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Everything posted by funkyfranky
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Amazingly Useful Yet Undocumented Mission Editor Feature
funkyfranky replied to Loophole's topic in Mission Editor
Sorry, my remark had nothing to do with you. I just wanted to say that he should listen to Grimes more than to me. -
Amazingly Useful Yet Undocumented Mission Editor Feature
funkyfranky replied to Loophole's topic in Mission Editor
I think `...` should directly reference the DCS group object. So something like Group.destroy(...) should be fine. But always listen to @Grimes first;) -
[Official] SimShaker for Aviators
funkyfranky replied to f4l0's topic in PC Hardware and Related Software
I could not find any log file. -
How can I get the player name in multiplayer server?
funkyfranky replied to hardnick's topic in Mission Editor
Many of us have -
@Pikey, I have a little test mission, where I trigger an explosion of 2 kg TNT at the position of a TPz Fuchs. I didn't and still don't get a dead event when it's cooking even though it is clearly dead and not shown anymore on the F10 map and its lifepoints are 0. When I increase the explosion power to 5 kg, it is instantly dead and the dead event is triggered. TL;DR not fixed from what I can see
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Can also confirm this.
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Would be great if the inputs get some love. Same goes for the Tomcat.
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Airbase, new scripting function getRunways for Airbase DCS object
funkyfranky replied to sunski34's topic in Mission Editor
Great stuff! So far I had to use the runway spawn points to get the directions. But with multiple runways the order of the spawn points was a bit random so it always required a bit adjustment by hand to get it all right. Now what would be the icing on the cake would be an entry in the returned table that tells us, which runway is the active one -
The origin of the problem is the ejected pilot static objects are buggy and we had to work around that in MOOSE. Unfortunately, that workaround caused problems in other classes like the OP described. We improved the workaround and this issue should be solved now. Check out the MOOSE branches for a recent version. PS: I created a new threat for the root cause problem
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When a pilot ejects, a static object is created at the position where the parachute goes down. This static object can be retrieved by the initiator of the rather new S_EVENT_LANDING_AFTER_EJECTION event. However, important scripting engine functions like :getName() or :getCoalition() fail when applied to the static object representing the pilot. 2021-05-01 20:13:21.291 INFO SCRIPTING: Trying to get the name via Event.initiator:getName() 2021-05-01 20:13:21.291 ERROR SCRIPTING: Mission script error: [string "C:\Users\frank\AppData\Local\Temp\DCS.openbeta\/~mis00003FEF.lua"]:38: Unit doesn't exist The :getName() function is important for identification and for house keeping. The :getCoalition() function is obviously important to know who would send a rescue team to simulate a SAR mission. Other functions like getPosition() and :destroy() work like expected. Simple example mission attached. Setup is a Hornet with zero fuel so the pilot ejects right after mission start and the track file is kept short. EjectedPilot.trk Hope this helps. PS: I would prefer a normal unit as ejected pilot (not a static object). This would allow to pick up the guy with a helo. EjectedPilot.miz
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[MOD] Viggen Warfare Kneeboard Pages
funkyfranky replied to funkyfranky's topic in DCS: AJS37 Viggen
Thanks, good catch mate @Desert Fox! When I have time, I will correct that. -
A group of four MLRSs is rearming as shown in the pic. However, only three of the four units get new rockets. The reason is probably that the fourth unit is too far away and not in the valid "rearming range". The group got a waypoint very close to the rearming truck. But as we cannot control individual units of a group, it can easily become impossible to rearm a whole group. Needless to say that the issue becomes more likely with increasing group size!
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The problem now (compared to five years ago) is that we now have aircraft (like the Hornet), which sometimes require multiple clients to be in the same group (so they show up as a wingman in the SA). Yet sounds and radio menus can still only be created on a group level.
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local flight=FLIGHTGROUP:New("Group Name") local nshells=flight:GetAmmoTot().Guns Requires MOOSE develop branch version.
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Okay, so basically all inputs are the same for all variants? Then this is no factor of course. Thanks for the explanation!
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Hell, no! Please don't tell me that Heatblur puts button assignments for all Tomcat versions under one category? That means an unnecessary waste of controller inputs on our side. For example, any button you assign to the "Mid Compression Bypass CB Pull" for the A-model will not be usable in the B-variant. Please make this a clean solution and differentiate between the models.
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MOOSE - Does DCS Server reads script differently?
funkyfranky replied to xXMustangXx's topic in Mission Editor
No, MOOSE does not make any difference between SP and MP. It does not even know if the mission runs on a server or locally. So every difference is a DCS MP quirk usually. However, schedulers run fine in MP missions. So that is a bit strange. -
[MOOSE] RAT - Random Air Traffic
funkyfranky replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
You can simply add yak:SetDestination({"RAT Zone North"}) and remove yak:DestinationZone("RAT Zone North") That line is only useful if you specify airbases as destination but only want them to fly there and not land. -
I really like the new feature of the historical list of units. However, I noticed that this is a "global" setting, i.e. once turned on or off it will be that for every mission I load. I would prefer this setting to be "per mission", i.e. off by default if a new mission is created. And once activated or deactivated it would only apply to that very mission and not to all missions I load. In other words, the setting would be saved in the miz file. Hope that makes sense. Thanks!
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As the title says. The new S_EVENT_UNIT_LOST event does not fire for (some?) warbirds. At least I do not get it for the Dora for example. You only get pilot dead and crash events but the unit lost event should also fire. To reproduce, have a warbird killed in action and check the Event column in the debrief. Thanks.
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That error is probably because you did not put two equal signs in the if clause. if assignments.engage == true then do something