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Hardcard

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Everything posted by Hardcard

  1. Is there a way to make it work with vec3 points? I've been looking for ways of making ground units attack random vec3 points, no luck so far, they keep shooting at ground level, even shilkas and vulcans...
  2. @Pikey Thanks Pikey :thumbup:
  3. Of course it did, MIST works. :thumbup: ...I'm just saying that it's harder to learn if you're a newbie, that's all ;)
  4. 1 - Find out if your router's wall socket is in the same circuit as the wall sockets around your computer area. If they are in the same circuit, great, proceed to step 3 2 - In case they're not in the same circuit, find the closest socket that is in the same circuit as the router's. 3 - Order a pair of these: US version UK version EU version 4- Connect one PLC adapter to the router's wall socket (directly) and the other to a socket in the same circuit, around the computer area (also directly). 5- Connect the respective ethernet cables and follow the instructions to sync both adapters. 6- Test DCS as many times as you have to. Outcome 1- If the problem is solved, that's your proof that WiFi was the culprit. Decide whether to keep the adapters or RMA. Then come back here and thank me. :D Outcome 2- If the problem isn't solved, RMA. Then come back here and tell me how wrong I was :cry: Either way, this test shouldn't cost you any money (not permanently anyway).
  5. Weird... Ok, let's assume the problem is located in the initial event.id check Have you tried using the numerical id enumerator? [color="Blue"]-- Instead of this:[/color] if event.id == world.event.S_EVENT_HIT then [color="blue"]--Try this?[/color] if event.id == 2 then If it still doesn't work, then I guess the event handler itself can't reach the host, for whatever reason. Could you post your mission file here?
  6. If it were a bug, other players would have this problem as well (I, for one, don't have it. Neither in OpenBeta nor in Stable). As I hinted, try a wired connection (be it direct cable or PLC), see if the problems persist.
  7. @GrEaSeLiTeNiN If you don't know lua and are new to scripting, I don't think MIST is a suitable option for you. MIST requires advanced lua knowledge and the available documentation is rather limited. I recommend that you use MOOSE instead, since it's much easier to learn (it's pretty well documented, it has and it can be ). In order to use MOOSE, you'll need to download Moose.lua and include it at the start of any mission that uses MOOSE scripts. In order to run Moose.lua from ME, create a MISSION START trigger with DO SCRIPT FILE action (assign Moose.lua to the DO SCRIPT FILE action). As for your mission, here's a simple MOOSE script that will respawn any chosen late activated group after it has been destroyed (required fields in red): local Group_Spawn = SPAWN:New("[color="Red"]name of the late activated group in ME[/color]") Group_Spawn:InitLimit([color="red"]number of planes in the late activated group[/color], [color="red"]number of respawns allowed[/color]) Group_Spawn:SpawnScheduled(60,0)
  8. @GrEaSeLiTeNiN Lua is case sensitive, you wrote that "If" with a capital "I", that's invalid syntax: [color="Blue"]--This is incorrect:[/color] [color="Red"][b]If[/b][/color] not Group.getByName('Su-33 1') then mist.respawnGroup('Su-33 1', true) end [color="Blue"]--This is correct:[/color] [color="Green"][b]if[/b][/color] not Group.getByName('Su-33 1') then mist.respawnGroup('Su-33 1', true) end Also, that's MIST code, which means that you need to run MIST first. Download mist_4_3_74.rar, then extract the file mist_4_3_74.lua from it. You'll need to run this file first, using a MISSION START trigger + DO SCRIPT FILE action, if you want to use MIST scripts in your missions. Anyway, that's a pretty blunt way of implementing respawns. If you provide mission details, I can show you better ways of doing this. PS: Btw, MIST is meant for people who are already familiar with lua (and programming in general). If you're completely new to all this, MOOSE is much easier to learn.
  9. @Trondyne I'm sorry to have to tell you this, but WiFi and DCS don't mix well. Other games tolerate sub-optimal internet connections, but, in my experience, DCS doesn't. Even if you were able to join a server, you'd get disconnected eventually, getting the "Connection timed out" message (which I see you already got). Or you'd simply get kicked from the server due to wild ping swings (these are tolerated in most other games...not so much in DCS, I'm afraid). To give you an example, I have a very reliable and stable fiber connection (never get disconnects, ping swings, etc.), also, I never connect to distant servers (anything above 100ms is already pushing it)... yet I've also gotten the dreaded "Connection timed out" message sometimes. I remember playing in DCS servers that tolerated wild ping swings from clients, several years back... the result was people teleporting all over the place. I mean, you could have an enemy aircraft locked right in front of you and then suddenly lose it, due to "teleportation". My guess is that server admins got fed up with all that nonsense and decided to adopt a tough stance on sub-optimal internet connections. Anyway, if you still want to try your luck, I recommend that you install the OpenBeta version of DCS, since that's what many servers are running. PS: are a great alternative to WiFi, in situations where a stable connection is needed but a direct cable to the router can't be used. This is how I solved my WiFi connection problems years ago, before I had fiber connection.
