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Prof_hilactic

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Everything posted by Prof_hilactic

  1. Final testing, I put only one F15 instead of 2 and all the crash and F15 exploding in mid air disappeared. I am including the same mission as the first post, without the 2nd F15 for comparison test_154_Nocrash.miz
  2. I did some more testing. I removed all my scripts and just tell the F15 to search and destroy the Su25T. The results is very odd. No more CTD but as soon as the the F15 take off the 2nd F15 explode in mid air (ca. 0.55 minutes into the mission) without any reason. test_154_crash.miz
  3. Since 1.5.4 I have this custom mission that keep crashing. It happens 2 minutes in the mission just after the 2 F15 takes off and acquires targets. I tried the mission in 1.5.3 and it works no problem. I also transferred the mission on the Nevada map (2.0.2) to see if it was my script bugging DCS but it works without out any issue. I am including the mission, logs and crash dumps edit: added a.zip of the crash dump # -------------- 20160701-185616 -------------- # C0000005 ACCESS_VIOLATION at B51DEBFF 00:00000000 00000000 00000000 0000:00000000 B51DEBFF 008FEAF0 0000:00000000 ?Parse@viObjectShape@@UEAAXAEAVModelParser@Graphics@@AEBVPosition3@@PEAV?$HeapVector@PEAVVolumeEffect@Graphics@@@@@Z()+3F FCED0CF8 008FEFB0 0000:00000000 FCEFAE4E 008FF120 0000:00000000 FCEBA5A3 008FF160 0000:00000000 B7F7645F 008FF1E0 0000:00000000 B7F769A5 008FF230 0000:00000000 FD1184B8 008FF2A0 0000:00000000 FD11E2D1 008FF300 0000:00000000 FD10DC84 008FF330 0000:00000000 FD10DBD4 008FF360 0000:00000000 FCDED35F 008FFA10 0000:00000000 FD2124E9 008FFA50 0000:00000000 C13B8102 008FFA80 0000:00000000 BaseThreadInitThunk()+22 C381C5B4 008FFAD0 0000:00000000 RtlUserThreadStart()+34 test_sead_pat3.miz Logs.zip
  4. Hi I am trying to detect if a laser spot is inside a zone or not but I don t know if a Spot is an Object or not (i.e can I use world.searchObjects in conjunction with Spot?) test = 'test' local zone = trigger.misc.getZone(test) local Spots = {} local volume = { id = world.VolumeType.SPHERE, params = { point = zone.point, radius = zone.radius } } local jtac = Unit.getByName('jtac') local target = Unit.getByName('target'):getPoint() local ray = Spot.createInfraRed(jtac, {x = 0, y = 1, z = 0}, target, 1337) local spotloc = Spot.getPoint(ray) --trigger.action.smoke(spotloc, trigger.smokeColor.Green) local ifFound = function(Spots, data) trigger.action.smoke(spotloc, trigger.smokeColor.Green) data = Spot:getTypeName() env.info(data .. 'Spot Found') return true end env.info('test') world.searchObjects(Spot.Category.LASER, volume, ifFound, data) Any ideas?
  5. Hi FlightControl, Great Job with MOOSE, I love it. I am trying to play around with the escort script but I have a problem with the escort attacking a target. They see the target but do not fire at it. They just follow me around dutifully even if I told them to shoot at it. What am I doing wrong? Also thank you for rescuing the SEAD script. it will prevent people to suffer through my bad lua programming :music_whistling: test_1.miz
  6. I clicked on the MFCD to select/unselect the bomb. I have been flying for years never noticed before. As I said it might be a feature.
  7. Not sure if it is a bug or a "feature", the DSMS do not save the different setting for the CBU-97. If I select some CBU-97 go into Prof to change to CCRP click save go to setting set the min alt to 500 click save go back to the DSMS unselect the CBU-97 select the CBU-97 go into prof no setting saved I tried the same with the CBU-105 and it is the same story DSMS bug.trk
  8. If the units are set "on road" they move perfectly over the bridge :thumbup: Except one bridge so far (straigh north of Kobuleti 41 53'59"N 41 46'35"E) the units sink into the embankment and pop up once they reach the actual bridge. However if the units are set "off road" they sink in all the embankment leading to the bridge I tried so far. I will try the other bridges and see if there is more.
