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rassy7

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Everything posted by rassy7

  1. Wouldn't there be some copyright issues with that though? I think OP asking about DCS-designed clothing. I know I'd buy a shirt/hat/whatever. I spend most of my fun money on DCS-related stuff already anyway.
  2. Excellent idea! +1
  3. I believe this is already doable with some scripting. Ask this question in the Mission Builder's Corner. I know there are ways to get a readout in relation to a unit. Just place an invisible unit beneath the bulls. I'm not that savvy (yet), but many over there are.
  4. I agree that's another place an animation would be handy. I think in DCS, because of limited visibility and different resolutions etc., the animations where aircraft are either on the ground or flying in close proximity would be most useful. As for where to find the list, there are several out there if you search for them, but this one, also in the OP, detains many of them.
  5. P-51 easiest of all modules to land. F-86 by far the hardest. Ironically, for me, P-51 is hardest takeoff and F-86 is easiest takeoff.
  6. If it's already WIP, probably too late, but the two sticking points for me are: Synced weather in multiplayer (two jets fly into the same cloud at the same time in multiplayer etc.) Ability to take a clear weather condition and make it worse (roll in a storm and create a deteriorating condition) That latter seems key and created pressure on attack pilots to work quickly in many theaters--Vietnam and Korea come to mind. Feel like this has been missing for a while. Sure hope something like this is included, :smilewink:.
  7. Just thinking here, and maybe this is better positioned for a wishlist thread, but I know many new modules are coming with sort of bonus additions, like the Tarawa and the A-6 Heatblur is promising etc. I wonder how difficult it would be to animate a kiss off motion for silently passing the lead from one pilot to the next in a formation, especially with the spotlight on carrier ops now? Pilots already look left and right. Just thought an animation like this could be cool, especially for those ad hoc formations that seem to form in multiplayer servers from time-to-time when everyone isn't on teamspeak or discord. There are several different hand signals to indicate formation queues, but this one has a place in the pattern so it would occur more frequently. Not sure how accurate this list is, but it does describe the motion. Thoughts?
  8. This ^^ So many other aircraft are more or less specialists. The F-18 can do everything but hover and that high alpha maneuver comes pretty damn close anyway. Build quality is also a factor. Some modules, IMO, could benefit from the level of detail, in both cockpit textures and sound that these newer modules are coming with. The Viggen's sound is unreal. Same with the F-18 and early shots of the F-14's cockpit redefine attention to detail.
  9. How do you do this? Is it only for AI or can clients use the elevators and taxi forward as well?
  10. Best news I've heard in weeks! This would unlock so much, not to mention cut out hundreds of lines of code in the mission I'm working on now. Thanks for posting this.
  11. VERY useful. You're aces! If there was a noob forum for ppl like me, this would have to be a sticky. When/if I ever get my mission in a stable, working order, I'll shoot it your way for a peer review, :book:. Thanks again!
  12. Perfect, Hardcard. Thanks. These 360 lines are going to save me (and perhaps others in the same spot) weeks of trial and error! Can't thank you enough!
  13. Thank you! Thanks! I'm so excited to go through this. It's like Christmas, having a working version of my issue just dropped in my lap! So helpful. How can I find the lua file that has your MOOSE script to review? I don't see it when I unpack the miz file. I've never done this before. Thanks again!
  14. No question. Should definitely be in the release version.
  15. Oh my gosh, yes, this stuff ^^^. PLEASE post that when you have a minute. Your day sounds dauntingly familiar. I've spent entire weekends trying to work out one, little piece of a puzzle. It's through that trial and error that I've learned a lot of what I regularly employ now. We should share notes, :thumbup:. Thanks again!
  16. Thanks Hardcard. It's nice to know I'm not totally on an island with this issue. It's just one of those that seems like it should be pretty simple, but it keeps popping up as really tough to solve. I am making a multiplayer mission, so yes, I'd need to write one for each if I can't find some workaround. It's the dynamically-added-groups-in-a-table part that is holding up everything. Sounds like there might be some hope on the MIST front, but I know nothing about it and it's more confusing that Moose to learn, at least for me. The SSE isn't too simple either. I'll keep fiddling with it and if I ever do find a way to make an efficient version of this, I'll post it here. Thanks for all your help. Maybe I'll poke around in the Discord channel and see if I can pick up on some leads there too.
  17. <--(Changed value from 20 to 46 meters or 150ft.)
