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Everything posted by Wizard1393
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[REPORTED] AI infantry does not attack
Wizard1393 replied to baltic_dragon's topic in Mission Editor Bugs
Can confirm. I just created a brand new mission in 1.5. Put 1 RED and 1 BLUE infantry group right next to each other (Like 10m) and noone engaged. Must be a bug. -
OK. To me this is confusing. Deactivating a group should put the group in the same kind of state as a group set to late activation would be, wouldn't you agree? Maybe it's just the working used that makes it confusing then. If it's intended that a group that gets "Deactivated" is not in the same state as a group put in "Late Activation" then I would suggest calling "Group Deactivate" trigger action to be renamed to Group Remove to avoid confusion. I guess I agree. So is the general idea that you use Group.isExist() for checking if the any of the units in the group is alive then?
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Done some testing. Group.getByName() indeed returns dead(destroyed) groups. But if a group is Deactivated via trigger, it does not return the group. It does however return the group if set for late activation in the ME. Possible workaround for now seems to check the # of units within a supposedly destroyed group. Lua predicate would solve alot too... Anything? Thanks for your info so far Grimes!
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Can confirm hovering after repair. If you manage to take-off after, aerodynamics are weird.
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[DCS World FC3] Complete Su-27 English Cockpit Mod
Wizard1393 replied to Devrim's topic in Utility/Program Mods for DCS World
Great thanks :) Same with SU-25/SU-25T english cockpit mod? -
[DCS World FC3] Complete Su-27 English Cockpit Mod
Wizard1393 replied to Devrim's topic in Utility/Program Mods for DCS World
Is this compatible with 1.5b? I love these english cockpit mods. -
Missile/Contrails smoke disappear too fast.
Wizard1393 replied to Peter5on's topic in DCS Core Wish List
I agree it's much more visible now than in 1.2. But yes, contrails felt longer in 1.2. I would also like the SAM launch smoke to be fuller and longer. Look at this FALCON clip. THIS is how it should look in my opinion. Then u stand a chance seeing it. Mind that I think this is a smoke MOD for Falcon and not vanilla Falcon. -
Maybe it is announced or not, (searched forums didn't find anything) will DCSW 2.5 have proper FLIR modeling in the new maps/theatres? To be honest FLIR views in the TGP in the A-10C are pretty much useless now. Trees are just as hot as vehicles and troops... This is the dream...proper FLIR.
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A few issues found during testing
Wizard1393 replied to baltic_dragon's topic in Mission Editor Bugs
At least Kobuleti also has this problem. AI aircraft taking off in the wrong dir, according to wind. -
Don't know if right section but I'll post it here. I've made a mission with alot of "client" aircraft. All "client" flights are grouped in two's. So there's Springfield 1-1, 1-2; Enfield 1-1, 1-2 etc. I've been getting reports from people that they don't get the waypoints in game. Have not been able to verify this. At first I though this might be due to the new ability to have "clients" in the same group. But I've tried myself selecting both a "1-1" and a "1-2" and both had waypoints. Anyone else had problems with missing waypoints? /C
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[CLOSED] Can't connect to server - incorrect password
Wizard1393 replied to VTJS17_Fire's topic in Multiplayer Bugs
We were a group of people also experiencing this issue. Can't connect to a passworded server. When we turned off server password, some of us could connect. We had issues in general connecting to servers, got message "password incorrect" even though we had the right password, or blank password. Maybe it's due to ED Master Server overload? -
"You thought the waiting was just about to end..." Giveaway
Wizard1393 replied to xaoslaad's topic in Community News
Hey I'm late too, doesnt matter right? :) -
Same...
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Bumpittybump
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tgp flir mod ( texture + lua)
Wizard1393 replied to Migow's topic in Utility/Program Mods for DCS World
Bump. Nothing new on this subject? Until and if it gets done "properly" wouldnt it be possible to mod it somehow so that all UNITS basically are clear shining white/black in the WHOT/BHOT modes? Those modes are basically useless now, unless it's night, then it's a LITTLE useful. I cant understand why it's made like this really from the beginning as someone said. Trees and terrain are often just as white as any unit, human soldiers or vehicles.... Seems like it would not be too hard to do it BETTER, even if not using accurate heat texture maps. Just have all terrain/dead objects/buildnings darker and only UNITS brighter. -
CAS INFINITY RANDOMIZED - OBJECTIVES BY GROUP ############################### CAS INFINITY RANDOMIZED - OBJECTIVES BY GROUP ############################### Battlegroups of Russian ground forces are scattered within the AO. American (A-10C) and Georgian (SU-25T, KA-50) attack aircraft are scrambling to deal with these threats. Intelligence are surveying and analyzing the AO fr om satellite and drone recon images and will be relaying their findings to flights operating in the area. SU-25T pilots have the possibility to call in smoke markers and illumination bombs over the objectives. There are no known airborne threats in the AO. Senaki, Kutaisi, Kobuleti and Batumi can be used for refueling and rearming. However, make sure no enemy groups are near the Airbase you intend to use. You will have to communicate with other operating flights to do this. A-10C's and SU-25T's start on BATUMI. KA-50's start on KOBULETI. ###PREREQUISITE KNOWLEDGE### You need to know how to make use of coordinates in your aircraft of choice. Coords will be given in both LAT/LON and MGRS/UTM formats for SU-25T's, in MGRS/UTM for A-10C's and in LAT/LON for KA-50's. Flying the SU-25T, you will have to use "mouse over" on the F10 Map View and look at the cursor coords, to try to find the general area of the target. When you think you are close, you can request illumination bomb and/or smoke on the target and scan your surroundings with MK1 Eyeball to find the target