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Everything posted by TEMPEST.114
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--------------------------------------------------------------------------------------------------- -- ** --------------------------------------------------------------------------------------------------- -- TMI - env.mission Data --------------------------------------------------------------------------------------------------- -- ** --------------------------------------------------------------------------------------------------- -- date : table : The date the mission takes place at with Year, Month, and Day entries -- descriptionText : string : Mission briefing defined under the "Situation" page on the briefing panel -- descriptionBlueTask : string : Blue coalition task defined on the briefing panel -- descriptionNeutralsTask: string : Neutral coalition task defined on the briefing panel -- descriptionRedTask : string : Red coalition task defined on the briefing panel -- drawings : table : Table containing information on any drawing placed in the editor. -- pictureFileNameN : table : Neutral coalition briefing images -- pictureFileNameB : table : Blue coalition briefing images -- pictureFileNameR : table : Red coalition briefing images -- result : table : Conditions and actions defined by mission goals in the editor to decide if a mission is "won" -- start_time : number : Time in seconds since midnight for the date set when the mission starts -- sortie : string : Name of the mission as defined in the briefing panel. -- theatre : string : Name of the map the mission takes place on So these are exposed via env.mission But you can't actually get the images in the tables for 'pictureFileName' - so what's the point? getDictValueForKey doesn't (obviously) work, but there is no 'getResValueForKey' function. Why not?
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I'm so very, very tired of people's 'binary' thinking. Why does everything have to be all or nothing / good vs evil / black or white? LIFE IS GREY. Using a tool that would have sucked in the 1990's, in the third decade of the 21st century is unforgivable. I agree the CORE game has needed a re-write/overhaul for years - not just multithreading but AI, Pathing, Features and API. But as the previous poster said - if you don't give players tools they don't have to fight with just to make new content, then it could run at 90fs on a Reverb G2 and very few would play. Because it's the user driven content that keeps this game alive. Not a new module / map every 2+ years.
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I find that for images and sounds that aren't specified by a trigger action in the ME as part of the mission per se, what i do is create a single trigger with no condition that plays the sound or shows the image to an AI unit. This loads it into the mapresource / mission / dictionary stuff properly but the players never see / hear it until you want them to with your script. there really should be a 'load resource' trigger action but this will suffice...
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Kind of the point we're making.
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I've spent two hours going through this on the official discord with Nineline and someone else. They didn't believe me even when I gave screenshots and claimed it was user error.
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From every test/calculation and spot test I've made for months, there is zero modelling of wind, other than a gradient vector applied constantly at the same height all over the map. Buildings, mountains and other 'terrain' make zero difference to wind or turbulence. It seems even when there is a turbulence i.e. burble - it's a manufactured one and not because of the wind direction, strength or size/shape of the island on the carrier. This means that even hiding behind a skyscraper you still get wind 'blowing' you 'through' the skyscraper. Is this ever going to be addressed?
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Please improve Mission Editor popup dialogs and choices
TEMPEST.114 replied to DimSim's topic in Mission Editor
They still won't believe that the font rendering is screwed up - but looking at your screenshot (which is the same as my DCS) you can see the fonts kerning and leading is all kindsa effed up. -
It's the utter lack of transparency that is the most insulting. We understand you're a small team. We understand commercial pressure and you have to fix the 'big ticket' items first and pump out more modules out to bring in money. But your community is your lifeblood. The Mission Editor is the heart of that, it's the singular tool we have for pumping that lifeblood around. It's not only archaic, but it's vile to use. It's a hinderance and things that should be trivial take hours to do in it. Let alone the lack of undo/redo and multi-select / multi-edit or the broken auto-save system. I've looked at the ME code - to shoe-horn that in, is a logistical nightmare and probably a total re-write. So that is the point, instead of a pat on the head and being sent away with no clue as to when or even IF something is ever going to get done, how about coming out and saying it. 'Yes we are working on a whole new mission editor, we have more news later this year' or 'no we're not working on it this year'. If you're not ashamed of the answer, then tell us. Don't be a Frontier and keep everything vague and silent and treat us like garbage, be like RSI and tell us roadmaps, plans, let us see and hear from the devs working on this stuff. Make the community *part* of the solution. We're literally keeping you in business. We're your customers. We pay so you get to do the jobs you love. We shouldn't be treated like mushrooms. There are CRITICAL FEATURES i.e. the menu commands per unit or coalition/group in moving zone that even your Beta Testers have said have been known about and asked for, for over EIGHT YEARS. The deficiencies in the ME are obvious to everyone who has tried to use it. Why aren't these - the very tools we need to keep the interest and variety in DCS alive, more of a priority? The fact that great suggestions drop in this forum weekly, yet never even get a 'reported' or 'acknowledged' or 'working on it' tag... just means we're being treated like mushrooms. You may be working on all this - but actively withholding all that isn't about making the customers feel let down if you miss a deadline. It's about keep us engaged and knowing you're working on it. If there is nothing to be ashamed of, just tell us. We won't get 'mad' if you miss a few deadlines because you have to pull people off of something to fix something else - just *tell us*. We're all adults.
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Perhaps if it didn't feel like screaming into a void or shouting at clouds and had some real ED Feedback from the actual dev team, this might actually feel like it's accomplishing something. As it stands, the community engagement and interaction is sorely lacking to non-existent.
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I've been working on my own 'superscript' and at 17000 lines long (with lots of comments) it's too unwieldy and for debugging I want to be able to remove sections in case of 'contamination'. I'm still learning Lua and it's intricacies but what I came up with was my main script would be called by the mission at MISSION START and then any 'modules' I wanted to run would be specified by 'require' at the top. Here's what I have in cut down form: package.path = package.path .. ';C:\\TEMPESTsLuaControls\\Modules\\?.lua' local TLO = require "TLO" -- local TPH = require "TPH" -- local TMB = require "TMB" TLC = { ["Version"] = "2.0.0" } world.addEventHandler(TLC) TLO.LogWrite("TLC", "INFO", "Initialisation Complete. Version %s", self.Version) The first 'module' - my logging / output module, also is supposed to exist in the Lua 'mission' environment, just like the main script, but log.write no longer works. Even worse env.info doesn't work either. I get the 'log' or 'env' is nil error. Here's how my 'modules' are defined: module("TLO") TLO = { ["Version"] = "2.0.0" } function TLO.LogWrite(source, level, message, ...) log.write(source, log[level:upper()], string.format(message, ...)) end function TLO.InitialiseTLO() TLO.LogWrite("TLO", "INFO", "Initialisation Complete. Version %s", TLO.Version) end TLO.InitialiseTLO() I know I'm missing or haven't understood some core part of Lua but I've spent two days on this and even got a copy of 'Programming in Lua 2nd Edition' on the way from Amazon, but I'm lost at where I've gone wrong.
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Unable to sent Callsign Number higher than unit count.
TEMPEST.114 replied to TEMPEST.114's topic in Mission Editor Bugs
This didn't work. As soon as I leave that aircraft in the Mission Editor and select another unit and go back, it's reverted to '1' again. -
LUA - Identify specific ship?
TEMPEST.114 replied to DaveSD's topic in Scripting Tips, Tricks & Issues
From the wiki: The SHOOTING START event table is in the following format. Event = { id = 23, time = Time, initiator = Unit, target = Object, weapon_name = string } So that means that the 'initiator' is the unit doing the shooting. There will probably be lots of this event going on (depending on the mission and what's going on), so you'll need to have a test to see if the unit is the same as the ship you're looking for. And local thisUnit = Unit.getByName("Cargo-20-1") Will get the ship you want. Then just compare if event.initiator == thisUnit then ... end