trying to create a dogfight module similar to BMS where player and target both respawn after one is killed. I think using a group:destroy and going through the crash recovery menu will work, but I'm looking for a way to autospawn the player to make it less clunky. A twist that may complicate this: Id like to be able to make multiple playable clients and have it automatically respawn you in the client you chose at the start.
  22. Hey this certainly looks promising, but does it only work through detection? Since I'm randomly spawning the JTAC sometimes it ends up without LOS or out of range of the target group. When that happens I don't get a detection and thus no targets. One advantage of the in-game FAC taking is that I can put the JTAC anywhere and tell it who to provide targeting info for. Is there a way to force a detection or script in a way that units will "detect" even enemies they can't see?
  23. Maybe the wrong thread as this could not be a Moose issue but... I'm trying to use scripts to make a group behave as a JTAC. It needs to be done via script because I want to be able to spawn units that then take on a FAC role. I've seen the scripted JTAC tasks, but want the unit to use the JTAC radio menu already in the game. It seems like this should be possible with the 'FAC_AttackGroup' action but I'm having no luck and getting no log errors to help find the problem. Here's a basic script I'm trying. Most of it works because I can see the unit activate EPLRS and show up on my TAD, but for some reason the FAC task won't activate (or if it does the radio option never shows up): Spawn_Target = SPAWN:New( "Spawn Target" ) SpawnTargetGroup = Spawn_Target:Spawn() Spawn_JTAC = SPAWN:New( "Spawn JTAC" ) SpawnJTACGroup = Spawn_JTAC:Spawn() function StartJTAC() local TargetGroupName = SpawnTargetGroup:GetName() local JTACGroupName = SpawnJTACGroup:GetName() local TargetGroup = Group.getByName(TargetGroupName) local JTACFACAction = { id= 'FAC_AttackGroup', params = { groupID = TargetGroup.ID, datalink = true, frequency = 45, modulation = 1, callname = 2, number = 4 } } Group.getByName(JTACGroupName):getController():setCommand({id = 'EPLRS',params = {value = true, groupId = 9,}}) Group.getByName(JTACGroupName):getController():setCommand({id = 'SetInvisible',params = {value = true}}) Group.getByName(JTACGroupName):getController():setTask(JTACFACAction) end StartJTAC()
  24. Yeah learned by trial and error that you can't respawn clients. Player groups work great for respawnGroup functions, but teleporting and respawnInZone seem to be a no-go.
  25. Are respawnInZone and teleportInZone working for player groups? I can respawn the player using the basic respawnGroup, but when I try to use respawnInZone I get "Err: Can't execute trigger. Err: "mist.respawnInZone('PlayerGroup', 'SpawnZone', false)" Substituting a non-player group works fine with no other changes to the syntax
×
×
  • Create New...