spot. ###MISC/ABOUT### There is no mission end. You can continue to request new taskings, and the mission will generate random taskings for you infinitely. Each flight group callsign will get separate objectives to complete. This means that if Boar and Hawg flight groups are operating in the area, they both have an objective target group to destroy. They will have to communicate with each other to know where it's safe to go and not. Every objective target group is created with a randomized number (between 1-5) of vehicles of randomized type and skill. Vehicle categories that are randomized are Mobile AAA's, Mobile IR-SAM's, APC/IFV's and MBT's. When the number of vehicles are set for the current group, there will also spawn #vehicles*3 soldiers to the group. If a unit is spawned in, in a place that makes it impossible to see or to hit, due to possible bugged clipping etc. you can always choose to skip the current objective via F-10 radio menu option, to get a new objective. DOWNLOAD
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CAS INFINITY RANDOMIZED - Joint Ops ################ CAS INFINITY RANDOMIZED - Joint Ops ################ 1.03 Changelog: Fixed bug where mission messages said you skipped an objective when you in fact destroyed all targets. Fixed a problem with certain cockpit view settings was saved into the mission file. Battlegroups of Russian ground forces are scattered within the AO. American (A-10C) and Georgian (SU-25T, KA-50) attack aircraft are scrambling to deal with this threat. Intelligence are surveying and analyzing the AO fr om satellite and drone recon images and will be relaying their findings to all flights operating in the area. SU-25T pilots have the possibility to call in smoke markers and illumination boms over the objectives. There are no known airborne threats in the AO. Senaki, Kutaisi and Batumi can be used for refuelling and rearming. However, don't use an airbase too close to the current objective. You may get shot down! A-10C's and SU-25T's start on BATUMI. KA-50's start on KOBULETI. ###PREREQUISITE KNOWLEDGE### You need to know how to make use of coordinates in your aircraft of choice. Coords will be given in both LAT/LON and MGRS/UTM formats. If you fly the SU-25T's you will have to use "mouse over" on the F10 Map View and look at the cursor coords, to try to find the general area of the target. When you think you are close, you can request illumination bomb and smoke on the target and scan your surroundings with MK1 Eyeball to find the target spot. ###MISC/ABOUT### New random objectives will continue to spawn forever. There is no mission end. Every target group is created with a randomized number (between 1-5) of vehicles of randomized type and skill. Vehicle categories that are randomized are Mobile AAA's, IR-SAM's, APC/IFV's and MBT's. When the number of vehicles are set for the current group, there will also spawn #vehicles*3 soldiers to the group. If a unit is spawned in, in a place that makes it impossible to see or to hit, due to possible bugged clipping etc. you can always choose to skip the current objective via F-10 radio menu option, to get a new objective. **Joint Ops I decided to make 2 versions of this mission. One "Joint Ops" where target groups are relayed to all blue flights, one at a time. There is another version "Objectives by group" where flight groups are 2 aircraft per group/callsign. Objective areas will be given/spawned to each and every flight group separately, so not every single aircraft is working on the same target area. DOWNLOAD
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BUMP* This was 3 years ago, anyone know if it ever became possible through lua?
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Thank you :smartass:Grimes!:smartass: And how the hell did you discover this? lol Thanks alot!! I'll give this a shot asap. Rep inbound!
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Can you explain further please? Are there player clients in both red and blue coalitions or are all player clients in the blue coalition? I don't know if your just using your script code as an example of what you're trying to do, but that line "trigger.action.explosion(Unit.getByName('Pilot #168'):getPosition().p, 100)" will only ever blow up the unit 'Pilot #168' regardless of what GROUP enters or leaves specified zones. Do you know the difference between a unit and a group? You're using a triggger condition that checks if any unit that belongs to a group is inside a zone. The script you're executing is a static reference to a certain unit within some group. I'd go about this whole thing with a trigger by type 'CONTINUOUS', with no condition, and a "DO SCRIPT FILE" action. Withing the script you do two separate enumerations. First enumerate all units who are in the red airfield zone and explode them. Second enumerate all units not in zone PvP zone and explode them.
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No one? Grimes or Speed, any of you guys care to waste a couple of minutes on me? :book:
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Hello, I've created a simple mission with 3 unarmed ground units. 1 blue and 2 red, on Batumi Airfield. I've been pulling my hair out to get the blue unit to move to one of the red units via script. The mission initializes MIST via Mission Init then executes my custom script at mission start. My custom script looks like this: blueUnit1 = Unit.getByName('BLUEUNIT1') blueUnit1Pos = mist.utils.makeVec2(Unit.getPosition(blueUnit1).p) redUnit2 = Unit.getByName('REDUNIT2') redUnit2Pos = mist.utils.makeVec2(Unit.getPosition(redUnit2).p) trigger.action.smoke(blueUnit1Pos, 3) --Smoke marker on start position trigger.action.smoke(redUnit2Pos, 1) --Smoke marker on end position path = {} path[#path + 1] = mist.ground.buildWP(blueUnit1Pos,'Off road',60) -- first point on path is present position path[#path + 1] = mist.ground.buildWP(redUnit2Pos,'Off road',60) -- second point on path is target position blueGroup1 = Group.getByName('BLUEGROUP1') mist.goRoute(blueGroup1, path) Now the 'BLUEUNIT1' sets off and moves straight to the coastline and then turns either north or south by the water and continues on a super slow beach stroll. PLEASE if anyone can enlighten me what I'm doing wrong with the code? But the SMOKE MARKERS put on the same positions as the WP's get built from, are on the units exact spot. I've attached the .miz file for your inspection as well so you can try it out. The scripts are inside offcourse. movetounit_test.miz