Prof_hilactic
最新回复 发布由 Prof_hilactic
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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.
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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
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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?
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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:
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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.
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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
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Same behavior on Creech airport. 2 Su-25T landed perfectly on formation. First one started going round and round on the landing strip looking for a taxiway, until the 2nd plane collided.
edit : added track
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I can confirm the behavior:
In ME memory usage just shy of 10 gigs jump to 12 gigs during the mission
If I launch the mission directly it only use 7 gigs
On the same subject. When I enter DCS the memory usage is 1 Gig,if I launch a mission, memory usage jump to 7 gigs. if I exit the mission and go back to the start screen the memory usage stay at 7 gigs, it does not go back to 1 gig.
I did some test if I have 2 missions (Mission A = 7 gigs memory usage; Mission B = 9 gigs memory usage). If I launch Mission A after Mission B the memory usage stay at 9 Gigs, it does not go down to 7 gigs
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Thunderstorm

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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.
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Ok so not a bug but a feature of Russian engineering.
;)
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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.
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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:
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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
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And no one is mentioning the release of the Mig 21!!!
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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
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Good point,
I only put the missiles available on the Su25T. I will add these
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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 .
SEAD_launch = {}
function SEAD_launch:onEvent(event)
if event.id == world.event.S_EVENT_SHOT then -- detecte un depart missile/bomb/cannon
local _grp = Unit.getGroup(event.initiator)-- identifie le groupe qui a tire
local _groupname = _grp:getName() -- retourne le nom du groupe
local _unittable = {event.initiator:getName()} -- retourne le nom des unites dans le groupe
local _SEADmissile = event.weapon -- identifie l'arme utilise
local _SEADmissileName = _SEADmissile:getTypeName() -- retourne le type d'arme
trigger.action.outText( string.format("Alerte, depart missile " ..string.format(_SEADmissileName)), 20)
-- debut de la deuxieme boucle
if _SEADmissileName == "KH-58" or _SEADmissileName == "KH-25MPU" then -- Si l arme utilise est un KH-58 ou Kh-25MPU
local _targetMim = Weapon.getTarget(_SEADmissile)
local _targetMimname = Unit.getName(_targetMim)
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(_SEADmissile))
local _targetMimcont= _targetMimgroup:getController()
mist.groupRandomDistSelf(_targetMimgroup,300,'Rank',250,20)
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
local SuppressedGroups = {}
local function SuppressionEnd(id)
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
SuppressedGroups[id.groupName] = nil
end
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
local delay = math.random(5, 15)
if SuppressedGroups[id.groupName] == nil then
SuppressedGroups[id.groupName] = {
SuppressionEndTime = timer.getTime() + delay,
SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function
}
timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function
end
end
end
end
world.addEventHandler(SEAD_launch)
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.
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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
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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?
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Generally I use mist.teleportToPoint and for dispersion I just put 'disp', it seems to work.
So try
mist.teleportInZone('group1', 'zone1', 'disp', 4000)
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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?
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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) endI 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?





1.5.4.54316.106 CTD
在 Game Crash
发布于
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