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Everything posted by galevsky06
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Humm.... ok. We will never be in that use case. :(
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:poster_oops:... got mixed up with Nautical Miles to Km conv
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Not possible for my wing. Missions are loaded on-demand, with no access to shell... we need to do our own lua hook on S_EVENT_MISSION_START event callback, so, you know what ? Let's Winz do the implementation once :smilewink:
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Cool man :thumbup: But..... don't forget to have time on the beach to play volley-ball with naked gals around :D
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These are string messages.. Feel free to put an 'f', but don't forget to change the values (1.8 factor) because xxxOffSetxxx variables contain distances in meters.
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Use Update item from the Start Menu.
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I will have a deeper look, but for now: local Rangetarget = Unit.getByName(ActiveTarget) if RangeTarget <<<< variables are case-sensitive, Range[u]T[/u]arget is not Range[u]t[/u]arget
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Crowdfunding for Third Parties, Lessons from past campaigns
galevsky06 replied to Keyser's topic in Chit-Chat
1. Both, Hi-fi for aircrafts, even lo-fi for CA-like modules if interesting 2. No 2.b F-35 is out of interest: no place into DCS world. I prefer Hi-Fi F-14/15/16/18 or Su-25/27/30/33/39 or Mig-29/29K/27K or Tu-22 modules 3. "Interest in the module" first, then "Trust in the developer" is a plus (previous XP in FSX module or whatever) :thumbup: 4. $30 -
I don't see how. You can add static unit on the map (I imagine that you can create a very flat 3d model), with the texture you want. If you don't add units to the map, you have to change the texture for the given season at the right location. Just for one mission ? Good luck :)
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Ouch, not the simplest thing to do :detective_2:
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Sincerely, I have no clue about how fog of war works internally. I don't know which rules make a unit spotted, then invisible again. If someone knows, could be nice to read... :smartass:
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Sure. Do not set units as hidden, but set F10 map value to Fog of war or map only into the mission options. As for realism purpose, you should ALWAYS set F10 map as map only (empty map with no unit displayed). Unless CA players need it (Fog of War becomes nice).
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Good News ! No bug here :smoke: Smoke has no ID => normaly, you can smoke it as many times as you want, just slowing down the framerate. As we do as JTAC for fun :P
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Oups... my mistake :D Did you try 1min ? It seems to be an issue with already existing smoke, maybe not, but let's try with big time.... in case smoke still exists even if invisible.
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The original script: function SignalTarget() local Rangetarget = Unit.getByName('target'..string.format(ActiveTarget)) Aimpointpos = Rangetarget:getPosition().p Aimpointposx = Aimpointpos.x Aimpointposz = Aimpointpos.z Aimpointposy = land.getHeight({x = Aimpointposx, y = Aimpointposz}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} trigger.action.signalFlare({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.flareColor.Green, 0) return [b]timer.getTime() + 5 [/b]end Every 5s a new smoke is launched. I guess that SNAFU chose the right value...
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Hum.... my issue is that I am generating bandits thanks to F10 menu. If 2 different clients ask for unit generation in the same time, both will call getUUID(), and I don't want to see the second one to increment before the first call returned the value. So this is an issue I think.... unless someone confirms that it is not ? Yep.. but... I am just launching some random choice to generate a few bandits, and the game freezes about 800ms in-game when I call the generation function.... I would mostly prefer to get real UUID feature as in other languages, not to care about its content (means avoid extra loop for checks).
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Go to triggers panel: you can choose a file to be loaded at mission start...typically your script file or Mist_v2.0.lua if you need it. To load other lua script files, just create a new trigger: time > 2s, "Do lua Script File", then select your file. Your script will be executed 2s after mission start. This is an example, you can use whatever event you need.
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I came to the conclusion that you need to handle name + groupId + unitId within our own counter: do a global var that starts to 500 (not to collide with ME units) then increment it each time you need it: generatedItemsNb = 500 function getUUID() generatedItemsNb = generatedItemsNb + 1 return generatedItemsNb end and use that method to build up your group data. I would like to enhance this by two different ways, but need you help: I would like to protect the getUUID() as it can be in Java with synchronized keyword. What is the equivalent in lua ? I am looking for a true UUID getter in lua language. All the implementations that I found on the web did not satisfy me. :(
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Let's share your results ! :smilewink:
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But almost useless for me if no MP :(
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? Are you talking about BDUIndicatorMultipleTargets.lua script or something else ? Don't know what is "indicator zone lua"
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trigger.action.smoke({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.smokeColor.Green, 0) We said flare but it is already green smoke :smilewink:
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You're welcome. :smilewink:
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Ok, First: we don't need to deactivate the previous target: the original SignalTarget function will just start flaring on the current target: local Rangetarget = Unit.getByName('target'..string.format(ActiveTarget))So it works fine with ActiveTarget content only. A better implementation for you could be: function SignalTarget() local Rangetarget = Unit.getByName(ActiveTarget) if RangeTarget then -- <<<<<<< flare only if ActiveTarget is not nil Aimpointpos = Rangetarget:getPosition().p Aimpointposx = Aimpointpos.x Aimpointposz = Aimpointpos.z Aimpointposy = land.getHeight({x = Aimpointposx, y = Aimpointposz}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} trigger.action.signalFlare({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.flareColor.Green, 0) end return timer.getTime() + 5 end timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) Then, set the ActivateTarget to nil when unit destruction is caught for the unit named 'ActivateTarget'. And do simple activateTarget = "targetX"for InZone triggers. Secondly, you can handle your ActivateTarget variable with impacts on the ground by looking for the closest unit. This is my solution. But you cannot do SignalTarget because you will know who is your active target only when bombs hit the ground ! So you have to choose: Want to flare on targets before bombs impact ? => InZone trigger looks fine, or fixed order as it was in the original script. Doesn't mind about flaring, just want to display stats after impact ? Search for you target just before computing stats, inside TrackBombDummy. That implies that you have the full list of targets, and you loop on them to compute the distance to the impact...
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It does ! I tried swaping many units, with F10 attachment only to the very first S_EVENT_BIRTH: you still have F10 if you go back to the first unit. => I only need a flag for each groupId into an array... without taking care of human leaving groups.