

Stacker
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Everything posted by Stacker
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Yeah, fair point. Also, don't get me wrong - I'm not complaining about the fact you didn't like it, that's what reviews are all about so keep them coming! It just seemed you'd made sweeping observations with apparent little depth to back that up. If you come back and say exactly the same thing after putting in the time, no problemo. Cheers.:thumbup:
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Yeah, have to agree with a few posters here mate. You can't simply put up a video like that and expect people not to get their feathers a little ruffled (especially with the channel size you've got). Most of us here have been putting in serious hours on this thing since it was available and are now only just getting to grips with this masterpiece. The fact you can't just point-and-squirt your way around is why this thing is so wonderful. It's difficult, it's unforgiving but when you nail that perfect takeoff, that dream landing... you walk away knowing you've achieved something. You say you don't want trolls etc. but to be honest, you just troll'd us. Leave that stuff to 'Nerd3 does Dumpster Truck Sim'... hahaha Update: Ok, I see you've removed the link. Put the hours in mate and then let us know what you think. Cheers.
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Sample: huey troop pickup/dropoff via radio command
Stacker replied to Deck's topic in Mission Editor
Thanks for sharing - I've learnt a heck of a lot by looking at your script. Didn't realise you could do half of these things. -
I was using it because my script was adding/removing schedule functions dynamically. Yeah, I saw that other loop iteration technique you are referring to using the while() loop. Anyway, with the tweak you mentioned it's now solved, cheers!
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+1 bump
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Here's what I did to get my blue (i.e western based) FARP working with the Huey. I haven't tried a red based one so I have no idea what to add to that. Note: I probably don't need all of this, I was just dropping stuff down until it started to work - I leave it up to the reader to figure out the minimum :) I place all my structures in one corner of the FARP within 130m of the centre. Drop a trigger zone down with a radius of 130m (helps to keep all the structures within the range of the FARP) 1 x FARP 3 x Tanker M978 HEMTT 1 x FARP Command Post 1 x APC M1025 HMMWV 1 x FARP Ammo Storage 1 x Transport M818 1 x FARP Fuel Depot 1 x APC M1043 HMMWV 1 x FARP Tent
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Moi aussi. Was hosting an MP last night and some of the guy's couldn't pick up the FM ELT tone the units were sending. Is there a 'Player entered' trigger?
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I tried a repair of my Huey on my (Blue) FARP and it worked fine. This was outside the radius of an airfield in the middle of nowhere so it's definitely working. I don't have the list of structures/units that I placed there at the moment - when I get home tonight I'll post the list.
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Cheers. I got it working at last! On my missions I have slightly more structures around the FARP but as soon as I added a M818 the ground crew started rearming/refuelling etc..
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In light of today's update - does anyone have a definitive list of units/structures I need to get a FARP finally working for the UH-1H. I get a response back from the ground crew when I want to rearm/refuel but it simply says 'Cannot comply'. I'm doing this with engine off, doors open. Cheers.
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I tried this from the standalone lua compiler mist={} Tasks = { {id='A'}, {id='B'}, {id='C'}, {id='D'}, {id='E'}} mist.removeFunction = function(id) for i = 1,#Tasks do print('Tasks['..i..'].id ='..Tasks[i].id) if Tasks[i].id == id then print('Removed') table.remove(Tasks, i) end end end mist.removeFunction('E') The output will be this Tasks[1].id =A Tasks[2].id =B Tasks[3].id =C Tasks[4].id =D Tasks[5].id =E Removed Now try removing something in the middle of that list mist.removeFunction('C') I get the following result Tasks[1].id =A Tasks[2].id =B Tasks[3].id =C Removed Tasks[4].id =E lua: mistTest.lua:8: attempt to index field '?' (a nil value) stack traceback: mistTest.lua:8: in function 'removeFunction' mistTest.lua:17: in main chunk [C]: ? >Exit code: 1 Two things wrong here - Notice the sequence I've iterated - A,B,C,E. I've request to remove 'C' but it's skipped 'D'. Why? Because D was shifted down into 'C's position and then then loop iterator moved to the next index value. Also, notice our a attempt to access the last item get's a nil exeption. Why? My guess is that #Tasks only seems to be evaluated once at the start of the loop so the for() is trying to access the 5th element. If you modify the loop to run backwards you won't get these errors mist={} Tasks = { {id='A'}, {id='B'}, {id='C'}, {id='D'}, {id='E'}} mist.removeFunction = function(id) for i = #Tasks,1,-1 do print('Tasks['..i..'].id ='..Tasks[i].id) if Tasks[i].id == id then print('Removed') table.remove(Tasks, i) end end end mist.removeFunction('C') Output will be this Tasks[5].id =E Tasks[4].id =D Tasks[3].id =C Removed Tasks[2].id =B Tasks[1].id =A
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Hi, Had a strange issue with a mission I've been building, the script kept aborting abruptly. Digging deeper I noticed this in the removeFunction() method mist.removeFunction = function(id) for i = 1, #Tasks do if Tasks[i].id == id then table.remove(Tasks, i) end end end I'm not a lua expert by no means but I think you can't do this. Removing an item from a table whilst you are iterating through it? Won't lua shift the elements down by one after you remove (thus causing you to skip the next one). Also, won't the #Tasks now be out of date by 1, therefore causing you to run off the end of the array and give you a nil access on the last item? Two ways I can think of solving this 1) Iterate backwards through the table or 2) If you know that the function Id will only exist once then add a break statement after the remove mist.removeFunction = function(id) for i = 1, #Tasks do if Tasks[i].id == id then table.remove(Tasks, i) break end end end I modified my mist file and it seemed to fix the issue (well, I only tested it 2 times so there could still be an issue with my code) Cheers, Stacker.
