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Wrench

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Everything posted by Wrench

  1. Any unit on the same coalition as the carrier will have access to the f10 menu. The only thing that won't is the combined arms slots, as they are handled separately by DCS.
  2. Warblade, how to set up a group in which part?
  3. I posted a setup video in the 2nd post that shows the basic setup. As for the question of running the script at mission start, I conceptualized that as the most realistic option, as carriers don't work around the schedule for individual flights, as this would be a logistical nightmare. Instead, they follow a predictable schedule, which is what the script defaults to. If you want to use the f10 commands for convenience' sake, you certainly can. You could put the function call line in the f10 menu in the mission editor instead of at mission start, and the carrier will sit until you activate the script through the menu. Also note that you have control over the carrier in the f10 menu included in the script. You could use f10>carrier script>'carrier name'>Stop command at mission start, then use the 'Automatic' command when a few minutes from landing.
  4. Version 1.0 Uploaded. Details in the first and second post.
  5. Run it again and post your log, and crash log if it generates one.
  6. No problem. Let me know how it works out for you.
  7. I've updated the script with a few fixes. No workaround for the tanker's flyover waypoints, but it will continue to refuel, and several other fixes/features added.
  8. A script I'm working adds waypoints to a group. The problem is that, as Grimes told me in the Mist subforum, scripted waypoints have a long-standing bug where they are always interpreted and "Fly over point", which for my purposes simply won't do. I didn't want to discuss it any further there since it is a non-Mist issue makes it OT. I'm hoping someone knows a workaround. I know that waypoint created with Combines Arms default to Turning points, is there any change I can access that subroutine via script? Anybody find another way?
  9. If you can find a workaround, I'd be really happy to hear it. The problem is I'm pushing waypoints to the carrier via script, and any waypoints done that way are automatically set to "fly over point" regardless of what they're supposed to be. BTW, you should use 0.8 because it added other features. Just set the tanker argument to nil (not quotes) and the script will ignore that section of the code.
  10. Hey guys. I've started a project making an autocomplete file for DCS world and Notepad++. It needs a plugin (which is useful in its own right) called Progress Programmers Pal (3P), which, among other things, Makes the autocomplete feature much better. The idea is that you can start typing any part of the name of the function you intend to use, and it'll guess the rest. I have it set up to then provide the arguments as found on the Wiki. I've also added some tricks to get to some faster giver the non-linear ability of 3P. For example, to write the line local pos1 = Unit.getByName(string_name):getPosition().p L [enter] gets you local, then you type the "pos1 = " manually, then the keypresses are U[ent].byn[enter]getpp Another one is for writing event handlers. It's a little more complicated, but you start typing the type of event handler you want (for example, S_EVENT_DEAD.) I'll type something like "evd" and it'll guess S_EVENT_DEAD. I have the S_EVENT_DEAD table saved, so you can see the information that table gives you. So you press enter and get --S_EVENT_DEAD = { id = 8, time = Time, initiator = Unit,} This is just there to tell you what information you can get from the event, and the specific name DCS uses for it. Note that it comments out this line, as DCS doesn't like you trying to define Events. Then start typing onevent and you'll get function Func_name:onEvent(event) if event.id == Event_Name then end end Substitute in the name you want for the function, (the name of the table you got from the previous step) and the code you want it to run. This would include getting the event.initiator you can see in the S_EVENT_DEAD table you got earlier. For example, we'll have a trigger.action.outText to tell us who dies. press "outex" and it'll guess trigger.action.outText(string_text, number_displayTime , boolean_clearview) Sub in the values you want for that, and you're done. It'd look like this: function Wrench_death_text:onEvent(event) if event.id == S_EVENT_DEAD then trigger.action.outText(tostring(Unit.getName(event.initiator)), 10 , false) end end Note that I added a tostring and getname, which I didn't feel I needed to outline in detail if you've followed me thus far. Videos are always better: Let me know if this is something you'd be interested in, and I'll continue adding commands to it. I'll attach my quick demo here, but its far from feature-complete. This goes in notepad++ installation directory>plugins>APIs Full disclosure, The forum won't let me post XML files, so I'm using dropbox. https://www.dropbox.com/s/q0e0bvv2x8o41x6/lua.xml?dl=0 Dropbox will also let you view the code before you download the file.
