

sunski34
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Scripting Engine problem with task - All versions of DCS
sunski34 replied to sunski34's topic in Mission Editor
yes, of course... Like I did with enter unit event. There's another problem with remote clients starting engine event (with 1.5, didn't test with 2.x) : not fired -
Scripting Engine problem with task - All versions of DCS
sunski34 replied to sunski34's topic in Mission Editor
No unfortunately that doesn't work I tried : -> Waiting for all units of the group being in air and set the new route -> bug -> Set the land waypoint only when in air -> bug -> Delete the last waypoint of the initial route in the DCS ME and set a new one by script -> bug -> Set no landing WP to let it find the nearest airfield -> bug The only way I found is to delete and respawn the group when starting mission but in that case, parking number is bad (even if units have their "parking" and "parking_id" attributes set) So I must wait for a patch. -
Scripting Engine problem with task - All versions of DCS
sunski34 replied to sunski34's topic in Mission Editor
Exactly... That's the problem or if you want to track waypoints with a wrapped task included as I do... I lost time with that problem because I was sure there was a problem in ATME. Sunski -
Hi, I had to do several tests using group's controller and task id = "Mission" because of a problem I have on my script. I thought I have an issue on my script, but all is good. So, you can find here a very basic script and a mission (see image below). The red dashed line is the route after using task mission and as you can see if you run joined mission, that's working. The problem is when a group of aircrafts starts on earth (not in air), when that group arrives in its destination, it will go back to its starting airfield. I tried to change this mission task after takeoff or just before and after the last WP, no change, it will still go back to its starting airfield -> there's a bug You can change WP 0 to start in air (Turning point), then no problem. Landing airfield is good. If you destroy and respawn the same group with that new mission task (with specific script), even if it is on earth, it's ok too (except that parking is bad, different from the original one). Is there a workaround ? I hope that can be fixed soon ;) same problem in V1.5.6 and V2.1 (and previous versions) Sunski setMissionBasicTest2.lua test std Mission Normandy.miz
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Event Bug in last DCS 1.5.4 version
sunski34 replied to sunski34's topic in Release Version Bugs and Problems (Read only)
S_EVENT_ENGINE_STARTUP is never fired for remote clients Same problem for S_EVENT_ENGINE_STARTUP is never fired for remote clients in multiplayer. Not fixed yet in DCS 1.5.6.5199 Sunski -
Yes I noticed such a problem on that event a few month ago when writing the very early version of ATME ; same for S_EVENT_PLAYER_LEAVE_UNIT in last 2016 but now fixed by ED. So I think the best way is to have another approach than using thoses events. Here is my thread : https://forums.eagle.ru/showthread.php?t=173505
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When M2000C was released in alpha version late 2015, compatible KC130 was already in the announced road map.... Now reported with Harrier.... Hope it's just a question of weeks or months !
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Perfect +++ . I hope that will be done ASAP ! RAZBAM M2000C is a very good module but somes bugs must be fixed and bombs like BLG-66 and FAP-100 have to be full implemented too. I'm very interesting by future modules of RAZBAM (Harrier) but as a customer I need to be sure that all will be done for the first RAZBAM module I bought on Q3 2015 during presales. I have a little question about KC130 : can the mirage refuel with that plane now ?
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Question about the order for enter coordinates...
sunski34 replied to Skulleader's topic in DCS: AJS37 Viggen
Perfect thanks -
Question about the order for enter coordinates...
sunski34 replied to Skulleader's topic in DCS: AJS37 Viggen
Ok. So there no difference between longitudes 115°W, 115°E, 15°E and 15°W. That's right? -
Question about the order for enter coordinates...
sunski34 replied to Skulleader's topic in DCS: AJS37 Viggen
I don't understand. When LOLA is selected, and swich turned to IN, we can write 12 digits, 6 per coordonate. So when do you enter 14 ou 114? -
Question about the order for enter coordinates...
sunski34 replied to Skulleader's topic in DCS: AJS37 Viggen
Ok how to enter a W longitude for nevada map ? -
[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
Hi, ATME V1.2.0 is in test. Some classes et functions are going to change a little bit to be more efficient and a lot of optimizations or bug fixed has been done. When this version is ready to be published, with its documentation and examples up to date, I will help people who have problems between old versions and last one if needed. Enjoy ATME Sunski -
Hi, I tested that small basic code : local zoneTest = trigger.misc.getZone("zone") coalition.addStaticObject(country.id.USA, { ["name"] = "Montest", ["groupId"] = 100, ["dead"] = true, ["canCargo"] = false, ["category"] = "Unarmed", ["livery_id"] = "GRC_autumn", ["type"] = "Stinger comm", ["unitId"] = 100, ["rate"] = 1, ["y"] = zoneTest.point.z, ["x"] = zoneTest.point.x, ["heading"] = 0, }) I have a stinger comm man at the position but he isn't dead (its 3D object when mission starts). Same for other static object types, in DCS 1.5.6.3930 and DCS open alpha last version too. Another problem on event S_EVENT_BIRTH with static objects. In that particular case of Unarmed category, even.initiator:getName always returns "static", not the good name. With Cargos or fortifications it's ok, name is good.
