

LFCChameleon_Silk
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Everything posted by LFCChameleon_Silk
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while i do feel bad that some would struggle to find the money to buy the modules (hey I'm in Canada working minimum wage just about) so its not easy for me to buy the hardware / modules either. However in Canada its considered somewhat rude to openly beg for a something for free (although perhaps less so for something that is vital to survival) I guess you could argue the MiG-21 is vital to your survival :P
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what a mooch, get a JOB.
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Go home CCRP symbology, you're drunk.
LFCChameleon_Silk replied to allmhuran's topic in DCS: A-10C Warthog
am I the only one who is confused as to why the OP thinks the CCRP is drunk? -
i was under the impression that the whole point of that pane was for the news and for the modules released... what a waste of man power for something so trivial, and i hate to say it but I would rather them seperate FC3 into seperate plane icons as well (aka more icons) although i admit that thats just as trivial as saying i cant see the unused bottom of the image on the main menu.
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one of the main issues is that anyone can get a mission file just by joining a server and because of this every mission file can enter the wild. so no mission file is safe to remain server exclusive. and i wanted to clarify to ENO that i was saying open and look at a mission in the ME, i fully understand wanting to keep your missions on your server only -- there is nothing wrong with wanting that, but the difference is that someone can open and look at a file and not necessarily want to do so to run it on his own server.
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i was once pitchforked off for the name of my mission pack, sometime adults act like children. I have no issues with you wanting your missions run only on your server ENO, infact i stopped by and played a round with sniporbob tonight on it. but i think you should most definetly let ppl look at your mission in the editor and see how your doing things to learn off of, i mean that should be a compliment to you not the other way around. as for financial commitment I can't comment on that because i run a server for free, sure its not 24/7 and sure its player hosted when it is but i do have a 60/30mbit connection and make sure my missions can be flown and handled by my cpu at same time.
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ok have to chime in though and say about the helo thing, its still possible to add helos just tell the AI not to attack the helos and problem solved, is it the best solution probably not but from playtesting my mission I can honestly say it makes it a lot nicer overall. the problem with balancing for realism is this: its not always fun or fair... the designer should be using the tools in his toolbox as a designer not as some military know it all, use SAMs to deny space from opponents or no fly zones, setting AI all on excellent is another stupid move... who the hell likes not gunning tanks cause they are the terminator tanks from the future where they are lethal beyond belief.. intelligent design goes a long way toward making something feel much more believable even if it isn't always "realistic"
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just open it in the ME but have to add: as a mission designer myself I would not object to any modification of my mission whatsoever, infact the disclaimer says to take whatever you need knowledge / script / design and use for yourself in any shape or form you wish with a credit to the original author encouraged, that ultimately i cannot enforce. I find it disgusting that people would not want to share in the effort of distributing knowledge of how to do things in the ME or in script form, its completely against the spirit of community and these mission designers should not have their missions running on any servers (certainly not my server) and truthfully anybody labeling do not modify or dissect this mission is usually protecting a big brown nugget of crappy design regardless... so i guess its not a big loss. and ENO, i feel for you bro, many times when i load up my server for 8 hours I get nobody joining despite having a very quality mission running but I don't take it personal nor would having another server or two with the same mission file running actually effect my server load (the people who come to my server come for my company and my skills and the ones who don't probably have their own small group going on and would never join regardless)
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KA50 Target Designator "a bad JOKE"
LFCChameleon_Silk replied to OGREMAN's topic in DCS: Ka-50 Black Shark
