Jump to content

TEMPEST.114

Members
  • Posts

    1724
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by TEMPEST.114

  1. From here: DCS_ControlAPI.html#gui-callbacks function onShowRadioMenu(a_h) end If I 'tostring' it, then it's 0 when the menu closes, but 468 when I open it. I was hoping it was the unit that was opening the menu but in the ME the unit ID for the aircraft that I was in when I opened the menu is 299. Anyone have any idea what this is? PS Why can't people follow Apple's best coding practices suggestions and make variable names describe exactly what they are?! This 'save typing' nonsense doesn't help people who have to look at the code to learn from it...
  2. Been asked for repeatedly for years and years.
  3. Downloading now. this is amazing. Thanks so much. Any chance of having women (clothed) as some drivers? Also, any chance of a CIVILIAN PERSON PACK? Where you have men and women and even children that walk/run and have 'panicked' states / Changes of clothes / colours of clothes? Desperately need these for CAS missions and rescue missions.
  4. Because we still don't have 'addCommandForUnit' and 'addSubGroupForUnit' etc for the F10 Radio Menu, it's forcing those of us making full use of the only interactive component in DCS to have to make each aircraft it's own 'Group'. HOWEVER, in a MP mission we still want to have players in a 'notional group' e.g. PONTIAC 1-1, 1-2, 1-3, 1-4, 1-5, 1-6, 1-7, 1-8. So yes, it's great that we can now have a group of more than four aircraft, and also a group containing different airframes. BUT, because the mission editor enforces a 'stupid' rule that means each atomic group MUST start at 1. That means we cant use the above flight numbering system and instead it's forcing us to have PONTIAC 1-1, 2-1, 3-1, 4-1, 5-1, 6-1, 7-1, 8-1. I understand that because of sound files you need to restrict what numbers you can allow, but really, why can't you remove this, and just have the Flight Name e.g. PONTIAC and a number up to 3 digits e.g. 114 like you almost do for non-western aircraft, or for western aircraft, respect the intelligence of your customers and allow us to set the flight numbers ourselves? By all means, be helpful and check we're not duplicating and already given flight number, but please respect us enough to be able to pick our own, and set the last number to a number higher than 1 when you're forcing us to make each aircraft it's own group - just to use additional commands on the F10 Radio Menu. Then you don't have to have a rule you must enforce, that is breaking your only allowed method of making groups that must have a group level Radio Menu or have flight numbers that are the wrong way around. I have no reason to hope, but considering the 'ATC' updates mentioned, I hope this kind of thing as been considered and fixed. Esp the Radio Menus PER UNIT. Thanks.
  5. @Ciribob Just FYI. I don't have Viacom installed. I removed it eons ago. Just found this stuff whilst poking around looking for something else...
  6. I have this exact same problem with the B2 from the Military Aircraft mod. For me, it's part altitude and it's part what they are dropping onto. a) you have to make sure the action is Ground Strike or they won't bomb. b) For the B2 I can't get them to drop anything above 16000 onto static buildings. Even 1ft higher and they won't do it. c) Make sure that the altitude on the Carpet bombing tag is just lower than the waypoint altitude. If it's higher they won't drop. I don't understand how this can have so many 'gotchas' that E D couldn't have made it clearer or simpler.
  7. No, nothing personal. A) Any crash, disconnect during a mission where their mission/game/system has ANY 3rd party apps or mods - those are instantly the first to blame. B) There have been many issues with setting it up / bindings and not enough buttons / switches (depending on hardware) for using in-game radio menus and SRS and trying to walk some of them through it is like herding cats. Esp when to do so is holding everyone else up. C) If someone is out of date and it causes a problem then things 'kick off'. Trying to get everyone on the same software, with the correct bindings / setup / config, and without anyone crashing / lagging / disconnecting is virtually impossible. So then every cries 'Vanilla!' and everything non-vanilla has to go. D) Uninstalling SRS often has left behind things that screws stuff up e.g. When the F14 Radio Menu stops responding to mouse clicks because the uninstaller didn't delete a file and folder. That bug took two months to track down. E) Most don't want to use the in-game radios because they were real pilots and just like we don't want to do cold starts - we only have a short time to play together and we've all started real aircraft with real checklists, the 'attraction' to that is pointless after a while. We don't see the need to mess around with on-screen buttons to change freqs, when in a real cockpit you can just reach out and quickly tweak a knob, in a 'game' it's a PITA. So TS or Discord suit everyone fine and we don't have to worry about needless comms channels. We want to get to the meat and leave the decorative parsley off the plate.
