

sunski34
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Use this thread if you have questions or problem with ATME. Link of the ATME thread : https://forums.eagle.ru/showthread.php?t=179992
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[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
And a little video... You can find a little video which explains ATME general functionalities.... If you want an idea just have a look !!! -
[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
English documentation Attach English documentation updated for ATME_Core V1.2.0 ATME_referenceManual_EN.pdf -
Advanced Tools for Mission Editor or ATME is a set of lua classes and functions which intend to simplify DCS World mission editor lua script implementation. ATME aim is to simplify the creation of single and multiplayer compatible missions, without limiting the number of players. Players entering, destruction or exit mission, the ability of changing slots are fully implemented. ATME is based on a module concept, the basic module is called ATME Core and have to be loaded imperatively first. Each additional module or ATME User Module created can be generic or dedicated to a mission. Future generic modules will provide additional functionalities. This concept offers great flexibility, allowing users who are not comfortable with lua to create complex interactiv missions with few code. The Core ATME module brings all the necessary abstraction and interfaces with many of DCS World's functions. These functions organization is primarily oriented towards mission designers. An object approach provides the necessary clarity. ATME Core brings together the following major features: · Providing global functions including DCS functions (encapsulation), generic (conversions, etc ...) or mathematics (3D vectors, 2D lines, relative positioning, etc.) · Referencing mission based FARP & Airfields for a theater operation (NEVADA or CAUCASUS for the moment). · Player objects, AI units, groups and static objects management. Spawn ability, roads or recoveries of route from a given waypoint association etc ... · Adding specific objects to facilitate mission and interactiv management (radio players menu, smoke, flares, etc ...) · Multiplayer races with 1/100th, intermediate, lap, total time and rankings, complete management. Creating raids with several races ability. · Infantry units with dynamic climb in the vehicle, embarkation / disembarkation complete management. Transport of troops (personnel carrier) concept, authorizing the AI unit embarkation on board (ground or helicopters) or player unit (helicopters). Able to creating embarkation zones with smoke or flare position reports. · Core events triggering which can be processed in the modules (end of embarkation, race events, reporting zone entry into, etc.). · Complete task management for groups. · Alarms creation and management allowing triggering of a single or repeated event at a "T" time which can be defined in absolute time, or relative to a flag. This alarm Event will only be available to the module that created the trigger. · Multi-language support: French, English, German and Russian. Available currently for message and label. Multi-language implementation is the module creator choice &responsibility. ATME is DCS 1.5.5 (and later) & DCS 2.0.4(and later) compatible. This tools took more than 6 months to develop and test.... The first beta version was V1.0.0 uploaded on 12/31/16. A great thank to snowsniper for his ideas, help on multiplayer tests and translation. This thread is only for future new versions of ATME. If you have problems or questions use https://forums.eagle.ru/showthread.php?p=3001625#post3001625 New version on 03/30/18 : V1.4.0 Be careful, some functions have changed ... Lots of bugs fixed, tested with DCS 2.5. Complete dynamic spawn now works fine. New function ATME.getRandomPlayerFromCoalition to get a player randomly New functions ATME.isPoint2D and ATME.isPoint3D return boolean Complete task management for groups and route. New class ATME.C_Task Add new function addTaskToWaypoint to ATME.C_Route class Add new functions setTask, resetTask, pushTask and popTask to ATME.C_Group class Add new functions addInitialWaypointsFrom and addWaypointsFrom for waypoints copy from another group. Add new function setOption to ATME.C_Group class replacing old functions (one per option before). Modify parameters of function load of ATME.C_AIUnit and ATME.C_Player classes Add a new possibility to unload function of ATME.C_AIUnit and ATME.C_Player classes. Automatic troop disembark when transport vehicle stops. Renamme functions setAircraftTracking and resetAircraftTracking of ATME.C_Area class into setTracking and