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Works a treat - thanks for the tip TurboHog!!
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This ^ ?
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Ah, thanks for this!!! Was wondering what EB was referring to. Will try that later. So presumably this is a way of adding additional beacons to the mission without using a troop based ELT.
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A friend of mine has ordered one of the development kits for the Occulus. He should be getting it anytime now so I'm very keen to see how viable this would be for flight simming.
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For now at least.... DCS will soon be 64bit only (which is what I think he was referring to). OP - Sounds like you've got a very unstable environment. I've never experienced that many crashes (at least not with the recent updates - it's very stable). I assume you've got latest updates/drivers etc..?? If possible, a re-install of DCS?
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Yeah, feel free. It's definitely worth reading up about scripting. I only started looking into it a week ago so there's still lots to learn. BTW - the sharp eyed will notice the bug. :doh: The following if dist2<0 then should be if dist2<=0 then Sqrt() functions really don't like 0 values :)
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Hi, Interesting problem - here's my solution.... You'll need to know a bit about lua to understand it. Add two triggers. 1) MISSION START - DO SCRIPT FILE (MistV1_1.lua) (library from Grimes/Speed) 2) ONCE - DO SCRIPT FILE(SpotEnemy.lua) The code for SpotEnemy.lua is here badGuys = mist.makeUnitTable({'[red][vehicle]'}) function spot() local playerPos = Unit.getByName('Player'):getPosition().p for index=1,table.getn(badGuys) do local pos=Unit.getByName(badGuys[index]):getPosition().p local dist2=(playerPos.x-pos.x)^2 + (playerPos.y-pos.y)^2 + (playerPos.z-pos.z)^2 if dist2 < (4000*4000) then local bearing = math.atan2( pos.z-playerPos.z,pos.x-playerPos.x) bearing = mist.utils.toDegree(bearing) if bearing < 0 then bearing = 360 + bearing end bearing = math.floor((bearing/5)+0.5)*5 if(dist2<0) then dist2=1 end trigger.action.outText("Contact bearing "..bearing.." for "..(math.floor((100.0 * (math.sqrt(dist2)/1000.0) * 0.53995))/100.0).."nm",5) break end end mist.scheduleFunction(spot,{},timer.getTime() + 10) end spot() This will basically set up simple schedule function that will display 'Contact bearing XXXX for YYYYY' every 10 seconds as long as there are enemy vehicles within a 4Km radius of your helicopter. The script assumes you are flying as a unit called 'Player'. It's crude but should give you an idea of what's possible. Also, it only reports the first unit it finds. I've attached a sample mission demonstrating it. Cheers, Stacker. SpotEnemy.miz
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After about an hour on the new FM I'm loving it! Managed to land on those boats, control tower, watch tower etc.. It's MUCH better at hovering. There's just enough fight in it to keep the challenge up. Dare I say, perfect?... Belsimtek - please don't tweak anymore haha!!!! :smilewink:
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I wonder if the bounding box/sphere's for the model extend out too much? I notice that troops spawned too close to a landed Huey will 'freeze' until you move away, then they'll start to move etc..
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Ah yes, I too have struggled with this. We definitely need an 'Aircraft On Ground' type condition. I currently just use Vertical/Horizontal speed thresholds and Alt (if applicable). However, it's still easy to trigger it if you get yourself into a steady hover etc..
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Ah, Ok. That explains everything. Thanks.
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Hey guys, I'm working on a mission where I have a group of AI Huey's taking off from an airbase, they then fly to a location and pick up some troops and then continue onwards to then drop them off at another LZ. The problem is that after landing on the final LZ, they won't take off again to come back to base. The waypoint sequence runs like this Ramp Take off > Turning Point > Land and then Take off > Turning Pont > Land and then Take off > Turning point > Land back at airfield. The Huey's will not take off after the second drop off point? Am I limited to just one land/take off sequence per route? I've tried all kinds of things like placing additional waypoints between the landing/take off points but they just won't budge. Any ideas? Thanks.
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Thanks but it turns out Razorback[NL] was correct - my missions all used 'Client' instead of 'Player'. I've re-tested my modified missions and the logbook is now updating. Lost about 30 hours of recorded flight time but no big deal. Cheers.