to minimize vikhr losses you should be applying rudder and firing deep into the left or right of the circle (more right if from left side pylon and more left if from the right side pylon) this along with solid hovering will minimize vikhr failures. the worst shots are firing at enemy that is slightly downhill which will sometimes give bad laser readings. I used to have the same issues as many are saying but then i learned what i was doing wrong and how to correct the situation. As far as im concerned it is not a bug with the simulation, vikhrs much like mavericks are not infallible. -
your best bet dooom far as i can tell is to make a script file and create a function that checks for unit life and provides different if statements to do various things based on the condition of how much life is left, and then to have that function be scheduled to be re-run every x seconds till the group is destroyed. I know this is probably confusing but can't put it anymore simple then that, will link another peice of my script that checks for a destroyed group (even less advanced then what your trying to do) ------------------------------------------------------------------------------------------------------------------------------------------------------------------ function check_blue_complete_task_destruct(arg, time) ------------------------------------------------------------------------------------------------------------------------------------------------------------------ destroyed_obj_BD = Group.getByName(blueobj_destruct) local task_state = trigger.misc.getUserFlag(397) local check_this_obj_flag = trigger.misc.getUserFlag(396) if task_state >= 1 then if check_this_obj_flag ~= 0 then trigger.action.outSoundForCoalition(coalition.side.BLUE, 'WinFanfare.ogg') trigger.action.outSoundForCoalition(coalition.side.RED, 'wah.ogg') trigger.action.outSoundForCoalition(coalition.side.BLUE, 'radio.ogg') trigger.action.setUserFlag(104, 0) trigger.action.setUserFlag(397, 0) trigger.action.setUserFlag(396, 0) trigger.action.setUserFlag(1012, 1) do local msg = {} msg.text = ' American and Georgian forces have succeeded in destroying a tactical target!' msg.displayTime = 30 msg.msgFor = {coa = {'all'}} mist.message.add(msg) end do local msg = {} msg.text = ' The next strike mission will be available in 30 minutes provided no one is in the spawning area!' msg.displayTime = 30 msg.msgFor = {coa = {'blue'}} mist.message.add(msg) end timer.scheduleFunction(spawn_blue_task_destruct, nil, timer.getTime() + timetilstrike) timer.scheduleFunction(flavour_reward, 4, timer.getTime() + 30) end end return time + 10 end --- basically says that if the task has been started (determined by a flag) but the group in question is nil (not present) consider it destroyed and do the proper condition block, the function doesn't get scheduled to run until the task is started (elsewhere in the code) so therefore if its not present it clearly has been destroyed. I know its probably a lot to absorb took me months to get this far into the scripting and I am BY NO MEANS good at it.
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maybe this will help, straight from one of my scripts to give you an example if blue_destruct_spawn_ok ~= true then if blue_switch_strike == 2 then while spawnedgroup_blue_destruct == nil do if bluebflag_destruct == 1 then local zone = trigger.misc.getZone("BSM_0") -- odd thing is for y axis you must use the z axis... bug with coord system? local vars = { type = "Tech combine", country = 'Russia', category = "Fortifications", x = zone.point.x, y = zone.point.z, name = "B_Strike_Task_1A", heading = 0.47123889803847 } mist.dynAddStatic(vars) local vars2 = { type = "Workshop A", country = 'Russia', category = "Fortifications", x = zone.point.x, y = zone.point.z + math.random(100, 200), name = "B_Strike_Task_1B", heading = 0.47123889803847 } mist.dynAddStatic(vars2) local vars3 = { type = "Repair workshop", country = 'Russia', category = "Fortifications", x = zone.point.x + math.random(100, 200), y = zone.point.z, name = "B_Strike_Task_1C", heading = 0.47123889803847 } mist.dynAddStatic(vars3) blueobj_destruct = "BLUE STRIKE TASK G" mist.respawnGroup('BLUE STRIKE TASK A') mist.teleportInZone('BLUE STRIKE TASK A', {'BSM_0'}, true, 500) mist.respawnGroup('BLUE STRIKE TASK B') mist.teleportInZone('BLUE STRIKE TASK B', {'BSM_0'}, true, 500) mist.respawnGroup('BLUE STRIKE TASK C') mist.teleportInZone('BLUE STRIKE TASK C', {'BSM_0'}, true, 500) mist.respawnGroup('BLUE STRIKE TASK D') mist.teleportInZone('BLUE STRIKE TASK D', {'BSM_0'}, true, 500) mist.respawnGroup('BLUE STRIKE TASK E') mist.teleportInZone('BLUE STRIKE TASK E', {'BSM_0'}, true, 500) mist.respawnGroup('BLUE STRIKE TASK F') mist.teleportInZone('BLUE STRIKE TASK F', {'BSM_0'}, true, 500) mist.respawnGroup('BLUE STRIKE TASK G') mist.teleportInZone('BLUE STRIKE TASK G', {'BSM_0'}, true, 500) red_targets_destruct = mist.makeUnitTable({'[g]BLUE STRIKE TASK A', '[g]BLUE STRIKE TASK B', '[g]BLUE STRIKE TASK C', '[g]BLUE STRIKE TASK D', '[g]BLUE STRIKE TASK E', '[g]BLUE STRIKE TASK F', '[g]BLUE STRIKE TASK G'}) spawnedgroup_blue_destruct = Group.getByName(blueobj_destruct) mist.flagFunc.mapobjs_dead_zones{ zones = {'BSM_0'}, flag = 396, req_num = 3 } endmaybe a bit more then what you needed, I get a zone which gives me vec3 (i think) i can then reference the different elements of the array with zone.point.x, zone.point.y, zone.point.z and do random math on it to vary its placement a bit. hope this helps.