resetTracking Rename core events AREA_AIRCRAFT_ENTERS and AREA_AIRCRAFT_LEAVES into AREA_ENTERS and AREA_LEAVES Rename functions setAircraftsGroupTracking and resetAircraftsGroupTracking of ATME.C_Area class into setGroupTracking and resetGroupTracking Rename core events AREA_AIRCRAFTS_GROUP_ENTERS and AREA_AIRCRAFTS_GROUP_LEAVES into AREA_GROUP_ENTERS anf AREA_GROUP_LEAVES New version on 04/01/18 : V1.4.1 Bug on FAC_ENGAGE_GROUP and FAC_ATTACK_GROUP tasks fixed Add FORMATION option for aircrafts groups New version on 04/22/18 : V1.4.2 (Be careful : some functions have been renammed) Add ATME.C_Stack class for stack management (FIFO and LIFO) Rename ATME.getRandomPlayerFromCoalition into ATME.C_Player.getRandomFromCoalition Remove getBarycentre function of ATME.C_Group Add getPosition to ATME.C_Group to get the group first unit position . Add getRandomUnitPosition function in ATME.C_Group to get a group random unit position Rename setCrossingMultiSegmentTracking function of ATME.C_AIUnit and ATME.C_Player classes into setMultiSegmentTracking Rename resetCrossingMultiSegmentTracking function of ATME.C_AIUnit and ATME.C_Player classes into resetMultiSegmentTracking Add zone extension to "ATTACK_GROUP" and "FAC_ENGAGE_GROUP" to clean a ATME 2D zone. New version on 05/13/18 : V1.4.3 New optimizations Several bugs fixed for ATME.C_Route class and for mark functions Add new countries : ALGERIA, KUWEIT, QATAR, OMAN, UNITED_ARAB_EMIRATES Add new readOnly and message parameters to ATME.markToAll and ATME.markToCoalition functions Add new readOnly and message parameters to mark function of ATME.C_Player class All ATME and ATME.C_Player mark creation functions now returns an ID which can be used for remove it when needed Add new ATME.markRemove function to remove a mark by its ID even for player's one Remove soundChange function in ATME.C_Player class Remove ATME.createUserDatas to create proxy table Replace all userDatas proxy table by simple lua table New version on 20/05/18 : V1.4.4 New optimizations for players Several bug fixed on signals End of mission handler "onEndMissionHandler" of ATME.C_Module classe works now "EJECTION" event core is removed and replaced with a new parameter named "cause" in onDeletePlayerHandler and onDeleteAIUnitHandler of ATME.C_Module class. New version on 09/09/18 : V1.4.5 New optimizations Crash when respawn after a plane destruction fixed Bad waypoint altitude when create new waypoints on a route fixed Several bugs fixed New isPilotDead function for ATME.C_AIUnit and ATME.C_Player classes New isPilotEjected function for ATME.C_AIUnit et ATME.C_Player classes Zip file contains lua ATME core file, link to download : https://forums.eagle.ru/showpost.php?p=3001633&postcount=1 Thank you and enjoy ATME
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It's just a possibility Sorry, I read thoses last pages and I'm surprised... Zeus put an option to desactivate DDM so it's perfect for all people.... Thanks to him. Those who want to have a full realistic 2000C (I'm not sure it's possible on DCS because of classified documents) without DDM and those who want to have more possibilities.... So no problem at all and make missions as you want ;) to have fun !
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yes and no... 2 problems in fact Ok the problem is only when scripting. In my case setting route in lua for troops... sometimes troops hits helicopter.... But without script, troops pass throught... not better !!!! (see mission ;) So : when setting route by script, route pass throught helicopter, troops destroy it. Without script, troops passe through... The two cases are not good. Troops have to turn around in all cases. best regards test test.miz
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Lua - detecting client aircraft entering/leaving in multiplayer
sunski34 replied to scrapple's topic in Mission Editor
Hi, I 'm working a new modular script which made easy single et multiplayer management. I think, the best way (without enter and leave unit) is to implement S_EVENT_BIRTH to store update informations in a players personal table then, in a timer (Schedule every second enough), update the players personnal table. That works perfectly. Regards -
I think that the zone stays in memory tes. When debugging lua script that is a problem!
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Email resend the 10/07/16! Thank you
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Not destroy with lua but in the mission editor. In lua only use getZone. When using that functing just after delete the zone in ME still returns the deleted zone. After restarts Dcs retiens nil! Perhaps only exits the mission and reload is the same not tested.
