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Itzo

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Posts posted by Itzo

  1. Can't reproduce on my end. Can you attach a miz that generates the error? Would be extremely helpful.

     

    Found it, somehow adding a 'invisible farp' makes the function stop working. I have no idea how.. I've attached a cleaned version of my mission.

    Start, choose random slot, within a couple of seconds the script runs as a AI enters the zone and I only get the "TRIGGER" text.

    Remove the 'Invisible farp' (near Kutaisi) and re-run, now it should work.

    ?

    TEST.miz

  2. I posted the queation on reddit as well and got the following answer from Cobra:

     

    "This was an issue pre-launch that we worked with ED to fix (it's in the core engine). It was corrected, but obviously there still seem to be issues :(

     

    We'll prod this issue a bit more and fix it."

     

    So we will have to wait for a fix obviously.

     

    Is this still a thing? I can't get this to work, same procedure with me as server - works every time.

    Sounds like a multicrew "not counting the "other guy" as a player/client"-problem..

  3. I’m struggling with the same issue. It would be convenient if spawned aircraft could be made to disappear on landing or parking by a command :VanishOnLand() or :VanishOnEngineShutdown()

     

    I use the landing event as follows:

     

    _USAFAGGRESSORS = 1
    _USA = 2
    
    air1:HandleEvent(EVENTS.Land)
    function air1:OnEventLand(EventData)
       if EventData.IniUnit:GetCoalition() == _USAFAGGRESSORS then
           Unit.destroy(EventData.IniDCSUnit)
           trigger.action.outText("Enemy landed", 10)
       end
    end
    
    air2:HandleEvent(EVENTS.Land)
    function air2:OnEventLand(EventData)
       if EventData.IniUnit:GetCoalition() == _USAFAGGRESSORS then
           Unit.destroy(EventData.IniDCSUnit)
           trigger.action.outText("Enemy landed", 10)
       end
    end
    

     

    If the coalition in this case is red (0 = neutral, 1 = red, 2 = blue), the unit will despawn on landing keeping it clear :) 'air1' is the globally saved spawned group.

  4. It seems to be working fine on my end.

     

    Thanks for the check guys, it was something as dumb as not using the latest version of Moose. Apparently my Moose.lua from 2018-04-24 had a problem with that function..

     

    As you stated, the InitLimit(1,1) is valid... But, it's unnecessary.

     

    I find it useful for my training missions/spawns using switched conditions. This way there is no chance of another AI plane to spawn accidentally as I want to be able to use the trigger zone unlimited times.

     

    Sharing this small example anyways, the problem was setting the skill through the f10 menu :)

    Not sure if it's actually makes a difference yet though, too useless in the tomcat to be sure yet ;)

     

    Is there a way to get the skill from a Moose-spawned unit or group? AI.Skill?

    F-14_dogfight.miz

  5. ( i hear it doesnt work at mo but this is ea so hears hoping!)

     

    DCS 2.5.2.18307 Update 3

    Added absolute axis for TDC.

     

    timing :thumbup:

  6. I never use easy comm, is that necessary with the hornet? Id like to know if I must change it.

     

    No just open the canopy and it will work without easy communication.

    Use the communications key and then the normal ground crew->rearm/refuel option.

    (The communications menu key works on the ground, not in the air.)

     

    ^ :thumbup:

     

    Did also work by talking to for example the carrier through COM1/2, but that was A/A weapons ofc since the stores page is "bugged".

  7. As a workaround - there's a command in control options for "engaging" the ground crew starter guy outside of radio comms menu. Can't assign it to keyboard for some reason, but any button on joystick will do. Tested yesterday - works OK.

     

    oh! Will assign, thx. That sounds like a good solution in the future also :thumbup:

  8. solved I think...

     

    It seems like in MP you have to give the AI tasks after spawn, using lua. Now they are killing me just fine :) Just need to figure out all task options used in the tables.

     

    I.e.

    mist.respawnInZone('rBanditGrp1', 'rSpawnZone1', true)

    local con = Group.getByName('rBanditGrp1'):getController()

    con:setOption(0, 0)

  9. Hi,

     

    Could someone maybe explain why the AI behaves very different in 1.5 SP vs 1.5 MP?

    Attached is the mission I'm trying to fix.

     

    Mission explained:

    Unlimited training, every trigger zone will trigger a group of enemy fighters (MiST random spawn) IF all enemies are dead within the conflict zone.

    I wrote a kill script for the enemy groups as they apparently must have been alive for MiST to actually spawn them.

    There is also some random air traffic in the area.

     

    The problem:

    In SP the AI will attack me as soon as they spawn, just as I wanted it.

    Launched as MP server, they neither attack nor defend themselves (barely)..

     

    I have tried to make them more aggressive by removing the CAP task and replacing it with my own set of options, as seen in the .miz.

    Unlimited_training.miz

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