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OneFatBird

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  1. Been a while since I looked at DCS at all, but read rumors somewhere on some random browsing about the Apache module becoming available. If Jane's Longbow did not bring any skills, DI's 1986 Tomahawk on the Spectrum (the first simulator I ever played) will bring even less! I am going to have to rekindle my interest in DCS just to try this one out for old time's / nostalgia's sake. Thanks for the motivating impressions.
  2. Could the standard Win 10 Defender cause this? Nothing else, no other third party AV. It has always been at the same settings, too, and never caused an update problem before. What other logs might you need, and where would I find them?
  3. Hello, OK, I know the thread is marked as resolved, but it is a similar issue I'm having, only mine is a little worse. DCS Open alpha. No mods. No custom skins. No kneeboards. Nothing that might damage the core installation. Add ons; Nevada, MiG-15, F-86, MiG-21, FC-3, F-5E, P-51D. Done the update. Done the repair. The installation goes around in a circle, so to speak. The update is applied. At the end of the update, it deletes almost all the files it installed itself. When I run repair, it installs everything, then deletes it all again. Multiple times. Very odd. The only solution appeared to be uninstalling the program and starting again from scratch with a fresh install. At the moment it is going through the long process of downloading Nevada again, but at least the core program worked this time. I'll certainly post again if this does not work. autoupdate log attached. Screenie of error message attached. Thank you. autoupdate_log.zip
  4. This is affirmative, I spent some time trying to assist someone who was having connect issues for a scenario that had been on the server for a while, and I also see numerous complaints on our Discord about not being able to get onto the server. This anomaly is not only restricted to our own home VS server, but also affects other available WWII Normandy servers. Some troubleshooting would be in order to ascertain what conditions cause this situation, please. Thanks in advance.
  5. Not that I think I'll have the time to participate (much as I'd like to), but a quick question, just the same, in case... What, if any, are the limitations on using scripts? As much custom made ones by the designer, or those made by others and in the library on the forum?
  6. All solved now, thanks. No, it wasn't that. I'd learned that lesson in a previous experience on the site, but thank you just the same! :)
  7. Excellent. Thank you, that was exactly what I needed to know. :thumbup: PS: And, with mixed results. Yes, the guy started moving. No, he did not go where he was supposed to, but turned a clear 90º to the right of the intended advance and ran forever. I don't know, this path business is one of the hardest aspects of the scripting to get to grips with. It makes no sense. I'll keep playing with it...
  8. Sorry, once again, I'm not finding anything helpful regarding making custom group paths in DCS scripting. I'm getting very unexpected results from my experiments trying to fathom it out, so I am throwing in the towel with taxing myself, and hoping someone can please shed some light on this... Here's an example of what I mean... SOLDIER_GROUP = { ["visible"] = false, ["route"] = { ["spans"] = { [1] = { [1] = { ["y"] = 40000, ["x"] = 40010, }, [2] = { ["y"] = 40010, ["x"] = 40020, }, }, }, ["points"] = { [1] = { ["alt"] = 0, ["type"] = "Turning Point", ["ETA"] = 0, ["alt_type"] = "BARO", ["formation_template"] = "", ["y"] = 40000, ["x"] = 40010, ["name"] = "DictKey_WptName_7", ["ETA_locked"] = false, ["speed"] = 5, ["action"] = "Off Road", ["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = { }, }, }, ["speed_locked"] = true, }, [2] = { ["alt"] = 0, ["type"] = "Turning Point", ["ETA"] = 0, ["alt_type"] = "BARO", ["formation_template"] = "", ["y"] = 40010, ["x"] = 40020, ["name"] = "DictKey_WptName_8", ["ETA_locked"] = false, ["speed"] = 5, ["action"] = "Off Road", ["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = { }, }, }, ["speed_locked"] = true, }, }, }, ["groupId"] = 102, ["name"] = "Soldier Group 102", ["tasks"] = {}, ["hidden"] = false, ["units"] = { [1] = { ["x"] = 40000, ["y"] = 40000, ["type"] = "Soldier M4", ["name"] = "Soldier_101", ["unitId"] = 101, ["heading"] = 0, ["playerCanDrive"] = false, ["skill"] = "Excellent", }, }, ["task"] = "Ground Nothing", } Now, as the method is someone else's brainchild, I must ask. 1. What are SPANS, and their purpose? 2. What are POINTS, and their purpose? Knowing at least that might help me figure the rest out. I kind pof imagine that POINTS are the locations where you want to send the group, in map coordinates from origin, but SPANS has me defeated. Why two parameters? Also, what's this? "DictKey_WptName_7" ...and where can I find out more about it? Thanks in advance!