  9. Ok so not a bug but a feature of Russian engineering. ;)
  10. On the ground with both ramp start or cold start the minimum speed indicated on the HUD is 80 km/h. I crossed check with the non beta version of DCS and the HUD indicate 0 km/h at ramp start. Seems to be a genuine 1.5 bug.
  11. Well I just got a Galax GTX 980 HOF with an I7 4790K running on an LG at 3440x1440 FPS with the A-10 was above 100 constantly With the Mig 21 which use to kill my previous system is now running at 80 FPS if I don t look at the cockpit too much. Looking at the seat the FPS drop down to 60 FPS. With the occulus it is a dream no stutter at all (except for the mig) :pilotfly:
  12. Same here, I drop from 60 fps in an A-10C down to 15 fps with the mig21 Rig: i5-4670 3.4ghz, 16gb, 7970 6Gb
  13. Now that life is a bit less busy, I am able to spend more time on DCS :pilotfly: Here is an update on the script, it works with mist 3.5 and DCS 1.2.10. I have added the AGM-88 and the probability of a SAM evading the missile is skill based : An Average SAM will have 10% chance Good 50% High 70% Excellent 90% To prevent any copy paste error I have included the Lua and one exemple. I still haven't made any progress in learning Lua so any help making the script more tidy is welcome. Have fun SAM_smart_final.miz sam_smart_finale.lua
  14. Good point, I only put the missiles available on the Su25T. I will add these
  15. This is my first try at a script and it is a bit of a Frankenstein (bits of script taken left right and center) so if you recognise part of the script as being yours, it is normal and thank you. The aim was to have the sam radar to shut off for a random time and for the unit to disperse randomly if a SEAD missile is targeting it . It works, however it moves the full group and I would like only one unit (the radar) to move. How do I do it or is it impossible? (having a group of one unit is not an option the SA-6 needs a radar and a missile launcher in the same group) P.S the code is a right mess any help on cleaning it would be greatly appreciated, so I can learn. P.P.S there is some odd behiavour with the KH-58. Against a sborka the missile self destroy as soon as the radar shut off. Against a SA-6 STR it flies ok and will even re-aquire the target if the radar is turned back on. I might need to find a way to delay the restart of the radar until the KH-58 is dead.
  16. Ok managed to get the targetdetected script to work function targetDetection() local possibleintruder = Unit.getByName('A-10') local EWRgroup = Group.getByName('Sam') local EWRgroupcontroller = EWRgroup:getController() possibleintrudergroupdetected = Controller.isTargetDetected(EWRgroupcontroller, possibleintruder, RADAR) if possibleintrudergroupdetected == true or possibleintrudergroupdetected == 1 then trigger.action.outText("detected", 5) trigger.action.setUserFlag('10', true) elseif possibleintrudergroupdetected == false or possibleintrudergroupdetected == 0 then trigger.action.outText("not detected", 5) trigger.action.setUserFlag('10', false) end end mist.scheduleFunction(targetDetection, {}, timer.getTime() + 10, 10) However it is stuck with A-10 as a unit. How do I change this for any type of '[blue][plane]'? I tried with local airunit = mist.makeUnitTable({'[blue][plane]'}) and replacing A-10 with airunit but no luck
  17. Grimes, I have some problem with a couple of mist function. First: local radar_wp1 = mist.utils.makeVec3GL(trigger.misc.getZone('Zone2').point) throw an error about "can t perform arithmetic on a table". I manage to go past it with local radar_wap1 = mist.utils.zoneToVec3('Zone2') Second: local radar_wap1 = mist.utils.zoneToVec3('Zone2') local radar_wap2 = mist.utils.zoneToVec3('Zone3') mist.groupToRandomPoint(_targetMimgroup,{radar_wap1, radar_wap2}) I get the error attempt to index local 'point' (a nil value) stack traceback: [C]: ? [string "C:\Users\rno\AppData\Local\Temp\DCS\/~mis00..."]:3176: in function 'getRandPointInCircle' [string "C:\Users\rno\AppData\Local\Temp\DCS\/~mis00..."]:3221: in function 'groupToRandomPoint' [string "C:\Users\rno\AppData\Local\Temp\DCS\/~mis00..."]:32: in function 'onEvent' [string "Scripts/World/EventHandlers.lua"]:13: in function <[string "Scripts/World/EventHandlers.lua"]:11> What am I doing wrong?
