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TEMPEST.114

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About TEMPEST.114

  • Birthday May 6

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  • Flight Simulators
    DCS, MSFS (for Gliding and Helo Instruction only), Falcon 4 + BMS, IL-2, Star Citizen
  • Location
    UK - for my sins.
  • Interests
    Sleeping, eating dim sum, reading fanfic.
  • Occupation
    Airline Pilot (Captain) for UK regional airline.

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  1. That kind of logic you will have to create and then use the list of functions to execute it.
  2. Well, there isn't a single 'command' to do what you want, but you can create a script to do exactly what you are looking for, but it's going to be multiple lines and function calls and data scrubbing. Start here: https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation
  3. No, we shouldn’t… but it’s DCS.
  4. Visual Studio Code + Lua extensions
  5. Then I suggest you set some variables (flags) at waypoints to toggle their ROE and Alarm State so they don't waste everything before they get there. But your question said that they get there and won't move because they're out of ammo. So that was what I was addressing.
  6. Welcome to the ai logic of ground units in DCS. It has to be the worst of any ‘sim’ or game ever released. When they get to the point of no ammo and just sit there, set their roe to don’t engage, set their alarm state to green and set their visibility to invisible, those might help.
  7. You like most completely missed the point and jumped to a fallacious conclusion. The mods I was talking about added npc/ai units - did nothing to affect change in DCs other than open more mission types; as such they never cause a crash or any instability; I’ve been running them for almost 4 years and had zero problems from them. This fallacious closed mindedness is part of the problem.
  8. How are you learning if you don't work it out? LUA isn't compiled, so what are you talking about with a compiler?!?! You shouldn't even be able to make any memory leaks because it's an interpreted scripting language, so the interpreter and C backing library should prevent all that. You're implying that you don't 'write' most of the scripting you're using. Are you just dumbly copying and pasting and then using vile AI just to hack it to work? Are you not actually learning anything? LUA has one of the smallest command sets in any scripting or programming languages. It truly is one if the the most simplest 'languages' ever made... What is is that you’re struggling with? Have you read the programming guide? Is this the first computer language you’ve ever tried to use? How have you tried to learn? There is virtually zero reasons to use ChatGPT or any other evil ai tool as most if not all the problems you’re going to have are because of the DCs s.e. and the inability for a live debugger. what do you do to debug?
  9. And another thing; I put a poll out for the people who come into the M.E. forums about using mods for aircraft and objects that ED have no interest in adding into DCS yet open up HUGE amounts of narrative and mission types that DCS just can't do. Virtually everyone poo-pooed it; saying they hate mods, won't use OvGME, are unwilling to make their players install mods as they see it as a hurdle most of their users won't cross to get (or even see) the benefit and irrational worries about crashes. So even putting scripts into missions/campaigns is seen as a hurdle or problematic to a lot of the 'players' of DCS... you have to decide if it's even worth it.
  10. You don't. Like I said, they're hidden and unexposed at the whims of ED. And Grimes knows about them and has never added them to the hoggit documentation for reasons I don't know, but there is no process or way to get ED to officially make an effort; they don't care very much about this stuff and they have priorities that are, in their opinion, much, much higher. If you want to find them (and I can only think of two or three off the top of my head that aren't 'documented' anywhere) then you are going to need to go looking for them yourself and if you're able to put the time and effort in, you can reverse engineer how the params are specified and the outcomes are testable and repeatable then you can use them, but they can vanish in a patch and break your scripts / missions / campaigns at any time. If you look at the 'wish' list or 'bugs' for the scripting engine things that we DESPERATELY need have been asked for and tracked for over a DECADE and they still won't address them or fix them. The line ED have said in comments and messages is that most of the users of DCS are single players. The small percentage that do multiplayer do the big servers to just dogfight or bomb it to hell and a TINY portion of those create missions or even dive into campaign creation and scripting. They have their priorities and the M.E. and Scripting Engine (S.E.) are not in that list. Like I hinted above, if you want to compare what is on 'hoggitworld' (hint: it's not complete or fully accurate or up to date) with what is actually available with each patch of DCS, then you're going to have to dump the _G table so you can see all the C functions available - one of which is 'addZone' and you'll notice there is no 'removeZone' - so hence you can't do it. Even Grimes has said in posts and comments that he regularly dumps G so he can see what's been added/removed/changed. The DCS Scripting Engine API (and ME) is pretty crap. It was never really 'designed' and the best it was ever 'officially' communicated was here: https://www.digitalcombatsimulator.com/en/support/faq/scripting_engine/ If you look into the history it was born out of a need for debugging purposes and was provided 'as is' to only the most hardcore mission creators and put out on the 'YMMV' principle. No deep or thorough documentation, no real examples; you had to already be a programmer or software engineer to even begin to reverse engineer it to make use of it; the documentation on hoggit is not an ED thing and done by the community for the community; but it's not up to date and it's not completely accurate. It's just better than absolutely nothing. The 'architecture' if you can call it that is laughable, disparate systems that can't but should communicate, back end objects having been deleted before the S.E. gets a callback with an id of that object that will cause a crash if you try and inspect/use it etc etc etc. So if you want to do these more complex things that you seem to be wanting to do, then you're just going to have to roll up your sleeves like the rest of us, get very familiar with lua tables and even metatables, start pulling out data structures from the .miz and looking in _G and even the mission editor lua files in the core game folders and start working it all out for yourself. It's what everyone before you has done. There is no real incentive for someone to volunteer a huge amount of time and effort to create in depth tutorials and documentation for ED because they don't appear to value that (having never tried themselves) and the M.E. and scripting environment are woefully ignored in patches and updates. Not only that but most go out of date or aren't kept up with and most of the DCS community seem to be quite toxic and anti-intellectual; they want the results and rewards, but they don't want to go to the effort of learning and contributing (look at the fools arguing for AI and ChatGPT to do scripting for them, rather than use their brains and make an effort) but they're rather tear down those actively trying to highlight the problems, offer solutions and contribute with bug reports and scripting advice. There is a lot of gaslighting and mansplaining in this tiny niche group of scripters and mission creators. Lots of big egos writing cheques they can't cash. Ultimately, unless ED do a 180 and actually focus on doing this and the M.E. properly, it is what it is; if you can make it do something cool, great, but it could just as easily break with each patch or features you rely on could disappear forever and there is nothing you can do about it. If you get a buzz from the intellectual side of doing this crap then I'd say go for it; if you're just doing it to make a mission to play and the playing/flying/learning aircraft or flying with friends is more important, then focus on that and leave the scripting alone.
  11. @Flappie Hiya. Any chance you can let me know if/when you've spoken to the devs to confirm that this is indeed a bug or am I missing something that (yet again) isn't clear in the Manual or UI?
  12. You can do this with scripting already if you want to do this.
  13. https://wiki.hoggitworld.com/view/DCS_Scripting_orig_Part_1 https://wiki.hoggitworld.com/view/DCS_func_getPosition https://wiki.hoggitworld.com/view/DCS_func_setTask You have to create a task with a waypoint of the new position.
  14. There's no removeZone. I believe the SSE is Secret Scripting Environment/Expression... either way it's an undocumented function (there are a couple of them). Hint (Dump _G and take a gander)
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