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Posts posted by Mauritz
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Yep.
https://forums.eagle.ru/topic/266304-scenery-remove-objects-zone-and-dedicated-server/
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5 hours ago, Machalot said:
I use DYK/ANF the most, and I haven't seen that behavior of the steering cue. I think mine usually goes up. I wonder if this is pitch angle and speed dependent? I'll take a look later tonight.
Yes, I also remember it working some year back, did a deep repair of my dcs install and reinstalled the module before testing to be sure.
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If you perform a DYK bombing in PRECISION (ANF) mode with radar ranging active the steering queue on trigger down pulls down to the bottom of the sight. With radar ranging disabled (253) or Quick mode (NAV) you get the correct pullup queue.
In either case the stick is centered on the targeted impact point, i.e half the bombs falls short. Don't know if this is intended behavior.
So to reproduce, perform a bombing attack in precision DYK mode with radar ranging active. Observe steering queue behavior, and mean bomb impact point.
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On 4/4/2021 at 7:29 PM, PravusJSB said:
but im using a string condition to match the hangers.. It's not copied from anywhere it's the standard search functionality of the SSE and how ED expects a search opbject param to work and look. If you want to get specific buildings then find specific names and use the string.sub as I did to isolate.
I'm not using a string condition, I'm deleting everything it finds, and it's not finding those objects, in any category.
Here's a before picture in case it wasn't clear
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If I try to capture their deaths i get
2021-03-26 23:27:17.719 INFO SCRIPTING: DEBUG: Killed - APC M1025 HMMWV Type - Hummer Category - 2 2021-03-26 23:27:17.727 INFO SCRIPTING: DEBUG: Killed - Type - ROADBARRIER Category - 4 2021-03-26 23:27:28.720 INFO SCRIPTING: DEBUG: Killed - Transport M818 Type - M 818 Category - 2 2021-03-26 23:28:28.120 INFO SCRIPTING: DEBUG: Killed - Type - HIGHWAYBARRIER Category - 4 2021-03-26 23:28:28.122 INFO SCRIPTING: DEBUG: Killed - Type - ROADBARRIER Category - 4 2021-03-26 23:28:28.125 INFO SCRIPTING: DEBUG: Killed - Type - HIGHWAYBARRIER Category - 4 2021-03-26 23:28:28.139 INFO SCRIPTING: DEBUG: Killed - Type - ROADBARRIER Category - 4 2021-03-26 23:28:28.142 INFO SCRIPTING: DEBUG: Killed - Type - HIGHWAYBARRIER Category - 4 2021-03-26 23:28:28.146 INFO SCRIPTING: DEBUG: Killed - Type - ROADBARRIER Category - 4
That's using the :getDesc() so the categories don't really match up, the hummer is a unit and the m818 is a static for instance.
The scenery objects are nameless, of course, I'm at a loss exaclt how the trigger action "Object Scenery Remove" actually works to catch those objects, since it is able to remove them.
I assume I can pull some more info from the raw object table that might help narrow it down. Anyone got any further ideas?
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Thank you for your input, Pravus
On 3/25/2021 at 5:33 PM, PravusJSB said:It needs to be done in code, for example, I get rid of all of the sand style shelters at airfields on Syria at mission start because they cause a nightmare of problems for real life sized aircraft. It's actually quite simple, I don't mind sharing how I do that so you get the jist...
That looks a lot like the scripts floating around, on the hoggit wiki for example. Tried those, captures buildings alright, doesn't grab the dividers, safety rails, walls, and lamp posts etc. Here I'll include a picture of the results of running a version of your script that just :destroy() everything it finds. As you can see it removes the buildings, but not the things I'm actually looking to get rid off.
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So using the trigger action to remove sceneryobjects works fine single, hosted muiltiplayer, but not in the dedicated enviroment. Tested a few variations of trigger conditions, but to no avail.
Tried working around it with scripting to destroy the objects but I am unable to capture the concrete dividers that plague syrian roads with world.searchObjects.
So steps to reproduce:
1. Make a mission with remove scenery objects in triggers2. Test mission from ME, watch objects disappear
3. Host mission from client, watch objects disappear
4. Run mission on dedicated server, get offended by the existence of scenery objects
Possible workaround:
Put invisible Farps next to every object or tree you want to remove
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Still looking to sell, and would you consider shipping to Sweden?
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Which LOTATC version is the server running? unable to connect with 2.1.6
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While playing around with flaps & wingsweep configurations I noticed some unexpected behavior.
With wings swept manually aft of 25° and moving the flaps handle past 5° the wings were automatically actuated forward & the auxiliary flap deployed.
Ever curious I decide to pull the wing handle into emergency mode & commanded 30° sweep & moved the flaps past 5°, again the wings came forward to 20 & deployed aux flaps. Upon retracting the flaps the wings moved back to 30°.
Accelerating to above 300 kts ias @ 15,000ft with the wings to auto at about 25° and moving the flaps handle once again moved the wings full forward to deploy auxiliary flaps
Apart from disallowing movement of the wing aft of 21° and 50° when deployed I was not expecting the flaps system to interact with sweep in this way.
As an aside I was glad to see this behavior does not occur with the wings past 50, even if the flaps handle is allowed to move aft in the cockpit.
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Hello,
Been running into a fun little situation in MP were a player controller Mirage 2000C is invisble on the RWR. Jester will acknowledge that the F14 is locked up by a mirage when that happens but the RWR remains oblivious to the M2 in all cases.
Could be a local/client thing, perhaps, we have not been able to confirm.