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not for me.. Up to 70 FPS upon Vegas, extreme vision... no stutter... But I changed anisotrop filter from 16x to 8x because I had a stutters (small and bad FPS less then 40 Strange with a 1080)... with all planes and helicopters ! Now perfect ;)
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Ambient/ Environmental Sound e.g. Siren at location
sunski34 replied to -Painter-'s topic in Mission Editor
Hi, sorry I worked on new version of ATME... As promise, the lua example and the mission. https://forums.eagle.ru/showpost.php?p=3098546&postcount=64 Sunski -
[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
Litte mission example with sounds Hi, please find a little mission. The ATME_SoundInAreas lua script contains all sounds to be played. Each sound file (and duration of the sound) is associated to a key in myAreas table. That key is the name of a DCS Zone defined in mission, here Z1 and Z2 like this : local myAreas = { ["Z1"] = { file = "fifteen.ogg", duration = 2, }, ["Z2"] = { file = "thousand.ogg", duration = 2, }, } You have a sound file when out of zone : local outOfArea = { file = "squelsh.ogg", duration = -1, } if duration is 0 or less than 0, the sound file is played once. To have no sound, you have to create a sound file with no noise, and put duration to 0 or less. Here you will ear squelsh once. You can change the files of course. Finally, see mission for DCS 1.5 , ME, triggers.. all sound files have to load in mission. You can add players and run mono or multiplayer ;) Of course, other module like rescue can be used. Have fun sunski ATME_SoundInAreas.lua soundInAreas_model.miz -
Ambient/ Environmental Sound e.g. Siren at location
sunski34 replied to -Painter-'s topic in Mission Editor
Hi, I understand... I will send you a such a module and write in comments where to modify. Regards Sunski -
Ambient/ Environmental Sound e.g. Siren at location
sunski34 replied to -Painter-'s topic in Mission Editor
Ok, here is a little mission and its script. Birds when on floor, squelsh when take off. As you see in lua file, just 6 lines of code, and sound of birds are repeated every 85s. Sunski. ATME_module1a.miz ATME_HelloWorld.lua -
Ambient/ Environmental Sound e.g. Siren at location
sunski34 replied to -Painter-'s topic in Mission Editor
Hi, Yes but trigger.action.outSoundForGroup is for real sounds, not sounds over radio. ATME can send messages over radio too but it's another function. One of my friend made a mission with birds on floor and traffic radio messages when in air. That works fine. You can create playlist too. Another guy made a misson with differents sounds depending on context. ATME can be used with only few functions and basics approach. But of course you have to know basics of lua and have to understand ATME basic approach. The biggest advantage of ATME is its multiplayer simple management : Player enters a mission : module function assigned to onCreatePlayerHandler is called by ATME Player changes slot : module function assigned to onDeletePlayerHandler then onCreatePlayerHandler are called by ATME Player is dead : module function assigned to onDeletePlayerHandler is called by ATME For a regular update (1 per second) : module function assigned to onUpdatePlayerHandler is called by ATME To assign a function to an handler you just have to replace nil by function name like in this example : (see line with onCreatePlayerHandler = onCreatePlayer), onCreatePlayer is the module function. -- Advanced Tools for Mission Editor local thisModule local function onCreatePlayer(player) player:display("Hello World ... " .. player:getPseudo(), 10) end -- MAIN do local newHandlers = { onCreatePlayerHandler = onCreatePlayer, onDeletePlayerHandler = nil, onUpdatePlayerHandler = nil, onTakeoffPlayerHandler = nil, onLandingPlayerHandler = nil, onStartEnginePlayerHandler = nil, onStopEnginePlayerHandler = nil, onCreateAIUnitHandler = nil, onDeleteAIUnitHandler = nil, onDisableAIUnitHandler = nil, onTakeoffAIUnitHandler = nil, onLandingAIUnitHandler = nil, onStartEngineAIUnitHandler = nil, onStopEngineAIUnitHandler = nil, onCreateGroupHandler = nil, onSpawnGroupHandler = nil, onDeleteGroupHandler = nil, onDisableGroupHandler = nil, onCreateStaticObjectHandler = nil, onDeleteStaticObjectHandler = nil, onTimerHandler = nil, onModuleStartHandler = nil, } thisModule = ATME.C_Module("HelloWorld", newHandlers, true) end In that example, the only specific function is : local function onCreatePlayer(player) player:display("Hello World ... " .. player:getPseudo(), 10) end So if you want to use only onUpdatePlayerHandler (update every second), replace handlers initialisation with : ... onCreatePlayerHandler = nil, onDeletePlayerHandler = nil, onUpdatePlayerHandler = onUpdatePlayer, ... then rename specific function local function onCreatePlayer(player) into : local function onUpdatePlayer(player) than each second, for each player, a new message is display for 10 seconds Then, if you replace ATME display function by a sound function , and add a sound file in your mission with the mission editor and triggers you can have your first sound. You can use or add : player:soundOnce("myfile.ogg") so your function becomes : local function onUpdatePlayerPlayer(player) player:display("Hello World ... " .. player:getPseudo(), 10) player:soundOnce("myFile.ogg") end where myFile.ogg is the sound file (replace name with your file name). Of course, in that case, be sure that play duration is less than 1 second ;) This is a first simple approach. See documentation to have informations about the trigger creation to start ATME in ME. You just have to load ATME_CoreV111.lua file script first, then this lua file script and your sound ogg file (associate to country Urkraine if you don't use it in your mission, another country not used is good too), then add and enter ATME.run("EN") in execute script trigger in ME. ATME have modules approach, so you've right, a way can be the creation of a generic sounds module like rescue exists to embark/disembark troops. I know that english documentation isn't very clear sometimes and I work on it. I have to add more examples and videos with a logic of progress. If you want informations about ATME or help, ask me. Sunski -
Troop transportation embark/disembark/land UH-1 usage?
sunski34 replied to WildBillKelsoe's topic in Mission Editor
Hi, See an ATME example here : https://forums.eagle.ru/showpost.php?p=3093232&postcount=63 Ask me if you want explanations. Sunski