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TEMPEST.114

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Everything posted by TEMPEST.114

  1. Everything is updated, of course. I have triple checked (both axes and non-axes) commands and I have NO CONTROLS bound to the Radar Control switch on the right side panel near the pilots right hip, however, during flight it is randomly changing positions (all positions) and making the radar unusable as it often switches so many times per minute that it's turning it off, emerg, on, stby, off and so on... I have gone through all the bindings for all the controls I have and nothing is bound to it, so what am I missing?
  2. Hi Your image is now unavailable.
  3. env.mission has the following: pictureFileNameN pictureFileNameB pictureFileNameR However it's impossible to get the 'actual' file name - instead all we can get is the obfuscated 'ResKey' for it. There is no equivalent 'getValueByKey' for objects in the mapResource file.
  4. Have you tried reducing the frame count on the gif and then using the PICTURE TO scripting command with a 1sec time between them all? I know it's not perfect but it could still get the job done.
  5. And when the game engine loads the mission, it creates a random setting for each of those ticked options. You really need to allow mission creators to build missions for replay-ability because it can take so long to make a good mission that randomness in many factors will give it a longer life.
  6. Not really, I'm making my own better and more flexible and mission creator friendly version of the big libraries out there. But I'm happy to talk you though that if you're able to do scripting.
  7. Do you have a slight light leakage on the left side that if you put your hand near where the bracket hinges on the headset you can block out all light? I'm just trying them out (from Amazon) right now and I'm quite concerned about this and the discomfort (esp with long hair). Nevermind; I'm returning it. It's very uncomfortable, rips my hair, is very inconsistent in keeping my virtual head inside the cockpit esp in BFM and the slight improvement in visuals and FOV isn't worth $1800.
  8. Nope. Can't even do it via lua (DCS func setCommand - DCS World Wiki - Hoggitworld.com)
  9. I've looked that the guide for creating an aircraft that is pinned at the top of this forum, but how much of that can be dropped if I'm just making an ai aircraft i.e. civilian airliner?
  10. Isn't that 'argument' utter bull poop? We have civilian models in-game (albeit static) and we have civilian cars driving around that can be blown up... so that 'argument' fails at the first test. Surely it's really down to they just can't be bothered rather than some overly political statement - on a game where we routinely blow stuff up?
  11. Almost 2 years later, and STILL this has been completely ignored. PLEASE add this.
  12. I've created some scripts that do this. You never know how the AI pilot will respond when you pull along side and do a visual intercept. It's quite cool.
  13. As title says. I'm still waiting on ED to say what new stuff is coming to the ME as they never address it in their 'beyond' propaganda or their blog posts... but additions like this are critical to being able to achieve much more dynamic missions on the fly and reduce repetitiveness.
  14. I looked into what it would take to add this.. as well as undo / redo. Basically it's a significant re-write of the entire architecture of the mission editor (undo redo) and a less but not entirely insignificant re-write to add in multi select. The whole thing is built upon only dealing with one selected object at a time. To try and shoe-horn in multi selections without the whole thing breaking is just too much. The entire ME is ropey as it is. Adding new features at this point is almost a house of cards. I was even entertaining the idea of writing a standalone ME that ran on the desktop and meant you could edit / create and be playing the mission in the game at the same time... but the amount of work for that to make it all play nicely, plus it would have to be a free project as ED wouldn't let me make money from it, killed the idea early. There has been very little from ED about updating the ME to the 21st century so I don't think it's anywhere near fruition if ever. Have you looked at that WEB BROWSER editor that's just gone into beta? It might suffice for basic mission creation stuff that you can then finish in the ME?
  15. So a) You're <profanity>-posting about a sample code that I provided to give a clue to the original person - not directly provide their answer, as their requirement isn't completely clear and they didn't even seem to know about math.random(). b) I noticed you didn't provide any code for their problem or did anything useful except dumping on someone who did offer some coding help. c) the code was written simply as it was provided TO A NEWBIE to help them understand HOW IT WORKS so they can modify it for their own use. You think talking about the extra ops to 'hash' a simple int is suitable or appropriate for helping a newbie? What are you on?! d) If you want to get your 'superiority complex jollies' about pre-emptively 'optimising' someones code for a trivial function that maybe get's called once per mission... then you really have shown your intent. Please don't bother engaging with a post of mine again. Thanks.