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create a zone in ME, then destroy it and save. Add a script with trigger.misc.getZone with the name of the destroyed zone. Then the function still returns the zone. After retarting DCS, the function returns nil. Not tested with 1.5.4
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Hi Cobra847, same problem for me, email sent one week ago no response. The mig21b is the only module which need to be reactivate every major windows 10 release ! Please, is it possible having an answer... thank you.
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yes, you're right, but air density dépends on altitude so... thanks for your informations
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I understood, depends on altitude of course ! Is there a formula to have the hud speed value?
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Hi, I tested today getVelocity on DCS 2.0.3 in a M2000C. getVelocity returns a 3D vector in m/s take sqrt(x^2 + y^2 + z^2) then convert to Knots (* 1.9438 ) There's a difference about 20knots with the hub, variable.... I don't understand why ! The F2 view give the good speed... In gazelle no problem
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Hi, There's a bug on Start and stop engine events too. When mission started, try to start engine... no event ! tested in multiplayer mode.
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Gazelle Viviane, Hot missiles - When starting alone on pilot seat, I change to copilot by hit "2" when flying, (and auto hover), a second player rejoins me but he's copilot too (I can select 2nd pilot only, because I was the pilot). So, 2 copilots, no pilot. I press "1" to go back to pilot but it doesn't work. Another try, but I that case, I go back to pilot before a second player rejoins me, that's not ok. So there's a problem if you change pilot to copilot and a second player rejoins in copilot too. - Starting directly (on ground), one pilot, one copilot. When flying (I was the copilot) : My helicopter stopped it's engine (the sound of engine shutdown) and the blades stopped too but of course, still flying. All was ok for the pilot. So I fly with engine and blades stopped !!!! when we arrived near to the FARP for landing, engine restart (and the blades too).... Strange. When I arm (copilot) to "Jour", no lights, same for hot missiles, no lights. I couldn' t modify "arm" switch in pilot side ! Only the pilot can changed it. Same for some other commands... I'm not sure it's a bug, but it's Strange.
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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)
Testing protocole Run the mission in multiplayer mode. 1 - Wait for 2 clients (1 remote and 1 hosted) in cockpit and release pause. No message -> Ok 2 - The hosted client changes slot -> 3 events are fired (LEAVE, ENTER, BIRTH) and one more event ENGINE_START if the Aircraft is parking hot -> Ok 3 - The remote client changes slot -> only one event BIRTH is fired even if the Aircraft is parking hot -> BUG 4 - Try to start a cold Aircraft (remote or hosted client) : No ENGINE_START event is fired. -> BUG 5 - Retry with only one client connected before release pause, then the second client choose the Aircraft -> Only events of the second client are fired. -> Ok You can change the module, same problem for example with a P51D Explanation for cases 1 and 5 just for information : 1 and 4 cases illustrate the begin of the mission -> After release pause when run start, lua script starts 1 second after, that's why those cases are différents. In case 1, the 2 clients are already connected (spawned) when script starts, so no event is fired. In case 5, only the first is already connected when lua script starts. -
Event Bug in last DCS 1.5.4 version
sunski34 replied to sunski34's topic in Release Version Bugs and Problems (Read only)
Correction... for S_EVENT_ENGINE_STARTUP S_EVENT_ENGINE_STARTUP is fired only after a S_EVENT_BIRTH only for the hosted client.... -
Event Bug in last DCS 1.5.4 version
sunski34 replied to sunski34's topic in Release Version Bugs and Problems (Read only)
Bugs confirmed S_EVENT_PLAYER_LEAVE_UNIT or S_EVENT_PLAYER_ENTER_UNIT aren't fired for remote clients in multi. Juste fired in mono or when server client. S_EVENT_ENGINE_STARTUP is never fired (remote clients or hosted client) S_EVENT_BIRTH ok Other events not tested ! Same problem in last version of DCS alpha 2.0.3 Same problem with other module (test with P51D) Here the missions. test event NTTR.miz test event.miz -
I wrote a lua script using S_EVENT_PLAYER_LEAVE_UNIT or S_EVENT_PLAYER_ENTER_UNIT but in multiplayer mode now, just the hosted client works good. I can't have these events for remote clients. In June, that worked correctly ! Only S_EVENT_BIRTH works correctly when changing slots in multiplayer mode It's a bug !