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Raf

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Everything posted by Raf

  1. Raf

    MFCD for FC3

    plus, with something like this...
  2. Raf

    MFCD for FC3

    Here is another project of mine. It's a MFCD system for FC3 crafts, adding navigation, mark points, bullseye and more. http://qopru.com/mfcdfc3/
  3. Raf

    Auto-Script

    Just give them a prefix with '(blue)' and '(red)' so they're ordered alphabetically.
  4. Raf

    Auto-Script

    Use the spawning function, not the activating one. Activating means that the group must be present in the mission editor statically, but in late activation, just removes the hassle to build yuor own radio item triggers. You'll have to define an area and group with the "__SPAWNZONE__" and "__SPAWNGROUP__".
  5. Raf

    AIRTraffic

    Here is another tool I've made. Spawns aircrafts, they take off and land, and then spawns them again, keeping a constant number for each airfield. Read the top of the script on how to use it, requires MIST loaded. AIRTraffic_v1.0.lua
  6. Oh, is the 1.2.8 in beta yet?
  7. Attaching miz. A classic SEAD operations, F-16C against a BUK site. BUKs have two trackers so I have to rendevouz backward for a second strike. When they go to waypoint 2, I suspect they're still waiting for the unit to be destroyed, they go over WP2 and continue flying straight until map's end, and do nothing else. New.miz
  8. Raf

    DCS News Update

    Eddaiii che arriva la primavera... 1.2.8, moduli e il solito sconto.
  9. I've been running straight to BUKs, 22500 altitude, full throttle. Been running straight with the missile launch, and it exploded before it could reach me. Had to avoid the second one though, but still it was a waste. I'm still of the opinion they were more deadly before, when they launched around 15 miles. And even there, it was decently easy to evade them. Not even using countermeasures, just manuevers. Same goes with HAWKs. 23nm launch, and it's not even reaching you. And I still manage to take them out both with an A-10C. Two a10s, and it's even easier (one plays as bait).
  10. Raf

    Auto-Script

    Try to set the debugmode to true, and see if it triggers the 'group dead' message, and the other ones.
  11. Raf

    Auto-Script

    Added some commentary in the script, and an 'example' mission that I'm planning to use for testing... meaning that I'll include all the possible feature all at once, like a showcase, too. automan_v3.4.lua automan_test.miz
  12. Here it is, today, I've upgraded to win8. Most of the stuff is working fine, though there is a strange behavior that sort of breaks my MFD monitor configuration. I'm able to find a workaround but an unpleasant one. As soon as I start the single player launcher (works fine with multiplayer), the screen go in a sort of powersaving mode (I guess?) that bring them down to 1FPS. The only way to reset this, is to restart the system. Even if I close the single player screen, and ley's say, try to watch a video in those screens, still 1fps. The strange thing also, is that if I keep moving the mouse inside the screens, then it refreshes the framerate, as soon as i stop mouse movements, back to 1FPS. Went to update all drivers and stuff, but point is... there is something in the ME/Single player executable that make those 'hang' somehow. Could it be DirectX, or other libraries related? This stuff wasn't happenig in win7.
  13. Not sure if this is related to another bug already existing but here it is: the unit in this mission should start stopped (it does in 1.2.6). Test.miz
  14. Raf

    Auto-Script

    Continuing to add new 'tags'. __DEACTIVABLE__: destroys the unit __AITOGGLE__ and __HOLDABLE__ : toggles ai on/off or stop/move for convoys (depending if you want them to react or not, use the AI or HOLD types) automan_v3.3.lua
  15. https://lh5.googleusercontent.com/-vaJdwdarPd4/Uq9KYYvs6uI/AAAAAAAAKWA/su0MGBg3tHo/w1071-h712-no/DSC_0415.JPG
  16. Adding the revisited versions Dynamic Training also uses IADS now DynamicTraining_v1.2.miz Dynamic_Conflict_v1.1.miz
  17. Raf

    Auto-Script

    Refactored in a more 'classy' format. At least now it should be more 'contained' and less invasive for function declaration, constants etc. Not much else, added a __SAM__ tag to add groups to IADS (if present and loaded before). And also renamed it to Automan (someone remembers that old TV series?) attaching v3.0 automan_v3.0.lua
  18. Syntax validation is already given by some coloring, in the end, but it's an interpreted language, you can't compile it. It would be already quite handy to pack up the lua files inside the miz and launch them via a commandline, or either 'refreshing' a loaded mission form MP (I test them in MP so I leave the Mission Editor open and alt+tab). Unless I have to speed up things then I need single player instances. Most of my wasted time is: return to editor, re-open the .lua file, save mission, relaunch it.
  19. I write them in notepad++ and throw them into DCS. As long as it has errors, I continue to fix them. You can hardly do any differently with an interpreted language that is run inside a no debuggable environment.
  20. Strange, I found the tutorials to be very useful, or was it just me?
  21. Here are a couple of missions where I've made use of the auto script tools. One is intended as a Training mission (general, including navigation, BVR and A2G) and another is a Force on Force (also generic) one, with auto-respawnable units, after a certain time they're dead. Just liking to share, that's it. Oh, they're intended for multiplayer use. DynamicTraining.miz Dynamic_Conflict.miz
  22. Mhhh, I'm thinking about adding a new tag in the auto-script for this.
  23. The new ECM Pod (ALQ-184) does not appear in the resource manager, so it can be equipped only with 'unlimited ammo'.
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