Jump to content

galevsky06

Members
  • Posts

    371
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by galevsky06

  1. Back to your idea, I fail to manage S_EVENT_PLAYER_ENTER_UNIT I did a small Events dumping feature for any Event, and what I have is: 00081.584 INFO SCRIPTING: ======================================================== 00081.584 INFO SCRIPTING: id = S_EVENT_BIRTH 00081.584 INFO SCRIPTING: time = 0 00081.584 INFO SCRIPTING: birth place = 5 00081.584 INFO SCRIPTING: Initiator: id=2 playerName=B-1 00081.584 INFO SCRIPTING: ========================================================No S_EVENT_PLAYER_ENTER_UNIT event caught, just BIRTH instead (when PAUSE is disabled, if you spawn with game on pause, your event is not sent:(). And note that NO EVENT AT ALL is thrown when taking JTAC position, or spawning into unit. :( I also dumped BirthPlace enum and Wiki is outdated: world.BirthPlace = { wsBirthPlace_Air, 0, wsBirthPlace_Ship, wsBirthPlace_RunWay, wsBirthPlace_Park, 0, 0, 0, wsBirthPlace_Heliport_Hot, wsBirthPlace_Heliport_Cold, wsBirthPlace_Ship_Cold, wsBirthPlace_Ship_Hot }
  2. And the answer is....... YES it works :thumbup:
  3. I forgot: don't schedule the signalTarget function until there is an active target ! Add a function in your lua: function activateTarget(id) if (activeTarget == nil) then activeTarget = "target"..id timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) else activateTarget = "target"..id end end And lua code for InZone triggers becomes: activateTarget("X"); -- X in {1,2,3,4} according to the zone
  4. May I suggest to create into the ME some triggers 'In Zone' that execute lua like 'ActiveTarget = target1' for first zone, 'ActiveTarget = target2' for second an so on... Then, remove the ActiveTarget = ActiveTarget + 1 if (ActiveTarget > nrTargets) then ActiveTarget = 1 end that switches to the next target after the ordnance impact on the previous active target in the original script. For me, I don't want the trainee to respect some order to engage the targets, so taht I am building a training area with long-distance separated objectives, and the active target is computed while the ordnance impacts the ground (I get the closest target position).
  5. Send it to me.
  6. Could I ask another question about not exactly the same topic ? I am not a Windows expert, and feel frustrated about something: when the mission file is done, you have to create again the archive and change its extension. Can you explain me why I cannot compress the unzipped folder with 7zip ? If I try, DCS will hang on while loading the new .miz file ! What I have to do is opening the .zip folder with Windows Explorer, then copy/paste my mission file, to avoid zipping with external tool. Any idea ??
  7. Unzip the .miz file that you renamed to .zip, edit the mission file with standard text editor, and swap Ukrainian side. BEWARE !!! due to bad design, you need to do the change into 2 locations: Change the coalitions definition: mission = { ............. ["coalitions"] = { ["blue"] = { [1] = 18, [2] = 11, [3] = 8, [4] = 13, [5] = 5, [6] = 16, [7] = 6, [8] = 15, [9] = 20, [10] = 12, [11] = 19, [12] = 9, [13] = 10, [14] = 3, [15] = 4, [16] = 2, [17] = 1, <<<<<<<<<<<<<<<<<<< Ukaine ID =1 }, -- end of ["blue"] ["red"] = { [1] = 0, }, -- end of ["red"] }, -- end of ["coalitions"] Then, move the units definition (units are defined for one given country.... inside one coalition again :doh: ): mission = { ............. ["coalition"] = { ["blue"] = { ["bullseye"] = { ["y"] = 617414, ["x"] = -291014, }, -- end of ["bullseye"] ["nav_points"] = { }, -- end of ["nav_points"] ["name"] = "BLUE", ["country"] = { [1] = { ["id"] = 18, ["name"] = "Abkhazia", }, -- end of [1] [2] = { ["id"] = 11, ["name"] = "Belgium", }, -- end of [2] [3] = .........4, 5, 6 etc........................ [16] = { ["id"] = 2, ["name"] = "USA", }, -- end of [16] [17] = { ["id"] = 1, ["plane"] = ............. <<<<<<<<<<<< units definition for Ukraine }, -- end of ["plane"] ["name"] = "Ukraine", }, -- end of [17] }, -- end of ["country"] }, -- end of ["blue"] ["red"] = { ["bullseye"] = { ["y"] = 371700, ["x"] = 11557, }, -- end of ["bullseye"] ["nav_points"] = { }, -- end of ["nav_points"] ["name"] = "RED", ["country"] = { [1] = { ["id"] = 0, ["name"] = "Russia", }, -- end of [1] }, -- end of ["country"] }, -- end of ["red"] }, -- end of ["coalition"] ............. } -- end of mission Once done, save the edited mission file, then copy/paste it into the .zip mission folder. Rename it as .miz Try to edit it into ME, to validate your changes.
  8. The question is => is F10 menu available for CA players ? If yes, just do a menu to pick-up/drop off your soldiers.
  9. ....with experienced strategy commanders who play on top of DCS to organize Air/Ground/Sea/Mixed hardcore battles for many countries, with thousands players in each side. Me too. :lol:
  10. I am looking for a way to guess which target the unit is engaging. In a dynamic way, not harcoded units to be engaged into the right order. We could simply get the closest ground unit when the ordnance reaches the ground... but if targets are closed, we may consider the wrong one... Or we could use the heading when releasing the ordnance.... with a few +/-degrees , then considering the altitude above ground and the ordnance, we can have a short list or possible targets. May be not sufficient to distinguish each others.
  11. Definitely. I have no work on engagement reporting in my own, but for training purpose..... it sounds just essential. :thumbup: Do you have link to SNAFU script ?
  12. For my concern, I am building a higly-automated training mission, where players use F10 menu to create all sort of threats, static targets, moving targets, and so on..... and call some support (AWACS and Tanker). All this stuff spawning location is related to the location of the player that did the call. I am also interested into generating FARP... let's imagine that Ka-50 engaged some troops, and need rearming. F10 menu will generate a FARP into the closest zone available for FARP spawing. (I am providing a dictionary of zones for many purposes to be sure that generated ground units won't spawn into dumb areas, coming along with a small text to describe the approximate location)
  13. I will test soon :)
  14. I prefer with scripting. So, let's catch S_EVENT_PLAYER_ENTER_UNIT events. This is thrown whenever a client spawn into driven unit only or event observers, JTAC etc... ? it may be related to point 3 ? I would like to attach F-10 menu to each human... I think I have to do it each time the player spawn, to use its last unitId (I want to fetch player data into the function that executes radio command job). Thks for your help :thumbup:
  15. Hello, Are "in-zone" + "no-speed" + "on-the-ground" checks still the best way to detect human spawning ? Thank you.
  16. Hello, Thoughts about Mist v3.0: Grimes spoke about Auto-scaling threat here. I have the same need, and it could be cool to have kind of getClientNumber(CoalitionId) into the API. EDIT> not a so good idea, most of the time you want what kind of unit it is, so you will have to loop on the humans list. We should have a kind of mist.DBs.humansByName or mist.DBs.humansById but in Real Time DBs
  17. Hello everybody, Just a question: I need to get the unit name of the human who executed the F10 missionCommands: I can attach the whole F10 menu to each new human when spawing with missionCommands.addCommandForGroup() with groupId as an input parameter to the function executed. I would like to do missionCommands.addCommandForCoalition() once , but how to fetch the name of the unit ? Not possible ? Thank you
  18. Some extra bunch of non-flyable good-looking models, why not.... :smilewink: But I think that guys can do that without too much pain in Mods and Apps section below. Am I wrong ?
  19. We already have it. We have transport aircrafts + lua script to generate traffic in you area. What could we need more ? :huh: You want B-747 instead of IL-76 ? What for ? Military aircrafts never fly closed to civilian planes (but to intercept), so IL-76 does the job at distance.
  20. I edited the code above, since I created by hand without test and there was an error....
  21. -- Get a random location in prefixed zones function getRandomLocationInPrefixedZones(prefix) -- Build list of prefixed zones local prefixedZones={} for zoneName, zone in pairs(mist.DBs.zonesByName) do if (string.find(zoneName, "^"..prefix..".*")) then table.insert(prefixedZones,zone) end end -- Choose one randomly local chosenZone = prefixedZones[math.random(#prefixedZones)]; -- Pick-up random location inside local result = {} result.x = chosenZone.point.x + math.random(chosenZone.radius * -1, chosenZone.radius) result.z = chosenZone.point.z + math.random(chosenZone.radius * -1, chosenZone.radius) return result end E.G.:getLocationInPrefixedZones("rescue") will provide you a random location into one of trigger zones among these which name starts with "rescue" I use this function to locate randomly units with coalition.addGroup() into trigger zones that I define with the mission editor: rescue01, rescue02, rescue03 etc... You can play again and again your mission, units won't be located at the same location ! Useful for CSAR mission :thumbup:
  22. Milan... sure :megalol:
  23. Sure, I will do it tonight (working time in France).
  24. I am very interested into missions randomization, not to spoil the scenario to the mission maker. I also use random location feature, iterating on every zone which name starts with some specific token (input parameter), to pick up a random location into a random zone. No one will know where to find the guys to rescue or the targets to attack, and your missions are not one-shot anymore. And the mission maker take care of locating zones in suitable areas. Good stuff Grimes :thumbup:
  25. THANK YOU :thumbup::thumbup:
×
×
  • Create New...