Jump to content

LFCChameleon_Silk

Members
  • Posts

    356
  • Joined

  • Last visited

  • Days Won

    1

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. yeah sounds like you could just wrap the missions in a function and then just call that function from within a loaded file using a miz trigger, only lines that are outside a function will be done when you load the file filewithmissionsitit.lua function startmission(whatmission) -- arg1 is the mission to run if whatmission == 1 then --do mission 1 stuffs trigger.action.setUserFlag(1,true) end if whatmission == 2 then --do mission 2 stuffs trigger.action.setUserFlag(2,true) end end then if you wanted at anytime to trigger the flag to change just: startmission(1) but it sounds like you want to load a whole new miz, try adding the load miz as a trigger in the ME and tie it to a flag and then use the above to trigger each condition to then load a miz file. either way it should work just depends on your approach.
  2. bump, ED really needs to fix the issues with it not correctly assigning airdrome ID, spawning and destroying these objects and the other outstanding issues surrounding spawning of statics with heliports.
  3. 63.231.253.4 Operation Grandstand (PUBLIC TEST) - DynaFrontII - wankercraft.org https://github.com/chameleonsilk/grandstand/releases Server will be up running public test version, the mission is available for any other server owners to run. just give me a shout on discord if you start running it religiously (Chameleon_Silk#2680) or by using this link https://discord.gg/c2tukKwVC5, I'd love to know your thoughts. I worked very hard on creating some unique sector control scripts, AI SEAD, AI CAS, AI HELO, AI GCICAP and AI Bombers, as well as a regenerating battlefield with dynamic spawning, dynamic leaders with over 78 template aircraft. It can be flown alone or with a squadron and supports PvP and PvE from either side. feel free to stop in do some sorties and give me your feedback/performance (fps) and any other things. ideas. whatever just holla. enjoy! been a long 2+ weeks putting this together.
  4. 63.231.253.4 Operation Grandstand (PUBLIC TEST) - DynaFrontII - wankercraft.org https://github.com/chameleonsilk/grandstand/releases Server will be up running public test version, the mission is available for any other server owners to run. just give me a shout on discord if you start running it religiously (Chameleon_Silk#2680) or by using this link https://discord.gg/c2tukKwVC5, I'd love to know your thoughts. I worked very hard on creating some unique sector control scripts, AI SEAD, AI CAS, AI HELO, AI GCICAP and AI Bombers, as well as a regenerating battlefield with dynamic spawning, dynamic leaders with over 78 template aircraft. It can be flown alone or with a squadron and supports PvP and PvE from either side. feel free to stop in do some sorties and give me your feedback/performance (fps) and any other things. ideas. whatever just holla. enjoy! been a long 2+ weeks putting this together. You can also help support my work through: https://www.patreon.com/csilk a few people suggested I set this up as they know how hard I have been working on DCS scripting through the years.
  5. if anyone wants to add a new function to mist copy these into your MIST LUA (at least until Grimes adds it) function mist.getDeadMapObjsAtPoint(locations) -- location: a table or multiple tables formated in the style of a preplaced ME triggerZone -- returns: table of dead map objects (indexed numerically) local map_objs = {} for obj_id, obj in pairs(mist.DBs.deadObjects) do if obj.objectType and obj.objectType == 'building' then --dead map object for i = 1, #locations do if ((locations[i].point.x - obj.objectPos.x)^2 + (locations[i].point.z - obj.objectPos.z)^2)^0.5 <= locations[i].radius then map_objs[#map_objs + 1] = mist.utils.deepCopy(obj) end end end end return map_objs end function mist.flagFunc.mapobjs_dead_point(vars) --[[vars needs to be: location = a table or mutliple tables that are identical to a ME triggerzone flag = number, stopflag = number or nil, req_num = number or nil AND used by function, initial_number ]] -- type_tbl local type_tbl = { [{'locations'}] = {'table'}, flag = {'number', 'string'}, [{'stopflag', 'stopFlag'}] = {'number', 'string', 'nil'}, [{'req_num', 'reqnum'}] = {'number', 'nil'}, } local err, errmsg = mist.utils.typeCheck('mist.flagFunc.mapobjs_dead_point', type_tbl, vars) assert(err, errmsg) local locations = vars.locations local flag = vars.flag local stopflag = vars.stopflag or vars.stopFlag or -1 local req_num = vars.req_num or vars.reqnum or 1 local initial_number = vars.initial_number if not initial_number then initial_number = #mist.getDeadMapObjsAtPoint(locations) end if stopflag == -1 or (type(trigger.misc.getUserFlag(stopflag)) == 'number' and trigger.misc.getUserFlag(stopflag) == 0) or (type(trigger.misc.getUserFlag(stopflag)) == 'boolean' and trigger.misc.getUserFlag(stopflag) == false) then