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even my wife is aware of the release of this module, shes been warned!
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thanks for the help, next time i get back to my script i will try it out. keep in mind that i'm not asking for script handouts -- i've been reading the lua documentation and understand you don't want to repeat it, I've also been working in lua console messing with ipairs and basically had very close to what you have there. in the end it maybe simply it doesn't work because the mist table is formatted differently then i suspect it is, but looking through google searches you find such stellar advice as go look at the mist wiki for more information instead of anyone elaborating on the actual layout of the table that the function expects.... which is understandable since there exists ways to write the data for the table to see how its laid out. anyways i appreciate the effort and the help.
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why doesn't he update the script to 1.05 and include the fix?
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well thats what im asking, how do i add to mist.makeUnitTable with the shortcut intact to add the whole group based on the groups name, the only answer i have seen was to check the wiki for more information. I'm well aware that the part you mention is wrong, thats what im here asking, i know how to add a variable to the end of another string. blue_units_table = mist.makeUnitTable( { '[g][bLUE FORTIFED TASK A]', })what i want to is to add to the makeUnitTable a new group name with a shortcut as i spawn new groups in.
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anytime i tried to use CTTS to drop off red troops i had an error with the function to find the nearest enemy.
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trying to add a unit name to a pre-existing table, anyone help me to understand how to format the unitnametable, the table is already created elsewhere in the code. I'm guessing it something to do with do inpairs but I am a real novice, so far no one has been helping much and speaking to grimes through PM has gotten no answer and gotten me no where ahead in the past, so with all your best intentions suggesting something to that effect ain't really helping. thanks in advance. -------------------- function move_units_to_cap_zone(_groupname, _approach, _destination, _finish, _side) -------------------- local randomizer_speed = nil randomizer_speed = math.random(10,25) local _leader_pos = {} local _zone_pos = {} local _approach_pos = {} local _finish_pos = {} _leader_pos = mist.getLeadPos(_groupname) _approach_pos = mist.utils.zoneToVec3(_approach) _zone_pos = mist.utils.zoneToVec3(_destination) _finish_pos = mist.utils.zoneToVec3(_finish) local _path = {} _path[#_path + 1] = mist.ground.buildWP(_leader_pos, 'on road', 40) _path[#_path + 1] = mist.ground.buildWP(_approach_pos, 'rank', 20) _path[#_path + 1] = mist.ground.buildWP(_zone_pos, 'on road', randomizer_speed) _path[#_path + 1] = mist.ground.buildWP(_finish_pos, 'rank', randomizer_speed) mist.goRoute(_groupname, _path) local _u_table = {} if _side == "blue" then _u_table = blue_units_table end if _side == "red" then _u_table = red_units_table end [b] _u_table[#_u_table + 1] = ("[g]", _groupname)[/b] return end ------
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Giving radio commands to CA user
LFCChameleon_Silk replied to LFCChameleon_Silk's topic in Mission Editor
no one knows how to detect and give radio to CA, cmon guys someones gotta know if it is indeed possible or not. :doh: -
DRAGONs TRAININGPACK
LFCChameleon_Silk replied to STP Dragon's topic in User Created Missions General
nice pic, my son is almost 8 months old now sadly he seems more interested in spinning stuff and perfecting rolling over then being a fighter pilot. takes after his mom! -
well may-june, seems to point at very early in June, i think and this is a guess --- that the hawk and the mig-21 will launch same time with 1.2.9, hopefully first week of June to coincide nearly with the monthly newsletter. this is what my crystal ball is telling me.