  16. there isn't an error. It works perfectly, and read the name of the function. A) if you're an idiot and have a function for 3 unique random numbers and give it only a range of two, it's your own stupid fault. B) The whole point of the function WAS for 3 unique random numbers - as someone asked me to write that exact function. C) Idiots are going to idiot, this function was set to do a specific thing - and it does it perfectly. It's not what you **think** it's doing.
  17. unless you've confused me, I can't see the problem... Do you still want the mission editor to refer to these flags? If you do, then by default all flags are set to 0 / false. So if you set it to true or a non-zero number in script, then just do it from LUA with the 'trigger' api and your ME Triggers will still be able to see it as they are in the same LUA state/environment. Otherwise, if not, then just use variables in LUA. Or am I missing something?! Here's my code for setting random flags to unique numbers that I made for another person on this forum function SetFlagsToRandomValuesBetweenMinAndMax(min, max, flagID1, flagID2, flagID3, unitIDNumber) local randomNumber1, randomNumber2, randomNumber3 = 0, 0, 0 local repeatUntilUnique = true randomNumber1 = math.random(min,max) while (repeatUntilUnique) do randomNumber2 = math.random(min, max) if randomNumber2 ~= randomNumber1 then repeatUntilUnique = false end end repeatUntilUnique = true while (repeatUntilUnique) do randomNumber3 = math.random(min, max) if randomNumber3 ~= randomNumber1 and randomNumber3 ~= randomNumber2 then repeatUntilUnique = false end end trigger.action.setUserFlag(flagID1, randomNumber1) trigger.action.setUserFlag(flagID2, randomNumber2) trigger.action.setUserFlag(flagID3, randomNumber3) if unitIDNumber then local text = string.format("Flags:\n%s: %d\n%s: %d\n%s: %d", flagID1, randomNumber1, flagID2, randomNumber2, flagID3, randomNumber3) trigger.action.outTextForUnit(unitIDNumber, text, 10, true) end end
  18. It's better to *know* that it's always doing a Rate 1 turn.
  19. 1. Is their final waypoint to land at that field? 2. Have you tried an Advanced Waypoint Trigger of 'Go To Waypoint <number' and set the number to the landing waypoint? Then push that task (or set it) when you want them to RTB? 3. Can the airfield actually support that aircraft type landing there? I ask because there are multiple maps that refused to allow certain aircraft (irrespective of coalition) to land at perfectly valid airfields because the devs screwed up the meta data and it's never been addressed. Several of them are in Nevada... 4. if you want them to fly all their waypoints and NEVER land until you actively PUSH that advanced waypoint action trigger, then you need to set their penultimate waypoint to have an action to go to a waypoint that means it will skip the last waypoint and go to a previous one.
  20. I can't believe the myopia of people when it comes to AI, even a basic AI as ChatGPT. This is a dangerous road. Humans aren't capable of handling this tech. Learn lua. Do the work yourself, grow, learn and put the effort in - stop being part of the 'I want it all and I want it now but I'm not going to work for it' generation.
  21. I've solved it. I'm getting all the info I needed/wanted now, dynamically.
  22. You're overwriting your old mission when you do that save. I think you're using it incorrectly. Once you've saved a mission with your filename you can just CTRL+S and it will save over the top of the old one. You shouldn't need a new dialog open unless you are doing the first save or using SAVE AS or NEW.
  23. Don't be too sure of that. Fakery and background stuff can be easily done to work around the utterly shambolic AI pathing / decision making algorithms. Don't expect that everything will be renewed when that comes out - I expect a large amount of fakery in that too.
  24. I think it's under PERFORM COMMAND that you can specify a specific group or unit to attack. Just have a look, it's all under the Advanced Waypoints, but you can also set it up as an Advanced Trigger Action to trigger on a condition. Check out the ME manual - I posted a link to it a few months ago and asked Bignewy to pin it - but he didn't bother. It's only a page or two back.
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