  9. :) Regarding skill, yes; I do want those RPG guys to actually hit something before they get mowed down by some coax. Thank you. I was beginning to get that idea, but you've put it better words than I would have done, for sure.
  10. That was it, thank you so much! For some reason I thought ONCE would only do the script once for the whole game (ie, only ever deploy one soldier in the entire game), and didn't think of trying it. It now deploys one soldier every time I land the Huey, and I have learned the final key to getting the event handler to work.
  11. Hello. As usual, apologies if this has been covered before somewhere else; search didn't give any clues... This picture... ...is the result of using this event_handler script on one landing... local Event_Handler = {} function Event_Handler:onEvent(Event) if Event.id == world.event.S_EVENT_LAND then if Event.initiator then local Init_Name = Event.initiator:getName() if Init_Name == "BHGP-01" then if Event.place == nil then local helo_pos = Event.initiator:getPosition().p RPG_MAN_SPAWN = { ["visible"] = false, ["groupId"] = math.random(999), ["name"] = string.format("RPG_" .. math.random(10, 10000)), ["hidden"] = false, ["units"] = { [1] = { ["type"] = "Soldier RPG", ["name"] = string.format("RPG_U_" .. math.random(10,10000)), ["unitId"] = math.random(10,10000), ["heading"] = 0, ["playerCanDrive"] = false, ["skill"] = "Excellent", ["x"] = helo_pos.x + (math.random(40) - 20), ["y"] = helo_pos.z + (math.random(40) - 20), }, }, } end coalition.addGroup(country.id.USA, Group.Category.GROUND, RPG_MAN_SPAWN) end else trigger.action.outText(_Name .. " landed at " .. Event.place:getName(), 10) end end end world.addEventHandler(Event_Handler) Basically, a single landing is generating a number of landing events for this UH-1, and spawning an RPG man for each of them. Now, there is a work around if I use flags for the spawning action, but the questions remain... 1. Is this right? Why are there multiple landing events registered? Is it normal? 2. What is the correct way to go about preventing this issue? Thanks in advance! PS: For info, I am triggering this off a Continuous Action, because I do not seem to get it to work off a Switched Action condition. However, I am wondering if I am not on the right track in considering the way it is invoked.
  12. Noticed it just now, so just reminding it is still present. Same thing on the SU-25A. Confusing, thought I was suffering from Gerstmann's syndrome for a moment.
  13. Huh! What happens while a back is turned, LOL! I'm sorry that I - or the content of the thread - was misinterpreted. Makes me feel guilty for starting a contratom. Indeed, questions have been answered to a level of satisfaction; my thanks for that. Known to be the best way to expand your knowledge; start teaching as soon as you have a functional grasp on a subject, provided you have the benefit of time to research and then reply. I know that from experience in another field. In any case, I am now well away with beginning to write my own scripts; the "click" has finally manifested itself, alas. I'll just bother you generous people - to whom I'm grateful - when I get really, really, REALLY stuck with something, as from now.
  14. I must clarify, first, what is wrong with my reasoning, and I recognize it is wrong. I'm trying to force a new language (for me) to do things that I am familiar with from another language. I should know better, having been a reasonably talented C/C++ coder on the verge of a decade ago. Here's a link to what I was referring to. See how you can use either the equality or the assignment operators for true false evaluation? The advantage was, if it proved true, it also retained the value obtained from the operation (or API procedure, whatever the case was) for use in the rest of the if statement. Lua does not do it, it seems, so I find a walk around, and that turns out to be the correct way for Lua. By that I mean, yes, I have solved my issue. Here's a snippet; _apc_names = {"APC_U_1", "APC_U_2", "APC_U_3" ...and so on... } for _i, _gp in pairs(_apc_names) do _apc = Unit.getByName(_gp) if _apc ~= nil then _apcPos = _apc:getPosition().p -- handling code, and such... end end Works great now. Yeah, well. Symptom of the times. We can't even buy a phone now with a half decent instruction manual included, as it appears modern human kind learns by osmosis, or something, LOL! Just have to get used to that. :P These are true words of wisdom. Thanks. Again, sorry I'm slow nowadays.
  15. Yes, I do know that. It is the same in C. Sorry you're not understanding what I am really asking. And yes, I am constantly referring to the Lua, MiST and DCS Scripting Documentation (the last of these which is very, very hard to digest, I will add). In any case, I do not learn as well as I used to because I'm old now. Apologies for that too, sir, though there's not much I can do about it. I won't bug you anymore. I was just doing it as a hobby, but I can clearly see I'm irking you all. Respects. All the best!
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