  18. Generally I use mist.teleportToPoint and for dispersion I just put 'disp', it seems to work. So try mist.teleportInZone('group1', 'zone1', 'disp', 4000)
  19. Thank you Grimes and SNAFU for the answers. unfortunately It is not working I still get no detection from any radar unit. I also tried SNAFU script but no luck. SNAFU could you provide a miz example?
  20. Just when I thought I understood lua, I stumble on another arcane requirement. :helpsmilie: This time it is with Controller.isTargetDetected(Controller self, Object target, [Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN] or nil) what do I need to put in [Controller.Detection detection1] to use RADAR? local radar1 = 'radar1' local target1 = 'target1' local OriginGroup, TargetGroup = Group.getByName(radar1), Group.getByName(target1) local OriginUnits, TargetUnits = OriginGroup:getUnits(), TargetGroup:getUnits() local detect =Controller.isTargetDetected(OriginGroup,TargetGroup,RADAR) if detect == true or detect == 1 then trigger.action.outText("detected", 40) trigger.action.setUserFlag('10', true) elseif detect == false or detect == 0 then trigger.action.outText("not detected", 40) trigger.action.setUserFlag('10', false) end I tried with a tungunska once an A-10 is in range and the only thing I can see is the message "not detected' even if the tungunska is actively trackingthe A-10. also what do I need to do to have this checked every 10 seconds or so using mist.schedulefunction?
  21. kontiuka I am getting the same kind of problem with mist.teleportinzone and mist.respawninzone. DCS crash when I try to go back to the editor I used to have the same problem with dynadd in mist 3.1 but since 3.2 dynadd works without crashing. also with the function mist.scheduleFunction(mist.respawnInZone,{'Armor_1', {'zone_1','zone_2', 'zone_3'} , true , 150},timer.getTime() + 10) for some reason the group only respwn in zone_1. I don t know if it is a problem with me not knowing to program or the random number generator or a bug
  22. I have to admit I am really struggling with Lua. I have limited knowledge of programing (only Basic and pascal - showing my age...) but I can write some loops. My real problem is to understand what input value is needed for some function. Most of the time is seems completely arbitrary why one require a table and string whilst the other is just one string and even with trial and error most of the time I get nowhere. For example I have this function with dynAdd local group = mist.getGroupData('Armor_1') group.route = { points = mist.getGroupRoute('Armor_1', true) } group.country = 'USA' group.groupType = 'GROUND' mist.dynAdd(group) It works no problem but If i want to add mist.scheduleFunction I am stuck. the Wiki description is chinese to me mist.scheduleFunction(mist.groupToRandomZone, {'myGroup', 'myZone'}, timer.getTime() + 10, 900, timer.getTime() + 3600) If I try to decipher it and modify it to dynAdd it goes as follow : mist.scheduleFunction(mist.dynAdd(group), timer.getTime() + 60) -- no luck mist.scheduleFunction(mist.dynAdd,(group), timer.getTime() + 60) -- no luck mist.scheduleFunction(mist.dynAdd,('group'), timer.getTime() + 60) -- no luck mist.scheduleFunction(mist.dynAdd,{'group'}, timer.getTime() + 60) -- no luck .... Stuck I don t know what other symbol or combination of symbol to use. All this because I cannot understand what table vars unpack means ( I know RTFM) . A shame because once I manage to get mist to do what I want it is a blast. Luckily there is a forum where I can ask stupid question and most of the time I get the answer until the next hurdle, where the same process start again.
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