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Kanelbolle

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Everything posted by Kanelbolle

  1. You could use scripting with "mist": https://wiki.hoggitworld.com/view/Mission_Scripting_Tools_Documentation - Make all the different combos in VAR tables. You can even make unit types in a table to select in each position in the group. - Use mist.random to select what table group is used or unit is used in each group position. - Then use mist.dynadd to add the group. If you want to get in to scripting that is I am making this at one point, but haven't had the time. To many other projects
  2. You could open the .Miz file and then the Mission" file and copy paste them? (.Miz is s zip file) Haven't tried it, but it should work. Be Avere there might be unique ID's or names on them. The best way is to make a mission you use as template with all the triggers and nothing else. Then start with that on before anything else is added for every mission you want them on.
  3. There are unit names, group names, unit Id and group Id. All need to be unique in its own category. Or are you thinking of unit types? See here: https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB What are you trying to change or add ?
  4. Some airports won't let the AI rearm and refuel if there is more then 1 unit that fit in a small parking space. The first aircraft will land and start to refuel, the second will just stand on the taxiway behind it and block the first plane from doing anything. The rest of the aircraft in the air, can't even land at this point. Example at Syria, Airport "Kuweires". Here (Se image) at the parking space near the end of the runway (Parking 32-37), the aircraft will get stuck. Mission example is included as attachment. (I recommend time acceleration to get to the issue) Bug_RearmRefuel_Kuweires.miz
  5. Look here: https://wiki.hoggitworld.com/view/DCS_func_LLtoMGRS
  6. Shure, here is a mission file trying to remove everything at Gudauta, but some static vehicles does not get removed. Test-Remove-Scenery-Objects.miz
  7. Hi, i still have this issue in the latest Open Beta. Are anyone else having this issue ?
  8. Hi, for others who wonder how, here is an example on how to draw a circle at an airbase and change the color. Se miz file attached! Draws a blue circle at the first airbase and changes the color to red after 10 seconds. (After the ring is drawn you need to move or zoom the map for it to show. Same when color change) Draw_and_change_circle.miz
  9. Thx both for pointing me in the right direction. Haven't done much scripting the last year, so it's like starting from scratch.. I just made a coalition colored circle at every airfield with trigger.action.circleToAll and used trigger.action.setMarkupColor to change it when the airfield got captured
  10. Hi, anyone know if it is possible to example change the color of a "Polygon" that was made in the Draw tool (ME) with a script in mission ? Can't find any documentation on this.
  11. Hi, there is a bug with trigger type "Condition" = "Coalition has airdome" in Multiplayer. It changes every time a client connect to the server. 1. On client connect/or join slot (not shure) Airdome changes to original side (Nautral) 2. Then Changes back to side holding the Airdome. 3x : Trigger Conditions Type: Switched Condition Type: Coalition has airdome Name: One for each side Coalition: side Airdrome: Nautral base / or other then is holding it on client connect Track file attatched. Tested on version : 2.7.2.7910 Edit: Just got the same bug in Caucasus. Seam like a bigger problem then just 1 map. Easy event capture to show this every time someone joins the server : if (world.event.S_EVENT_BASE_CAPTURED == event.id) then if event.place ~= nil then local CapPlaceDesc =Airbase.getDesc(event.place) -- Nautral base (Does not run in code form, but in "coalition has airdome" trigger from mission editor it does, bug ?) if (CapPlaceDesc.category == 0 ) and (Airbase.getCategory(event.place) == 4) and (Airbase.getCoalition(event.place) == 0) then trigger.action.outText("Airbase Nautral : " ..CapPlaceDesc.displayName,20) end -- Red base if (CapPlaceDesc.category == 0 ) and (Airbase.getCategory(event.place) == 4) and (Airbase.getCoalition(event.place) == 1) then trigger.action.outText("Airbase Red: " ..CapPlaceDesc.displayName,20) end -- Blue base if (CapPlaceDesc.category == 0 ) and (Airbase.getCategory(event.place) == 4) and (Airbase.getCoalition(event.place) == 2) then trigger.action.outText("Blue Airbase: " ..CapPlaceDesc.displayName,20) end end end server-20210620-131529-Condition-Airdome-changes-every-time-client-connect-to-server.trk
  12. This is correct, have the same issue. The gunner need to rejoin the gunner station slot for the stations to register the missile. And the gunner sight gets out of sync realy fast. Sight showing 0 deg but pointing 90 deg and turned 45 deg counterclockwise . Get's synced when rejoining the slot as well, for a while.
