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sunski34

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Everything posted by sunski34

  1. Up -- BAP 100 When? Hi, Any idea of when we can use BAP 100 on mirage? And belouga AC will be implemented or not ? Thanks Sunski
  2. Salut à tout, ce jour la version V1.0.5 d'ATME a été publiée. Elle apporte une meilleure information en cas d'erreur (affichage du nom du module et du numéro de ligne, usage de la fonction en erreur). Par ailleurs, les menus F10 ont été optimisés et il est possible maintenant de faire du multispawn automatique. Le lien ici : https://forums.eagle.ru/showpost.php?p=3001608&postcount=1 et un exemple de multispawn ici : https://forums.eagle.ru/showthread.php?t=179992&page=5 La documentation a été mise à jour également, voir dans le thread... Si vous avez des questions, n'hésitez pas. Sunski.
  3. Multi spawn mission example Hi, you can find a mission and the script to understand how to implement. As you can see, dynamic waypoint tracking is activated for each spawned group (see line 36 of ATME_spawnTest1.lua). Enjoy ATME. Sunski. test spawn.miz ATME_spawnTest1.lua
  4. Multi Spawn... how to use ... Hi, multi spawn is activated with the first spawn function after a spawn context function like in this example : local err, var1 = ATME.C_GroupSpawnDatas.duplicateFromMissionDatas("origin", "new1") if err == false then local gpos = ATME.C_Group.getByName("origin"):getFirstUnit():getPosition() gpos.x = gpos.x + 20 local unit = ATME.C_AIUnit.getByName("reference unit") var1:setRepeatSpawnContext("RANDOM 2 5", 10, 2) local err2, var2 = var1:spawn(gpos, "origin", unit) end setRepeatSpawnContext function is here defined for : -> A random quantity of spawns between 2 and 5 -> A 10s period (+ or - 2s random) Try it. Sunski
  5. Hi, new version of ATME, V1.0.5. F10 Menu optimizations and multiple spawnning management. Add update of Rescue module tool. The link is here : https://forums.eagle.ru/showpost.php?p=3001608&postcount=1 The documentation has been updated... See above too. Enjoy ATME. Sunski
  6. AA spawn Hi, Actually there's a problem with spawning : https://forums.eagle.ru/showpost.php?p=2992017&postcount=1167 So I wait for a patch to finalize AA spawning. Regards Sunski.
  7. Just a precision... Create a sub submenu is the same way as create a submenu : local function onCreatePlayer(player) player.modules["MyModule"].F10SubMenuLevel1 = ATME.C_F10Menu(player, "Sub Menu Level 1", nil) player.modules["MyModule"].F10SubMenuLevel2 = ATME.C_F10Menu(player, "Sub Menu Level 2", F10SubMenuLevel1 ) player.modules["MyModule"].F10SubMenuLevel2:append(1, "Action name", fctAction , {player}) end Then you see that command is in the submenu level 2 which is in the submenu Level 1. Have fun ;) Sunski
  8. Try this before adding other functionalities... Regards Sunski
  9. Some informations to understand Hi SUNTSAG, If you want to create a submenu with a command when a player enters, juste do : local function onCreatePlayer(player) player.modules["MyModule"].F10SubMenu = ATME.C_F10Menu(player, "Sub Menu name", nil) player.modules["MyModule"].F10SubMenu:append(1, "Action name", fctAction , {player}) end "MyModule" is the name of your module : 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, onDeleteGroupHandler = nil, onDisableGroupHandler = nil, onCreateStaticObjectHandler = nil, onDeleteStaticObjectHandler = nil, onTimerHandler = nil, onModuleStartHandler = nil, } thisModule = ATME.C_Module("[b]MyModule[/b]", newHandlers, true) and create before function onCreatePlayer your menu function fctAction like this : local fctAction fctAction = function(args) local player = args[1] -- to get the player -- Then you can do what you want here by adding new entries like this player.modules["MyModule"].F10SubMenu:append(1, "Action name 1", fcNewAction1, {player}) player.modules["MyModule"].F10SubMenu:append(1, "Action name 2", fcNewAction2, {player}) end then create to new menu functions fctNewAction1 and fctNewAction2 in the same way you used for fctAction... For beginning, just display a message in your menu functions for exemple (function fctNewAction1): local fctNewAction1 fctNewAction1 = function(args) local player = args[1] -- to get the player -- Then you can do what you want here by adding player message player:display("In function fctAction1", 5) end
  10. Soon new capability for debugging your own modules Hi, we are actually nearly ready to release a new version of ATME in few days. Some new functions will appear like automatic multi spawn capabilities but the most interesting evolution is ATME debug capabilities. No need of heavy development environment. ATME is a single file (big of course), accepts multi module running at a same time, with maximum of security. You cannot directly change, by error, objects attributes or variables for example. I will do soon a short video to explain how to begin with ATME. When you run ATME, and an error occurs on ATME functions, you will be able to have all informations you need such as : -> Name of the module -> Line number -> Function which occurs errors, its usage and an explanation of the problem. You can see (in yellow on the image) those informations. So ATME become more and more easy, even when you do errors of coding... Then you know where (which module which line which function) and why there's an error. Enjoy ATME !!! Sunski
