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ESAc_matador

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Everything posted by ESAc_matador

  1. Why don't you put your own NDB?
  2. Using Simple radio with the F5 and using ADF is not possible because the radio when you select BOTH (radio and ADF) does not work. Is it possible to fix it?
  3. Any chance to save the ammount of infantry remaining? That would be awesome!
  4. yes
  5. There are different behaviours... For Penetration usually tail fuzes are used, preventing them to be damaged while penetrating. But, also, you can configure one for instant detonation and the second for delay detonation. Pilot chooses the type of target, and select which to use. Or use both to ensure explosion. Example. Dropping a bomb in a hangar.... better to delay the explosion till the bomb goes through the roof. Same in jungles. Things like that. I don't think is modelled in dcs.
  6. So... Up. Equivalent to non flaps. Fixed. Flaps exgended. Auto. The aircraft handle it at will, depending on speed, AoA etc.
  7. Frisco, i would like to create a small campagne and would be awesome that you can join with f5 or Mi21 or both. I would need around 4 or 5 in every mission. If you are interested, send me a PM. See you!
  8. Gerat. You can do it via script... i can try to help you in a few days. Can you script lua?. Using moose also will help you.
  9. You forgot, to press rigth rudder....
  10. It happens quite a lot first time you install a module. Same axis control is assigned to various axes... Aslo. Check your speed. Never fly over .85 mach
  11. I get it. If the function has cylindrical, it would work...
  12. All, in advanced tasks-orders, create a trigger activated with a flag one for on and one for off Then Put continuous trigger, unit in zone, flag value
  13. You can switch the IA radar off and on
  14. Niiiiiiceeeeee
  15. definetly the function mist.getUnitsLOS does not accept a variable in its radius argument. I made thousand tests, and it always works with number, but it never work with a variable such as _reconraius = 1000.
  16. One they there will be a clic, and you start doing great progress! Keep on going!
  17. Grimes, this can this be a Mist issue?? I am having problems with this. I need that the radius of the funcion getUnitLOS is dependant on the altitude of an aircraft. local Position_vec3 = Unit.getByName('recon1'):getPoint() local _elevation = land.getHeight({x = Position_vec3.x, y = Position_vec3.z}) local _height = Position_vec3.y - _elevation _reconradius = math.sin(0.45) * _height -- this works fine so far, gives you a radius, depending on the height and an angle, simulating a Recon Camera. Estimated camera angle is about 50º so, i did Sin(25º)) the problem is that in the function mist. getUnitsLOS does not work with the variable _reconradius. I check the table and it is always empty. It seems a format problem.. Probably due to the function.... any clue?? local redunits = mist.makeUnitTable({'[red][vehicle]'}) local blueunits = mist.makeUnitTable({'recon1'}) LOSData = mist.getUnitsLOS(blueunits,2,redunits,2,_reconradius)
  18. inacurate 1º degree? for 250 km??? mmmmmm
  19. here we go. You need to install mist in the mission previously. Create a group and put in a corner... when the trigger whatsoever is ON, such group will be teleported close to your Helicopter. mist.teleportToPoint({groupName="spawnedgroupname",point=Group.getByName("helogroupname"):getUnit(1):getPosition().p,action="respawn",disperse = true,maxDisp = 50, radius = 200, innerRadius = 50, route = nil,}) disperse is an optional variable that if present each unit of the group will spawn at a random location. maxDisp is an optional variable that defines how far each unit will be from each other. radius is an optional variable that defines the max distance from the point that a group can spawn from innerRadius is an optional variable that defines the minimum distance from the point that the group can spawn from. There you go!!! (this script is easy and awesome for dynamic enviroment) You also have mist.teleportInZone('groupname',{'zonename1'.'zonename2'}, true, 200) This second function will deploy randomly the group "groupname" in a place inside "zonename1" "zonename2" triggerzones. For me it is awesome, because you can fly without knowing where the enemies are in every single mission. You just know the area, but not exact places... If you put for instance 5 triggers about 1km, radius in the area... it is impossible to expect where they are coming!!. You can also can give them a route to go to some place, by using mist.groupToRandomZone(). And you put a zone where enemies will attack, independently of where they start, they will to to a random point in such triggerzone. I made a script that makes, when a group is at 80% life, they move to a random place at 1000 m. When they are at 50% they move back... they retire from the front, and another group goes ahead, as a reserve. WOrks awesome. and it is very very dynamic enviroment. WIth DAWs you can make a dynamic campaings for a day... I am about to release it. ,) stay alert! Enjoy! PSS: I recomend to you to read, the Mist instructions and the MOOSE, they are a good complement if you want to make really good and dynamic missions.
  20. Yes, Using mist... Ill tell you in couple of hours the full script. Is quite simple...
  21. hello everyone... I have done a draft of the script, works perfect but it still not dependant on the height. I am having problems with this. local Position_vec3 = Unit.getByName('recon1'):getPoint() local _elevation = land.getHeight({x = Position_vec3.x, y = Position_vec3.z}) local _height = Position_vec3.y - _elevation _reconradius = math.sin(0.45) * _height -- this works fine so far, gives you a radius, depending on the height ( I estimate the camera angle is about 50º so, i did Sin(25º)) the problem is that in the function mist. getUnitsLOS does not work with the variable _reconradius. I check the table and it is always empty. It seems a format problem.. local redunits = mist.makeUnitTable({'[red][vehicle]'}) local blueunits = mist.makeUnitTable({'recon1'}) LOSData = mist.getUnitsLOS(blueunits,2,redunits,2,_reconradius)
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