  13. The solution to my problem if anybody is interested..
  14. I think i finally understand the process of this. The way i wanted to do it wasn't possible. F10 menu to get added and the F10 menu passing on the group name as i was thinking it should. I was thinking it should come as a parameter even from the command of the F10 menu when a group runs it (Who ever runs it). But i have to add a menu to the correct group and define the group in the menu that i added it to... This was not obvious to me.. Thx Grimes
  15. I have 1 unit per player group. So if i am understanding this correct. I can run this function on the server at start (Init script?): local function imLost(gName) if Group.getByName(gName) then -- gotta be paranoid local units = Group.getByName(gName):getUnits() local groupleader = units[1]:getName() local msg = format.string("The unit %s is running the script", groupleader) trigger.action.outText(msg , 10 , false) end end And add a trigger to give the group in the zone a radio menu to call the function? Trigger: Switch Condition: InZone Action: Doscript DoScript: missionCommands.addCommandForGroup(groupId of The Group In TheZone, 'Who is running script?', nil , imLost, "the groupname who is in the zone") Alto the addCommandForGroup doesn't know who the group is ether... so i guess i need to create a trigger with a condition for every group....
  16. Thx for the reply :) If i understand you correctly there is no real good way of identifying a group from a radio menu that is not custom to that specific group. So use flags per group to identify the group in my script. Something like this ?: if group in zone trigger runs a script Script check every group in zone if group1 in zone addCommandForGroup with flag 101 value 1 if group2 in zone addCommandForGroup with flag 102 value 1 etc for every group, since there is no parameter that passed the group name to the script. And a trigger for every group to check if flag 101 is 1 flag 101 is 2 then do script that check again if flag 101 value 1 them do this for group1 if flag 102 value 1 them do this for group2 Am i overthinking this or is DCS scripting this hard to pass identification of the unit/group to the script ?
  17. Hi, i have been looking and tying to figure out how i can get the name of the unit or group that runs a F10 menu radio item i created ? Only thing i can find is how to get all units or a unit in a zone, coalition etc., but nothing how to identify the unit that is starting the actual script. This to get the position of the player who ran the script. I know how to get the position of a unit to, but not the actual player. I'm not using any of the frameworks like MIST or MOOSE. (Not that i found any helpful functions there) Any ideas ?
  18. I might have mixed the words Buffeting and Fluttering, the same still apply. It would be nice to see less static air frames :)
  19. I would like to see Wing and Rudder Flutter in the game. The planes are to static when doing tight turns and maneuvers. This will make the game more realistic and the plane less dull. :pilotfly: Exsample: Massive rudder flutter at 4:15
  20. Not even a if it has to be, it has to be :thumbup:
  21. Trolling are we.. its under the Wishlist section... lol Go troll somewhere else :)
  22. DCS - Lockheed Martin F-16 Fighting Falcon Hi, I would like to share my dream to see the "Lockheed Martin F-16 Fighting Falcon" developed for this game. Why do i want to see the F-16 in this game and why should it be developed ? Well as most Flight sim/combat sim enthusiasts know of the game called "Falcon 4.0" by MicroProse released in 1998. The game was popular in the community because of it's realism just like the A-10 module by DCS. The game is today's date still popular by hardcore players 15 years later, even when lacking the graphics of a modern simulator. I think that DCS can make this Figher better imortilysed with the DCS Word package and receive the attention of all the players that want to play a Multirole fighter aircraft with lot's of futures and task ability handling even to day! And this will surly be a must "buy" for all who own other modules for DCS World and all that playd/or even play Falcon 4.0. Surly it will get the attention of new players as well! :joystick: This is my opinion i would like to know what the rest of the community think's as well. I know that there are lots of other planes that would be grate to add tho DCS World as well but this is surly my Favorite fighter Jet. :pilotfly:
  23. Coop, Gunner and Pilot in 1 chopper... Whould be sweet :=)
  24. I know how to make a shortcut... im just saying it wasent there by default.. i fixed it as i said.. removed the 2 files then ran the update executible... :pilotfly:
  25. There is no shortcut by that name.... Can only start the game. or uninstall... But it wold not work anyway... I ran it form the bin folder and it just starts the game now, dosnt check for updates... Fixted it by removing autoupdate.cache and autoupdate.settings in the my windows saved games folder :smartass:
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