  11. Hi, the best way is to record tasks when setting them with controler. Regards Sunski
  12. Hi, please find new version of ATME_Core.lua which fixed a DCS scripting function problem with group:destroy(). link here : https://forums.eagle.ru/showthread.php?p=3001608#post3001608 Thanks to SUNTSAG and his question ;) Attach new version of the tests to respawn the same group "copy0" with F10 menu, can work in multiplayer mode just by adding players. As you can see, it's easy to create a menu and its function, then spawn and destroy the same group "copy0". Of course a little knowledge of lua is necessary... and the understanding of ATME callback concept. Try and enjoy ATME Sunski test menu spawn and destroy.miz ATME_menu_spawn_destroy.lua
  13. La documentation a été mise à jour ici : https://forums.eagle.ru/showthread.php?t=179992
  14. ATME documentation has been updated. See above for download.
  15. Only when patch V1.0.4 will be released : explanations So a short explanation.... when the patch will be released (V104) : -> A group has a unique name at a moment -> If you try to spawn a group with same name as an existing group (alive), then ATME spawn returns an error. It's an ATME specific control ! -> A group exists even if it has late activation, in that case, DCS creates the group in the mission but it is not visible ! -> You can disable a group then DCS will destroy it from the mission. Then, its name can then be reused for another group, so in that case spawn is already ok and returns no error. -> It's the same for a group totally killed in mission. Its name becomes free and can be reused for another group. When you use ATME spawn function, units of the new group have always new names to prevent conflict. The new units names are built like this : -> Name is "SpawnU#XXXXX-" completed with its original mission defined name. XXXXX is an numerical identifier like "00001" or "00201". That identifier is managed by ATME. -> Example : original unit has name "pilot 1". When spawning, if identifier is 34, then new unit's name will be "SpawnU#00034-pilot 1" -> So you can allways retreave the original name : It's then name after the '-' The lua code to find original name of a unit is : -- Here, a group which name is "copy0" must exist in mission at that moment -- and "copy0" is a already spawned group name. local group = ATME.C_Group.getByName("copy0") local unit = group:getFirstUnit() -- returns the first existing unit of the group local name = unit:getName() -- returns name of a ATME.C_AIUnit instance -- the pattern is "^SpawnU#%d%d%d%d%d%-" -- So the lua function string.find will try to find the pattern in name variable: -- Something which begins with "SpawnU#", continues with 5 digits (5 "%d") -- and ends with "-" -- If something is found d marks the begin of the found substring and f marks -- the end of the found substring. If not, f will be nil. local d,f = string.find(name,"^SpawnU#%d%d%d%d%d%-") local originalName if f ~= nil then -- if something is found, f+1 is the next character after the found substring. originalName = string.sub(name, f + 1, name:len()) else originalName = name end If 'to be spawned' unit's name already exists in mission, then ATME spawn function returns an error. Hope that helps !! ;)
  16. disable and spawn group with same name Hi, after few tests, this is a DCS scripting function group:destroy issue !! I replace it with DCS scripting function unit:destroy (loop for all units in a group of course), and then it works well ;) I will upload a patch and new example ASAP. Sunski
  17. @SUNTSAG : mission and script Hi SUNTSAG, I never done that but you can see 2 files attached : -> Mission and lua file. The lua file is the basic file (just Handler définition after "--MAIN " in file) and the interesting part to do what you want is between lines 6 and 39 (including blank lines)... To do what you want : -> Create an Handler onCreatePlayer so menu will be created -> Add menu and its function F10SpawnCommand -> spawn and disable group If you add players and change slot, or play in mutiplayer that will work directly. I need to change the name of the group for each spawn/disable. I will do more tests. Thanks for your interest in ATME. Regard Sunski test menu spawn and destroy.miz ATME_menu_spawn_destroy.lua
  18. ATME_Rescue Hi, if you want to see how to use the ATME_Rescue ATME generic module, have a look on the RescueTest.miz mission and ATME_testRescue.lua juste above. I hope that help Enjoy ATME.
