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gromit190

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About gromit190

  • Birthday 05/26/1990

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  1. Hi, can you share a screenshot of the route the unit(s) get? I am wondering if there is something wrong with the assigned route (generated by the script), or if the route is okay but DCS is the problem.
  2. Hello everyone, Sorry for being so "afk" in this thread. The sad reality is that I can't find the time for DCS, and to spend on this project. I really appreciate those of you that reply to questions in my stead gromit190
  3. Hey, Currently not. But coding that feature would be pretty easy, and I seem to remember others have asked for it aswell. Unfortunately I'm struggling to find the time to spend on this project these days. I'll try to see what I can do.
  4. I got some messages about the list of unit types that was generated in this project. I couldn't quite remember how I compiled the list but I created a python script that reads all data from the "C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Scripts\Database\db_countries.lua" file. I don't know how useful it may be but anyways I thought I'd share it https://github.com/birgersp/dcs-gws/blob/master/unit-types/unit-types-all.txt
  5. Hey, Sorry for such a late reply, and thanks for the heads up. Heres a new version, it should be fixed: https://github.com/birgersp/dcs-gws/releases/latest/
  6. Woah, woah. Are you trying to say that people shouldn't preorder games?
  7. Attached is a version where deactivated units will be ignored. But there's a catch I've been working on renaming the project and it is easier for me to implement this fix in the renamed project. So to use this version you'll have to change the "autogft" prefix in your script to "gws". e.g. you'll need to change your lua mission script from this: autogft_Setup:new() :addBaseZone("BLUE_BASE1") :addControlZone("CONTROL1") To this: gws_Setup:new() :addBaseZone("BLUE_BASE1") :addControlZone("CONTROL1") gws-1_19.zip
  8. Maybe. Depends what it is that you want to do. You can spawn them in to the base zone later in the mission, to use as reinforcements if you invoked useStaging(). Are you using useStaging()? I think it is km/h, but honestly I am not sure. It is not converted in my code, so it is the same as it is in the mission editor/DCS internal scripting engine.
  9. Hey guys, Sorry for being so afk. Been really busy lately with house remodeling and taking care of my kid. I guess in theory it could be anything, but when testing this I used a couple of buildings. Short answer: no. Long answer: it depends. Usually (unless you scripted otherwise), "scanUnits" is triggerred on mission start. So only the units that are present when that happens will be used. But for staging, you could send units to the staging area and they will be used if they match the type that is used for reinforcements. No. Keep in mind that you need to use setSpeed before using addControlZone etc. Maybe you could post your script where the error occurs? That should be an easy fix. I didn't consider that when I coded scanUnits. Will fix this.
  10. Great :) This is true. I seem to remember that autogft just uses the origin point of the zone (idk what that would be in a polygon but for circles its the center) and looks at units within the zones radius. Added fixing this to the issue list: https://github.com/birgersp/dcs-autogft/issues/123 Also keep in mind its the same when a unit goes to "capture" a zone. It will use the radius. So currently I guess autogft really only has support for circle zones.
  11. Since you didn't specify any units, autogft will scan "BlueSpawn1" on mission start to see what units it should be using. if there are no units on mission start (which I guess there aren't since you spawned them perhaps later) then autogft thinks there are no units. Perhaps this is what happened
  12. For those interested, there is something mentioned regarding a "script API" change here: I would guess the implementation of this (during development, beta versions you know) was the cause of the error. Anyways it should be working now for both stable and open beta.
  13. Seems ED fixed the scripting engine again! So everything should be in order now. Just tested the example mission myself on latest version of DCS World open beta. https://github.com/birgersp/dcs-autogft/releases/latest/
  14. It seems like the problem was that the function was called too soon (immidiately) after mission start. This is a working script: local waypoints = {} local function addWaypoint(x, y) waypoints[#waypoints + 1] = { x = x, y = y, speed = 20, action = "Cone" } end local function foobar() env.info("WAYPOINT TEST") local group1 = Group.getByName("Group1") local group1Pos = group1:getUnit(1):getPosition().p addWaypoint(group1Pos.x, group1Pos.z) addWaypoint(group1Pos.x + 2500, group1Pos.z) addWaypoint(group1Pos.x + 2500, group1Pos.z + 2500) addWaypoint(group1Pos.x, group1Pos.z + 2500) addWaypoint(group1Pos.x, group1Pos.z) local task = { id = "Mission", params = { route = { points = waypoints } } } log(group1:getController()) group1:getController():setTask(task) end timer.scheduleFunction(foobar,nil,5)
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