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DHelios

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Everything posted by DHelios

  1. And that will continue to be updated at every interval until stopflag is true? Awesome, that's just what I need. Thanks, St3v3f! That takes care of question one, just the scripting error left now...
  2. I'd recommend having a look at this document: http://forums.eagle.ru/showthread.php?t=86345 (Lobo's DCS A-10C Normal Checklist & Quick Reference Handbook) It has lists of the various weapons types that can be carried, of the various threats that may show up on your RWR, and many other things. You could just print the two pages that you were looking for, or the entire document, as it is a very nifty reference to have on hand when flying the A-10C...
  3. toggle trouble I've been trying to make use of mist.flagFunc.units_in_polygon, but I've been running into trouble with the toggle variable. The code I have in use is as follows; mist.flagFunc.units_in_polygon{ units = {'[blue][plane]', '[-c]Turkey'}, zone = mist.getGroupPoints('testaircraft'), flag = 50041, stopflag = 90091, interval = 5, --toggle = true, } The idea is that the flight plan for testaircraft takes it around a zone. No blue aircraft other than Turkish are to enter it, or else stuff happens. As the code is presented above, that works perfectly fine, and I couldn't be happier. Except I could. The thing is, that if an aircraft leaves the zone, flag 50041 is still true, and so the next blue non-Turkish aircraft to enter the zone won't trigger the effect again. I need flag 50041 to revert to false again when the aircraft leave the zone. That's where the toggle variable comes into play. I think. The documentation is a bit unclear about this. I get that it is supposed to do one of two things; Make mist.flagFunc.units_in_polygon work as normal, but then turn flag back to false when no more units are in the zone (this is the effect I want, and what I assume it's supposed to do). Make mist.flagFunc.units_in_polygon work inverted entirely: flag is specifically set to false when no units are in the zone (this seems a bit convoluted, but I can still use it, I'll just need to run mist.flagFunc.units_in_polygon once to turn the flag to true, then again with toggle to turn it back to false). The problem I run into is as follows: The moment I uncomment the toggle line, the sim throws a scripting error at me the moment the script is loaded. The error is as follows; [string "--MiST Mission Scripting Tools..."]:2064: attempt to call field 'getUserFlag' (a nil value) stack traceback: [C]: in function 'getUserFlag' [string "--MiST Mission Scripting Tools..."]:2064: in function 'units_in_polygon' [string "mist.flagFunc.units_in_polygon{..."]:1: in main chunk So my question is twofold: What is the expected behaviour of the toggle variable? Is it supposed to behave like I described as option 1 or 2 above, or am I completely misunderstanding it? Is this error caused by an issue with MiST and the toggle function, or am I doing something very wrong? Any help on this issue would be much appreciated! -Helios
  4. That said, a higher resolution screen will show you the same image crisper and with more detail, which can increase immersion as a whole and make life easier when spotting or identifying targets. If it's within your budget, then a high-resolution monitor alongside the appropriate graphics card to drive it is the way to go. Unless money is no issue, though, I'd recommend just using your existing monitor if it still gets the job done. Then buy a graphics card that's just a tad stronger than what is required to make DCS run smoothly on your monitor's native resolution...
  5. hold Right Windows Key + N to look into your left mirror, Right Windows Key + M to look in your right mirror. This works even if the mirrors are disabled in the options menu. I am not aware of any shortcut to peek at the top mirror, though. And yes, the FPS hit is absurd...
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