  11. Yup, that'll work too. Note that because that script uses an event handler, you only need to runs the script once, and it'll run the rest of the code automatically whenever you (or anyone if used in MP) scores a kill. So I took a look at the script, and I made some mistakes. (I did write that without even having DCS open) Here's a mission with a fixed version so you can see how it works. Note that on lines 25 and 27 there's a reference to the number 4, just change that to however many you want to have to kill. dead handler.miz wrench_dead_handler.lua
  12. I'll throw in my 2¢, I'm most interested in the SEAD capabilities of the Hornet, so I'm looking forward to the HARM and related systems most.
  13. Personally, I never use curves on anything but rudders, as they tend to be really sensitive. For warbirds and helos I use an FFB stick, but they also work just fine with my Warthog. The thing you have to remember is that people actually died learning to fly the Spit in real life.
  14. The wwii assest pack is nice, but not strictly necessary unless you're doing ground attack. Burning skies has been boasting low numbers as of late, but hopefully it'll pick up once the novelty of PG and the f-18 wear off a bit. We're also going to see some new wwii modules down the pipeline, so that'll pick up wwii MP activity as well. It does, Right-shift P to bring it up IIRC.
  15. With the OT covered, what's going on with the f-5's sidewinders?
  16. Note also that advisories will alsways display on the left DDI, regardless of which page it's showing.
  17. The trouble with maneuvering with flaps down (or I suppose up if you're inverted :p) is that they produce so much drag. This drag will prevent you from regaining airspeed, and will also effect airflow around the control surfaces, making them less effective. I'd keep them stowed at all time except take off, landing, and perhaps certain emergencies, but I'd verify those procedures with the NATOPS.
  18. You could create some "uncontrolled" AI units, and place and flyable unit right over them. Then use an event hanlder to remove the AI unit when a player enters the unit. It might be a bit cumbersome, but it's certainly possible.
  19. Haven't tested this, but something like this should work. Bear in mind this uses Mist (a script you'll have to load, it's pretty easy to find in the mission editor's sub-forum.) deadunits = 0 redunits = mist.makeUnitTable('[red][vehicle]') function Wrench_table_contains(table, element) for _, value in pairs(table) do if value == element then return true else return false end end Wrench_DeadHandler = {} function Wrench_DeadHandler:onEvent(event) if event.id == world.event.S_EVENT_DEAD then local initr = event.initiator if Wrench_table_contains(redunits, initr) then deadunits = deadunits + 1 trigger.action.outText(tostring(deadunits .. 'have been killed!'), 10, false) if deadunits >= 30 then trigger.action.outText('Blue has Won!'), 10, false) end end end end end end world.addEventHandler(Wrench_DeadHandler) I might have made a mistake in there somewhere, but that should get you close. That'll create a table of all red ground units, and will create an event handler so that if anyone dies, it'll check if they're in that table. If they are, it'll tally up the number of total kills. If that reaches 30, it'll tell you that blue has won.
  20. Are you at all familiar with scripting? This is exactly the kind of thing it's good at. Or you could create a triggerzone that covers the whole map and set a condition for your players win scenario to NONE OF COALITION IN ZONE.
  21. I can confirm they are working, but I'm calling my radio transmit with a script.
  22. Ah. Fair enough.
  23. One thing I've found to help with fighting the AI is to give them a centerline fuel tank, and restrict jettison in the ME. This makes it so they can still turn and fight, but they have dead weight strapped to the aircraft instead of an F-1. This helps across the board, in fc3, PFM planes like the 18C, and even the warbirbs.
  24. I'm almost certain that the doorgunners actually would just have one huge belt of 12.7.
  25. Wrench

    AIM-9X

    It's pretty simple to mod in if you're not flying online, or if you are, as long as you or someone else with the mod is hosting the server.
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