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Hardcard

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Everything posted by Hardcard

  1. That's a pretty laborious solution ;) I have good news for you (or not so good, depending on how you look at it). The vertical speed of an aircraft can be obtained real time without going through all that trouble. Here's the raw method (DCS scripting engine version, no MOOSE required): Now, we can implement this in a mission, for instance: As you can see, scripting this is much more convenient and resource friendly. We achieved the same result (or perhaps an even better one) with just ~20 lines of code and a single ME trigger, which only needs to run once. That's why I tend to recommend people to stop using those ME trigger jungles and script stuff instead. Scripting has a learning curve, of course, but once you have the basics down, it's all SO MUCH better :D Demo mission + script attached Vertical velocity test.miz Vertical velocity test (Hoggit version).lua
  2. @TheHighwayman You should mention that your mission requires the A4 mod to work.
  3. I see that you're starting to understand what ME triggers actually do "under the hood" :thumbup: As you pointed out, flags from ME can be modified via script quite easily. Also, numerical values (or strings) can be added directly to messages, like this snippet shows: The snippets that you showed correspond to standard DCS scripting engine functions, though. They will work with MOOSE just fine, but keep in mind that the MOOSE methods used to do this sort of stuff have a simpler syntax. For instance, I'll give you the MOOSE version of each snippet: Concatenation of string + numerical value from flag 101 in a message Get the numerical value from ME flag 60 Set the numerical value for ME flag 60 I hope you understand these snippets better now. Also, if you need help getting the script to work with your mission, feel free to ask :thumbup: PS. Btw, perhaps you already know this, but I'll mention it anyway. The script I provided won't work without the presence of Moose.lua in your mission (it needs to be loaded first, at mission start).
  4. Client works for both SP and MP missions. Simply select the client you want and fly, works the same in SP and MP. When you choose "takeoff from ramp", ME places the aircraft automatically, pay no mind. Anyway, are you still having problems or not? PS. Remember, use the "tank icon" at the bottom of the ME map, that way you'll see a 2D representation of all units (when you zoom in).
  5. That's probably because you had no available aircraft to fly. Any unit set to "Client" (under SKILL) will be available to fly...as long as you own the relevant module and the aircraft is flyable. If you don't own the relevant module or the aircraft isn't flyable, you won't spawn in it (flyable aircraft are shown in yellow on the ME aircraft list). Units can't be removed like that once the mission has started, you need to be in ME for that. If you don't own the F18 module, you simply can't fly the plane. If that F18 lot 20 isn't shown in yellow on the ME list, it means you can't fly it. At the bottom of the ME map you'll see a "tank icon", it enables 2D unit view on the map, use it. Now, keep in mind that carriers in DCS have limited parking slots (I think the limit is 4). That means you can't have more than 4 units starting from ramp on the carrier. Any additional unit set to start from ramp will be placed on the nearest airbase instead of on the carrier. Set your hornet to start from ramp and select one of the available slots on the carrier. Do the same for the remaining hornet and the two tomcats (assign them to the remaining slots, ofc).
  6. I don't know if you can get that kind of info using ME triggers only. In case you can't find a way, here's what I'd do instead (MOOSE script): This script will only work when you hit the specified drone, HIT events involving other units won't trigger the logic.
  7. Yup, that's not ideal The script I provided uses a set of statics, which includes all statics in that mission. The "removal" function is applied to all the statics within the set. I wrote it that way because it makes things simpler, but, sure, the script can be modified to target specific statics:
  8. Post your mission and dcs.log, so people can take a look
  9. @Tiramisu I was talking about DCS, not real life :thumbup:
  10. @funkyfranky Yes, I got a huge leopard tank instead of a locomotive when using :Spawn() for a train object, it was quite funny :lol:
  11. You could try tugunskas instead of shilkas, although I'm not sure AA cannons can be used against AG missiles.
  12. @Hobbes83 Ticonderoga cruisers in DCS can be made to attack ground areas with their tomahawks and cannons. I don't own the PG map, but several months ago I created a MOOSE demo mission for the Caucasus map, which included a naval strike functionality for clients (via F10 Menu). Here's the post (mission attached) Just hop in any blue coalition aircraft, activate the zone test via F10 menu and keep flying north, until you enter the trigger zone. When you reach the trigger zone, you'll receive a message and new F10 menu items will be available. One of those F10 menu items will allow you to call a fleet of Ticonderoga class cruisers. You can then order a naval strike against the enemy ground targets located in the airbase ahead. If you do, the Ticonderoga cruisers will launch a gazillion tomahawks at the enemy groups, obliterating the area :D The script involved uses :TaskFireAtPoint() to do this, btw, so I'm guessing you could try using the FireAtPoint advanced command in ME, you might get lucky and pull it off without the need for scripting.