Looks like this mostly just happens in blue/blue situations, so not a game-shattering occurrence.
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The Event.id's have all changed for events and MOOSE's EventMeta turned to nil in 2.5.6. Which killed umm... most of moose stone dead.
Trying to recorrect. Why were the id's all shuffled, it's madness, it killed most of the moose servers?! :)
there it is, the ****ening, been a minute since the SE was toyed with this hard
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Hello community contributors,
I have run in to some issues with some scripts I have been using not functioning as they used to. My concern is with AI air-groups & the respawning thereof.
Now when I respawn downed groups, using MIST, the group only contain a single aircraft (likely the last member to go down). This has changed in some resent patch. I'm wondering then if ED has changed how Groups are handled, are they now purging dead entities from the Group IDs?
Code for reference (I also have a script to handle Crash events)
--Credit to shnicklefritz --https://forums.eagle.ru/showpost.php?p=3406607&postcount=3 function onShutdownAI(event) if world.event.S_EVENT_ENGINE_SHUTDOWN == event.id and event.initiator:getPlayerName() == nil then local shutdownGroup = event.initiator:getGroup() local shutdownType = event.initiator:getTypeName() local shutdownCall = event.initiator:getCallsign() local shutdownID = event.initiator:getID() local shutdownName = shutdownGroup:getName() local shutdownSide = shutdownGroup:getCoalition() local shutdownMess1 = " has returned to base. We are getting another one in air ASAP." if shutdownGroup:getSize() >= 1 and event.initiator:inAir() == false then local shutdownAir = 0 for i, ship in pairs (shutdownGroup:getUnits()) do if ship:inAir() == true then local shutdownAir = shutdownAir + 1 end end if shutdownAir == 0 then trigger.action.deactivateGroup(shutdownGroup) trigger.action.outTextForCoalition(shutdownSide, "A friendly " .. shutdownType .. ", callsign " .. shutdownCall .. shutdownMess1, 15) if shutdownType == "E-2C" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "KC130" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "MiG-21Bis" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "MiG-29A" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "MiG-23MLD" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "MiG-25PD" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "KC-135" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "Su-24M" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "F-15E" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "F-5E-3" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "A-10C" then mist.respawnGroup(shutdownName, true) elseif shutdownType == "A-10C" then mist.respawnGroup(shutdownName, true) end end end end end mist.addEventHandler(onShutdownAI)
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I am also unable to set WARN ALT for RADAR. BARO works fine.
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Thanks Cougar,
Upped the sample size & confirmed a suspicion. The issue only presents for those who do not have the module installed. This is true for all flyable aircraft, you can not set the "special settings", e.g. failures or radios, on aircraft belonging to modules you don't have installed.
Same behavior was observed in 2.0. I can remember this not being the case before. Was this changed deliberately?
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Hello,
Tried finding any information on this issue/feature, but couldn't so I'll post here.
Version 1.5.5.60565 (current) the option to alter the preset channels of the M-2000C appears to be missing from the editor. *EDIT* Same issue observed on other modules that were not installed.
Was this deliberately removed or changed? I couldn't find any specific patch notes mentioning this, but I have perhaps not gone back far enough.
Thank you.
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Alright, so I think I'm ready to conclude that the issue is with the sim. The ALARM STATE function does not effect radar emissions except for certain vehicles, basically all the self contained systems plus the SA-6.
So I think it's best to leave the other systems out of my networks or they'll end up being toothless ARM fodder & build mine around an EWR with the kub & short range systems interspersed. Hope my buddies like SA-15s popping up well within their comfort zone...
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Don't know if I'm missing something, but the scripts does not seem to have any effect on SAM emissions, they still show up in the RWR & can be targeted by ARMs.
I set up this simple demo where I can pass goDark via radio menu, debug message claims they're all dark but they're still radiating.
Is this working as intended, has ED changed something to dick it over or is something broken on my end?
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Updater error
I keep having this same error trying to update.
ERROR: size mismatch: got only 150236739 out of 535 bytes for Bazar/Liveries/mi-24v/ukraine/description.lua ERROR: size mismatch: got only 544 out of 539 bytes for Bazar/Liveries/mi-24w/standard 1/description.lua ERROR: size mismatch: got only 535 out of 544 bytes for Bazar/Liveries/mi-24v/South Ossetia/description.lua ERROR: size mismatch: got only 539 out of 150236739 bytes for Bazar/Terrain/vfstextures/LandTexturesWinterOther.zip ERROR: hash check failed for Bazar/Liveries/mi-24v/standard 1/description.lua ERROR: size mismatch: got only 150236739 out of 535 bytes for Bazar/Liveries/mi-24v/ukraine/description.lua ERROR: size mismatch: got only 544 out of 539 bytes for Bazar/Liveries/mi-24w/standard 1/description.lua ERROR: size mismatch: got only 535 out of 544 bytes for Bazar/Liveries/mi-24v/South Ossetia/description.lua ERROR: size mismatch: got only 539 out of 150236739 bytes for Bazar/Terrain/vfstextures/LandTexturesWinterOther.zip ERROR: hash check failed for Bazar/Liveries/mi-24v/standard 1/description.lua ERROR: Download failed with 2 hash fails and 0 gzip fails ERROR: Transfer error. Please, check your firewall/antivirus settings.
Looks like it's confusing files, the same ones every time.
Twitch2DCS - Simple twitch chat UI inside DCS
in Utility/Program Mods for DCS World
Posted
Was this feature removed? It's still listed in the readme, but I'm not finding any references to it