if (#mist.getDeadMapObjsAtPoint(locations) - initial_number) >= req_num and trigger.misc.getUserFlag(flag) == 0 then trigger.action.setUserFlag(flag, true) return else mist.scheduleFunction(mist.flagFunc.mapobjs_dead_point, {{locations = locations, flag = flag, stopflag = stopflag, req_num = req_num, initial_number = initial_number}}, timer.getTime() + 1) end end end here is an example of its use zoneUsed = 'some triggerZone' buildPsn = mist.getRandomPointInZone(zoneUsed, zoneUsed.radius) -- get a random point in that triggerZone area Strike_Area_Zone = { -- format a table to look exactly like a triggerZone but with the new point we want and the new desired radius to check for dead map objects point = {y = buildPsn.y, x = buildPsn.x, z = buildPsn.z}, radius = 10000 } mist.flagFunc.mapobjs_dead_point{locations = {Strike_Area_Zone}, flag = 1001, req_num = 1} -- when 1 map object is dead in that area toggle flag 1001 to be true it should also work with a list of tables like this: mist.flagFunc.mapobjs_dead_point{locations = {strike1, strike2,strike3}. flag = 1001, req_num = 1} Thanks Grimes for all your hard work, hope this helps someone else out. pay it forward. feel free to modify or use directly in any MIST update Grimes, much thanks!
  6. working code in next post down Haven't tried it yet but maybe you can see issues as you are more well versed in LUA. figured it would probably be better to have it as a flagFunc since that is still the behavior I wanted. there is parts that maybe I butchered as I don't quite understand all of it.
  7. yeah I had just started to dissect the function after a day of frustration once I realized the problem. I think it would be a good addition. Then I have to solve the problem of removing the statics that got hit from the map.. which I'm also a bit unclear about because it doesn't seem like dynaddstatic is giving it a name or group name (but I have yet to investigate the group data for them) on the bright side these are last of the obstacles left for my magnum opus mission and script.
  8. Anyone have any ideas on how to pass a vec3 coordinate for mist.flagFunc.mapobjs_dead_zones? I know it accepts a table of zones or triggerZone string name but that is not suitable for what i want. Strike_Area_Zone = { point = {y = buildPsn.y, x = buildPsn.x, z = buildPsn.z}, radius = 10000 } I want to be able to define the area for it to check dynamically and not with a preset triggerzone, I can't pass my table above to it as it must not know of the triggerzone (since its dynamically created) I'm at a loss... spent all day trying to make my strike mission progress track. surely there is a way to either modify the function in MIST to accept a vec3. on another note what is up with not being able to name statics in the editor. what kind of madness is this? any takers? Grimes? anyone
  9. suspiciously flat numbers, facts wrong... all thats missing is the Nigerian prince to round out this story.
  10. people who say that its working as intended as to the manual need to consider this if the manual said that you made cake with razorblades would you believe it to be the main ingredient. the behavior is somewhat correct in terms of the authority that it gives the rudder based on gear up or down but something else is also missing.
  11. yes well then something is not right, hope they still paying the EFM coder :P
  12. good work IASGATG and its nice that there is a missile mod too, nothing wrong with choice.
  13. you guys are not understanding the severity of what we ARE trying to report go fight some AI for an hour or two and there is no way its not gonna occur to you if you die in the fights occasionally. when we press fly to refly a mission and get dropped back in our radar is not working at all, its showing azimuth and that its scanning but you could be 1 mile from a target in your face and you won't get a blip. this same behaviour can occur if you die and server admin loads the next mission etc. its not resetting its variables correctly, once radar is damaged its damaged for rest of session. I've tried workarounds such as pressing every switch in the radar panel and reseting, nothing works besides restarting DCS.... its not as simple as pressing TMS down.
  14. I remember seeing great discussion about this as many were up in arms about it, I also believe their should be a heading change, although it should perhaps be less so at higher speeds but should never be 0.
  15. just can't let that slide though..... windows firewall should never be disabled, I can show you lots of chatty NIC cards and jittery connections to prove that one... just by turning it off you gonna get so much stuff bouncing off the NIC from the internet.... better to just not shut it off. windumb or not, not everyone has firewalls on routers configured tightly to begin with just making the advice even more not so good. the rest of your message was fine though, very informative.
×
×
  • Create New...