  13. @ScopeDope I don't know of a way to spawn static objects once the mission has started, but you can use late activated AI units to "replace" the statics you remove. For instance, the attached MOOSE demo mission has 2 static hornets and 1 static sea stallion (on the Stennis' deck) at mission start. All these statics will be removed 10 seconds after mission start, then, 2x late activated hornets and a late activated sea stallion will spawn at a different location (starting from ramp). Basically, removing any number of statics from the Stennis' deck is easy to do, "replacing" them, however, not so much :cry: Stennis static spawn_despawn.miz Static Spawn Carrier.lua
  14. @Sickdog Yes, that happens to me too, sometimes. I think it has to do with how our brain "reads" (it has a kind of "auto-correct" built-in). We don't always read every letter in a word, we simply take the word as a whole and compare it to already known word "patterns". If there's a substantial match, our brains assume that the word has been correctly identified and then moves on to the next word. This all happens in a split second, of course, that's why we don't even realize. Here's a pretty interesting article on the topic, written by a neuroscientist from Cambridge: https://www.mrc-cbu.cam.ac.uk/people/matt.davis/cmabridge/
  15. @ScopeDope Hold my beer!
  16. :doh:, I didn't know about that rule!
  17. Post your mission + dcs.log here
  18. @Sickdog @Frag Ok, so I guess I'll clarify my nickname ;) It does come from the word "hardcore", but it's a modified form (internal joke, long story)
  19. @QuickNickel14 I believe that only pictures can be can be imported (don't take my word for it, though)
  20. @Rudel_chw Capturar información de eventos vía script es bastante sencillo. Es tan simple como obtener el nombre de la unidad (o grupo) del iniciador y compararlo con el del jugador (también puedes tratar de obtener el nombre del jugador directamente, si existe). Si concuerda, la lógica que hayas escrito se pone en marcha, de lo contrario, no ocurre nada. Por ejemplo, hace poco escribí una lógica en MOOSE que hacía precisamente esto: Viendo tus capturas de pantalla, yo creo que esa jungla de triggers que tienes ahí es bastante más complicada y difícil de manejar que la mayoría de scripts que he visto o escrito. Si alguna vez decides empezar a programar en Lua, puedes mandarme privados con cualquier duda que tengas. Si yo no puedo solucionar tus dudas, seguramente podré decirte donde encontrar las respuestas. :thumbup:
  21. This would be nice. Btw, while retesting an old demo mission I made last year, I noticed that a new message UI has been added recently (either that or I've simply ignored its existence for years :lol:) Basically, damage & kill status messages kept coming up (mid-left side of the screen), as I attacked and destroyed ground units. Perhaps the people at ED are already working on the UI?
  22. Great news, guys! Thanks to funkyfranky's wisdom and expertise, I've learned how to apply this offset trick to all axes! It can be applied to aircraft as well! (I haven't tested it with ground units yet, but it should work) Here's funkyfranky's masterful script: I've rewritten it using variables rather than tables, so it's easier to understand (hopefully). I've also adapted it to my demo mission: This little jewel will come in handy indeed! :thumbup:
  23. The orientation matrix uses trigonometric functions to calculate all the values, of that I'm quite convinced. Here's what I've found so far (this will hopefully make more sense): These might be just lucky coincidences, though, I honestly don't know what's going on. Perhaps these are the results of multiplying different transformation matrices, that might explain the mismatch between the values. Need to keep digging! :book:
  24. @Frag @Sickdog Ok guys, after a few hours trying to figure out how to apply this to the Huey, I've realized that my method is a mere approximation :doh: Looks like I'm only seeing part of the picture...:cry: Fear not, the method will work with ships just fine, in fact, I've found a simpler way to implement it, without the need to calculate sines and cosines (DCS does that automatically, through the 3x3 orientation matrix). I swear, sometimes my brain refuses to see the obvious :megalol: I'll modify my post once again, so there are no misunderstandings. Now, instead of calculating the sine and cosine of the heading angle, you can obtain the precise values by reading from the 3x3 transform matrix directly (hopefully this will also answer Sickdog's questions) :
  25. @Alligin You need to find out the composition requirements for each SA system. Once you know that, place all the required units in the SAME group. This should take care of the issues you're having.
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