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TEMPEST.114

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Everything posted by TEMPEST.114

  1. The whole point of hangers or coverings is to have things inside them, yet as soon as you put a static hanger down over the top of cars on the ground the ME / Game Engine takes them off the ground and puts cars on the roof of the structure /facepalm.
  2. Trying to work out if the ground/area is suitable for a unit/building/base in a top down flat 2d representation of a map in 2022/2023 is beyond lunacy. I get we're dealing with a legacy mission editor, but this needs a significant overhaul and bringing up to date.
  3. That's a great link/reference @Yoda967 Thanks for that!
  4. You might need a sctipt to detect the “HIT’ event and do another custom explosion on that ‘getPoin()’
  5. Put a trigger zone over it with the radius you want and if a unit enters into that zone trigger an explosion on that zone's centre point with a warhead size in kg's.
  6. If that flight is of a type no one else is flying then yes. Add the kneeboard images into the kneeboard folder in the .miz file. (I believe that's the structure you need => plus of course the aircraft type spelt correctly)
  7. And explaining how you've managed this 'straight and trivial' technique is too complicated to explain now?
  8. Make the tanker immortal?
  9. Since 2.8 the electricity pylons pop in VERY VERY late, and if you're doing NoE in a fast jet, they can pop in too late to avoid. It doesn't matter the PC specs, GFX settings, VR/Non-VR. All members with all different sorts of PC's from i9-12900k 3090 ti down to 8700k 1080ti have this.
  10. When I say 'you' I mean ED not a person. Also, if only I could use 'picture to' because ED haven't added it to the scripting language and I'm not doing this in the ME for every mission. This is part of my Superscript. So 'picture to' doesn't work. The point still stands. ED are using a monospaced font for the in-game radio font. Therefore this shouldn't be happening. It's only happening because the font/glyph texture routine is incorrectly trimming the fonts. Hence the bug report. I've also made a bug report for 'picture to' to be available from script, but that hasn't even been marked as reported. Neither has my request for other VITALLLY missing features like addcommandtoUNIT and addsubmenuforUNIT and removemenuforUNIT.
  11. I have a group of 5 infantry. They spawn when a helo lands in a zone. They have a first action of 'embark to' and type UH-1H. The issue is I have 4 Huey's in the MP Dedicated Server game, and it depends which CLIENT responds as to which of these helos will pick them up. So, for all 4 helos I've added a waypoint at these infantry, set an embark task and chosen that infantry group and added them. Then I've added a disembarkation point somewhere else and I disembark that same group of infantry. The infantry have a series of waypoints to run to when they get to their destination. However I've added these tasks to all four helos as I don't know which one will actually do the collection. The problem is, that no matter which helo lands in the spawn area, and the infantry spawn and run close(ish) to the landed helo, we never get the 'AIRBORNE TROOPS / EMBARK / EMBARK INFANTRY' radio menu options, only the AIRBORNE TROUPS and nothing is inside it. I've seen that when there is a problem of no disembarkation point but there is in this case. The same for all four helos. Where am I going wrong or is something else at foot?
  12. Lots of assumptions that it's only men flying eh? Kudos on writing your first script! Welcome to the Matrix.
  13. For some strange reason, despite having COALITION and GROUP IN ZONE condition detectors, the only way to detect if someone from that side is above or below a certain altitude is at the UNIT level. This causes a significant problem in the ME when dealing with large MP flights of multiple large groups. Instead, it would be significantly easier, quicker, cleaner and more useful to specify at the COALITION level altitude limitations and be able to have an ACTION based on those being busted.
  14. That's because you haven't tried to show a monospaced font with rows and columns like I already provided. This is what that exact code renders like with your poorly trimmed font glyphs. Look at the 'J'. It's completely miss-trimmed. Look at P, S, V and Y and compare them to the M above them - they are all trimmed such that any space BEFORE the font letter is cut off. This **completely** makes the use of a monospaced font (which you are actually using) utterly redundant. Also note that the 'space' is far, far, far smaller in width than the space given for the widest letter 'W'. Therefore, your use of a monospaced font is completely broken by the glyph texturing system you've written.
  15. Besides, how do I even get the height of a roof of a building in DCS? Can't do that when I don't know the height of the building. There's no way to find that out in DCS ME
  16. -- #Region MonoSpaced -- local morseText = "\n" .. -- "A * - " .. " " .. "B - * * * " .. "C - * - *\n" .. -- "D - * * " .. " " .. "E * " .. "F * * - *\n" .. -- "G - - * " .. " " .. "H * * * * " .. "I * * \n" .. -- "J * - - - " .. " " .. "K - * - " .. "L * - * *\n" .. -- "M - - " .. " " .. "N - * " .. "O - - - \n" .. -- "P * - - * " .. " " .. "Q - - * - " .. "R * - * \n" .. -- "S * * * " .. " " .. "T - " .. "U * * - \n" .. -- "V * * * - " .. " " .. "W - * * " .. "X - * - -\n" .. -- "Y - * - - " .. " " .. "Z - - * * " .. "\n\n" .. -- "1 * - - - -" .. " " .. "2 * * - - -" .. "\n" .. -- "3 * * * - -" .. " " .. "4 * * * * -" .. "\n" .. -- "5 * * * * *" .. " " .. "6 - * * * *" .. "\n" .. -- "7 - - * * *" .. " " .. "8 - - - * *" .. "\n" .. -- "9 - - - - *" .. " " .. "0 - - - - -" -- #EndRegion MonoSpaced Above is a sample of text, perfectly aligned using a monospaced font. I had originally thought that DCS was not using a monospaced font as there are all sorts of font errors/bugs in DCS. However upon further investigation (see here:) It appears you ARE using a monospaced font. However, despite as you can see from the code sample that in a perfectly rendered monospace font, all the columns line up perfectly. In your game, it renders completely out of whack. From experience, I know that you often convert a font into a texture that you then 'slice' up into tiles so that you can render it in the graphical renderer fast and with low memory bandwidth. However I believe you have an error in this where you're trimming the space character differently to other characters. Possibly you're trimming others poorly too, but definitely the space character is broken. I've tested this with just lining up two rows of identically paired characters and changing one space before and after the left most character of the bottom row, they don't match. Something is wrong in your tiling/slicing or font renderer.
  17. Ah yes, I forgot to mention, the statics are linked to objects that are late activated. so, they should still have their positions somewhere in env.mission right?
  18. They're fixed on the ground/water/buildings of course, so they're not going to move. But they haven't been activated yet - but I'd still like to know what their 'point' will be. Is this possible?
  19. Unit height? No I need it at GROUP or even COALITION level. Not creating checks and ors for dozens and dozens of units.
  20. I've just noticed that the wind sock on the Hospital roof is in opposition to the actual wind. Is this something that can be fixed in lua or is it a model/animation issue?
  21. Is that why head tilting doesn't work? Like when you keep your head aligned with 'up' when banking but in the mirrors your avatar's head doesn't? I wonder why they never implemented that.
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