  18. Thanks. I'm going to look at this from all angles and today, I'll head off to the MIST machine to read about mist.DBs.dynGroupsAdded. Thanks, also for explaining the steps. I think no matter what framework I use or if I just use SSE, it's going to help to understand what I'm actually doing. I'm trying to learn a lot of different, new things on parallel tracks and it gets a little messy.
  19. Was this in the Open Beta or the stable release? My experience has been the same as Zayets'.
  20. Preachin' to the choir, man. I feel I'd be a lot further along if I was a better dot-connector. I tried to map out how I would use the Group Sets for this and I realized I've actually done that once before with a different purpose, but I ran into the same thing I keep running into: When a member of that set does enter a zone, I don't know how to single out that specific group to run a function on it. So for instance, if I set up all my groups of playable units and I enter one and fly it into this engagement zone, I would want to do something, let's say send a message to me through my group only. How do I do that dynamically? How do I figure out which group in that set has actually crossed into the zone? This is what I was talking about up top—the only way I can think of is to loop an if statement through a table containing all the groups in that set. Does Moose have a shortcut for this or do you know a different way to accomplish this task? This, and the Group Sets from Moose are both perfectly plausible ways to detect if a member of a coalition or set has entered the zone. It's that next part I can't sort out: How to figure out which group specifically has entered the zone and run a function on it and only it (without having to set up a separate scheduler with an if statement for every single group separately, which would be way too much code and horribly inefficient).
  21. Thanks Hardcard. That spoiler is HUGE. It needs to be written in big, bold letters across the top of every Moose document everywhere. That's likely at least part of my issue working with groups. Could NOT figure out why I was unable to locate them beyond a certain point. I'd still like to see what the SSE and MIST have, because ultimately, I think I'm going to have to take an all-of-the-above approach in my missions, but this definitely helps me sort out some of the confusion. Thanks for the reply!
  22. Thanks. This seems like the place most people should start, rather than a framework, since all the frameworks are just shortcuts using this. I've actually wondered that too and I recently touched on the issue of incomplete or ambiguous entries in Wiki's and other documentation. It's really difficult to learn this (without a programming background) when the documentation is thin or difficult to understand in critical areas, especially considering it's rare to use one piece of code alone and most of the time multiple pieces are involved and have to reference each other etc. One last question, because I can already see it coming: Is there an easy way in the SSE (or even Lua, I guess) to take a few dynamically spawned groups and add them to a table to iterate over in a function? I tried to do this with Moose and came up short. I used its "onSpawnGroup" and was able to declare a global variable outside of the function then assign it with that method, but I could never get it to push to table. What programming knowledge I do have is in Javascript, and I push new objects to arrays all the time. Haven't been able to figure out a comparable way to do this in DCS. Just a big time saver, since I'd likely use that same table to check those groups for multiple conditions. Any thoughts? Have you ever done something like this? Thanks again for all your help! I'm off tomorrow and I plan to dig into this then.
  23. Great to know! They're already structured this way, so no trouble there. Here comes a dumb question: What is SSE? If it wasn't clear by now, I definitely qualify as a beginner with script. Does SSE have any documentation? I only know how to define a polygon zone in Moose. Is it difficult with MIST? Way ahead of you. I can image the crap out this mission. I just haven't been able to get reasonably past that stage, :smilewink: Thanks for your help. I'm not 100% sure how to accomplish all of these steps, but at least it gives me new things to research and test. I had pretty much hit a wall.
  24. Hello, I'm still having all kinds of trouble making groups work the way I want. I started looking at clients as a possible solution, since all the groups I'm working with are client slots anyway. What I'm trying to do it outlined below. Does anyone have any idea how to begin approaching this? I just keep thinking there has to be a simple solution, but every time I dig in, it gets ridiculous complicated in a hurry and ends up not working anyway. 1) Client enters a Polygon Zone A 2) Menu items appear (for that client only) and I don't care if they're from the main menu or not 3) Menu items are options to spawn adversaries from a list of late activated enemy groups AND will turn off the client's invisibility (on by default) That's really it. I'm just trying to make an en engagement zone where I can fly in, select the type of aircraft I want to fly against and spawn it. I want this to be a piece of a larger training mission and I have tankers in the vicinity so I need to toggle the invisibility to make sure the enemies I spawn only see me, not other players on ground attack missions or the tankers. Every approach I take ends in disaster and a lot of wasted energy. Does anyone have any head start to coding something, anything, like this that actually works? Trying to understand this concept. Thanks for any help!
  25. Keep me posted. Feel free to PM. Thanks
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