  8. I have my throttle 3rd but my stick is 13th and it's a pain scrolling back and forth. They don't allow 'dragging' to reorder the columns, but can this done by editing a lua somewhere?
  9. I tried that app and it broke the mission file completely. Do you not have WW2 assets? That and MAM are the only two mods in the newer version I've just uploaded. If I take the ww2 assets out there's no buildings there to bomb!
  10. I know that my Open Beta install will allow me to run DCS Headless so I can use it as both a dedicated server AND as a client on the same PC. I'd like to know if it's possible to get a 'designer' type licence that will allow me to run another PC on my local network using the same modules I've bought but with a different 'network' name, so that I can test MP missions / Campaigns I'm making? Relying on 3rd parties to be available for testing makes progress a snail's pace. I'd like to be able to do what I need myself. Is this possible or something you can look to add on soon?
  11. Yup, I've reported this too under another post. Seems the template system doesn't do even a quarter of what it should be doing. My post didn't get picked up by ED either. Hope you have more luck.
  12. Thank you so very, very much!
  13. Here @El Phantasmo BurnTheirFlocksByNight.miz
  14. thank you @El Phantasmo If I change the altitude on your mission it breaks just like mine, however it clearly works at Angels 38000 or lower. Here is my mission. I have done the exact same thing as you - yet mine never drops and I don't know why. Please would you take a look and advise? I literally have no idea at this point. BurnTheirFlocksByNight.miz
  15. Can anyone please explain how to get the B2's to carpet bomb and from what altitude. No matter what I do I can't get it to drop.
  16. Hi @Eight Ball Thanks. I didn't know turning the AI off would pause the sinking; that's really useful. But I'm not sure you understood what I meant. I still want the ships to sink - it gives the players a time pressure to save as many people as they can - but I don't want parts of the model to MOVE around inside it's animation loop. Specifically the half with the platform moves closer (I think) to the other half without the platform and all of the containers in the sea move slowly over the 1hour animation. This means that whilst I placed static people on these objects at the start of the animation, by 1/3 of the way through, they are appearing to float in mid air because the models inside the animation are moving laterally around. So if you were to change the animation (at some point) such that the 1/2 of a ship with the platform and SOME of the containers never moved laterally, then I could rely on them for placing people to be rescued.
  17. @Eight Ball Hi again. Do you mind if I ask you this... Your sinking ships - specifically the cargo container one that's split in half. Would you consider reworking it so that SOME of the containers DON"T move and also the half of the ship that has the landing pad DOESN"T move too? I'm trying to place static infantry on them for people to pick up with rescue helos, but after a short period because all the containers and ship moves over the course of the animation, the people are left floating in space. Even if it was just some specific ones that never move, that would be REALLY appreciated. Thanks.
  18. Why am I doing 'dofile' on a lua file that's supposed to be in the hooks dir? DCS has already loaded it and it's running. My script - loaded in the mission at MISSION START, needs to talk to my script in the hooks directory. That's what I'm trying to do. Not run it again.
  19. There's no way around having to de-sanitise your server?
  20. Ah. I've not played with the net code yet... but I'm still having trouble accessing the script in the hooks folder from my mission level script.
  21. Okay, but you don't need a file in the hooks folder to do that. Your own script you call or load at mission start can parse dcs events.
  22. Ha! I should have gone to Specsavers... Thanks!
×
×
  • Create New...