  10. Ok, so you aren't even getting these, right? env.info("HIT event detected!") trigger.action.outText("HIT event detected!", 30) If that's the case, the host doesn't seem to be reachable, for whatever reason. I have no multiplayer scripting experience, so I'm afraid I can't be of help. You could try doing this with MOOSE or MIST, see if it works then. Also, you could ask the folks on the Hoggit Discord channel (#scripting section).
  11. I don't have a solution for you, just some suggestions. I'd start simple, making sure that the foundations of the script work unequivocally, before introducing additional checks + methods + global variable overwrites. Streamlining will come at the end, when all the issues have been identified and solved. For instance, I'd start testing with something like this: If the initiator and target objects aren't properly captured by this simple script, forget about the rest of functions. There's probably a more fundamental issue going on. Also, I seem to recall that DCS has a message quantity cap, so it's better to include all the info in a single message, rather than dividing it in separate messages like you did (although I guess you probably did that for troubleshooting purposes)
  12. @NOALB Thanks a lot for the input, tutorial corrected! :thumbup: PS: Does the mine dispensing switch (главный выключатель минного вооружения) need to be activated in order to jettison pods? I seem to recall it was needed for something (that's why I always turned it on). Perhaps it's just me remembering things wrong.
  13. Mmm... I need to test the script with IR missiles then, it should still work, but need to make sure. EDIT: Confirmed, it works with IR missiles as well. Negative, the script trigger must be either MISSION START or ONCE (no conditions, no events). Get rid of the continuous action trigger. Also, I recommend that you save the script as a lua file (you can do that with Notepad++, for instance) and then run it in ME with the DO SCRIPT FILE action. Scripting directly in those tiny ME boxes is a great way to lose your sanity :megalol: I guess that'd work, but use a SWITCHED CONDITION trigger instead of a CONTINUOUS ACTION trigger...
  14. @abbod31 You need to complete the weapons training mission for the Mi-8, it's available under the "Training" section (DCS main menu). Here's a tutorial with pics: 1- Switch to intercom to be able to contact ground crew (for refueling and rearming): 2- Turn all the weapon related switches on: 3- Set the weapon safe switch to the "arm" position (the red lamp will light up when you do)... the switch is located on the upper left corner of the cockpit, behind the pilot: 4- Turn the main weapon switch on: From this point on, steps vary slightly, depending on the chosen weapon pod types. Let's assume loadout 1 ( Rocket launcher + GUV MG combo + GUV grenade launcher): In order to activate the GUV pods, we need to do the following: 5.1- Set the payload profile selector knob to the GUV position (right side of the cockpit): 5.2- Go to the lower weapons control panel and select the specific GUV weapons that we want to fire (using the GUV fire selector switch). 5.2.1- 12.7mm MGs (GUV fire selector to the down left position): 12.7mm tracers are green: 5.2.2- 7.62mm MGs (GUV fire selector to the down right position): 7.62mm tracers are red: 5.2.3- Grenade launchers (GUV fire selector to the up position): That's it for the GUV pods For the rocket launchers, we need to do the following: 5.3.1- Set the payload profile selector knob (right side of the cockpit) to the I position: 5.3.2- Set the weapon selector switch to the PC (RS) position: 5.3.3- Push and hold down the arm button for a second or two (upper armament control panel): When you do that, a couple of lights will turn on, indicating that the rocket launcher pods are armed: That's it for loadout 1. Now let's assume loadout 2 (we replace the GUV MG combo for the 23mm autocannon pod): 6.1- In order to select the UPK-23-250 autocannon pods, we need to set the weapon selector switch to the UPK position (up): 6.2- I don't know if arming is required... just in case, repeat step 5.3.3: EDIT: I don't think it's required 6.3- Set the payload profile selector knob (right side of the cockpit) to the I position, as you did for the rocket launchers: That's it Regarding bombs, I've never tried them on a chopper and I never will, since I don't have a deathwish :D
  15. @Sedlo Tomekldc wants those AI planes to turn around only when he fires at them. As it's written, your script will trigger flag 501 every time Tomekldc's client fires a missile (regardless of the target). Since event SHOT doesn't yield a target object, we need to get a bit creative, getting the target object from the missile itself. This script should do the trick (I've tested it, seems to work):
  16. @dorianR666 Yes, I know existing units can be removed and new units can be spawned, that doesn't constitute teleporting in my book. My definition of teleporting: "Take unit from point A and move it instantly to point B". I see that you were referring to a specific MIST function that emulates "teleporting", so now I understand what you meant. Anyway, sure, the OP can probably remove those statics using a simple script, but since he mentioned ME triggers, I decided not to burden him with code.
  17. @funkyfranky The double esc trick does bring up the MOOSE settings F10 menu, but nothing else (my clients are set to client)
  18. Q-Ball We're talking about it on the MOOSE discord channel (#general), PseudoATC doesn't seem to work. I guess you can either PM FlightControl or funkyfranky here or join MOOSE discord and wait for one of them to be online.
  19. @Q-Ball I'm afraid PseudoATC isn't working as it should. Contact FlightControl or funkyfranky, see if they can confirm the problem.
  20. Oh ok, you're talking about the SA page in the Hornet, nvm :doh:
  21. Well, the multiplayer missions I play don't show anything on the map (if that's what you mean), so it's definitely possible to hide it all.
  22. @Q-Ball Could you attach the full script + mission?
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