  19. Bonsoir à tous, ce jour, j'ai publié une nouvelle version d'ATME corrigeant pas mal de soucis sur le spawn et le setRoute. J'ai ajouté également des fonctions et événements pour le suivi dynamique de waypoints. La doc va suivre mais déjà des infos ici : https://forums.eagle.ru/showthread.php?t=179992&page=1 J'ai également posté 3 missions de tests avec leur modules lua ad'hoc. S'il y a des questions, je reste disponible. A+
  20. 3 missions to test... Here is 3 test missions to understand how it's easy to do. If you have question or need help, ask me... You can find specific lua modules for those missions too. Try and enjoy :lol: test setRoute.miz RescueTest.miz test spawn.miz ATME_setRoute.lua ATME_spawnTest1.lua ATME_testRescue.lua
  21. New abilities in Tracking waypoints ATME V1.0.3 adds 3 new core event for waypoints tracking and spawn of groups and 4 new functions in ATME.C_Group Class to manage tracking Waypoints. New Event core : "TRACKING_WAYPOINT" Tracking of the waypoints from 1 to last - 1 (same sequence of numbers than in Mission Editor, so 0 is the first) events:getCoreEventDatas(id) to get datas : -> datas.group for the group instance (object of ATME.C_Group class) -> datas.idWaypoint is the number of waypoint -> datas.point point in x,y,z of the waypoint "TRACKING_LAST_WAYPOINT" Tracking of the last waypoint of a route events:getCoreEventDatas(id) to get datas : -> datas.group for the group instance (object of ATME.C_Group class) -> datas.point point in x,y,z of the waypoint "GROUP_SPAWN" when spawning a new group events:getCoreEventDatas(id) to get datas : -> datas.group for the group instance (object of ATME.C_Group class) 4 new functions for ATME_C_Group: Object:setWaypointsTracking(true or false) : false if only the last waypoint is tracked, true for full waypoints tracking Object:resetWaypointsTracking() -> stop the tracking Object:isFullWaypointsTracking() -> return true or false if full tracking or not Object:isWaypointsTracking -> return true or false if tacking (true full or not full tracking, false no tracking).
  22. Hi everybody, today a new version of ATME_Core, V1.0.3. This version fixed several bugs and add tracking waypoints ability. download here : https://forums.eagle.ru/showthread.php?t=179992 I will update documentation soon. Enjoy ATME....
  23. Hi, you can use this mod which add L/L informations on JTAC coordonates : https://forums.eagle.ru/showthread.php?t=172728&highlight=NATO
  24. New version of ATME_Rescue, a error message problem with did not display. You can dowload it above. Thanks
  25. How to use C_Group:setRoute Here a short video : Remark : If a group is "late activation" then it exists but it's not visible. So other groups may drive around that group. (it's the case on video, second example, ramdom = 1). Try it ! Regards
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