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Mt5_Roie

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Everything posted by Mt5_Roie

  1. I was asked by someone if it was possible after a recent video I did. I think it might have some benifit if viewed on an oculus or via google cardboard method. Although now I'm kind of curious. Is it possible to set up a LUA view to show 180 degrees for each eye? That was when played back on a rift of a google cardboard they could look around.
  2. Since the Oculus rift is kinda long I figured I'd ask this question here. I'm trying to record the two eye feed from the rift while in DCS 1.5 and 2.0. In the pre-1.5 days it used to treat the rift as a seperate monitor so I was able to use Xsplit to record the live feed. Since DCS not has a dedicated GUI for the rift, that's all I can seem to record. Any advise on how to record the two eye view again? I'm currently using Xsplit and using the Oculus Rift Dk2 (I did pre-order the CV1).
  3. I have several heli VR things to play with. But I like the Huey because of the realism. Can't wait to test it on the gazelle.
  4. or they are negotating with the makers of the Alpha to be allowed to release it. Although if it's free, I'm not sure if permission is needed...then again I'm no lawyer and other laws might apply outside the USA.
  5. I agree...that open cockpit it going to be amazing with the rift. Although it looks like they haven't implemented the fan for the pilot and co-pilot yet.:lol:
  6. Good catch! Looking at: http://wiki.hoggit.us/view/DynAdd it does say it's optional but might override the original if it's the same. So I'll try modifiyng that and see if it work.s
  7. So I'm working on a testing some stuff and getting better at LUA. Since I design maps used for training for the squad I"m in, Im always looking for ways to respawn units. So I took the tanker respawn script and modified it to work as a function that I can respawn either airplanes, heli's, or ground units. This way anyone who's training can get additional support as needed for the range they are going to. In the future I'll use this on the training map so people can call CAS, SEAD, or even air to air support. So here's the function so far: function SpawnONator(groupname, type,Counter) local group = mist.getGroupData(groupname) group.route = { points = mist.getGroupRoute(groupname, true) } group.groupname = groupname .. Counter for planes = 1, #group.units do group.units[planes].unitId = nil group.units[planes].unitName =groupname .. Counter .. planes end group.category = type mist.dynAdd(group) end The group name is of a group that is already on the map, but not activated. Each group I have their own counter that counts up, to ensure that the group name is always different so I could spawn the units more then once. For instance if I need a lot of A-10C support I can call the same group name again and by having the counter go up, it's all good. Each unit also gets a different name so no repeats. The function works great for planes and helicopters. I was able to have about 50 aircraft in the air with no problem. The counter technique worked great and with no issue. The problem arises with the ground unit. So I have 6 T-90's in a group called TSTRange. I set the type to GROUND and give it the counter. It loads up the first group ok. They start moving based on waypoints and all is good. But when I activate it again to spawn another group - it removes the first group and respawns the second group. I would like it to work like the planes and helicopters that I can spawn as many as needed. I've triple checked that the group name is different and that each unit name is unique. So I'm stuck....hoping you guys can chime in.
  8. So I load the menu items script right after MIST, CTDL, and CSAR scripts get loaded. I have it do checks to see if any flag are on and set up the F10 menu options based on that. What I would like to do is call that menu setup function in another script later on when a flag is changed. Does the functions from all script get dumped into memory, or is each script sandboxed on its own? Currently I just have that function copy and pasted into every flag actions...which means if anything gets updated, I have to update all of them. Time consuming and trying to lean my code.
  9. So I tried the following: trigger.action.removeOtherCommand("Activate Su-27 Guns Only") While it didn't give an error, it didn't seem to remove it either. I tried various variants of it (like using { } before and after the quotes) but it got errors or crashed the sim all together. Somedays I think I should just stick to flying.....
  10. So was able to figure out my issue and got it working...here's my code now: local _path1 = missionCommands.addSubMenu("Air To Air Ranges", nil) local _path2 = missionCommands.addSubMenu("Air To Ground Ranges", nil) local _path3 = missionCommands.addSubMenu("Helicopter Ranges", nil) missionCommands.addCommand("Activate Su-27 Guns Only",_path1,function() trigger.action.setUserFlag("160",true) end,nil) missionCommands.addCommand("Activate Mig-23 IR Missiles",_path1,function() trigger.action.setUserFlag("170",true) end,nil) missionCommands.addCommand("Activate Su-27 BVR",_path1,function() trigger.action.setUserFlag("180",true) end,nil) missionCommands.addCommand("Activate Mig-29 BVR",_path1,function() trigger.action.setUserFlag("190",true) end,nil) missionCommands.addCommand("Activate Armor Alley",_path2,function() trigger.action.setUserFlag("100",true) end,nil) missionCommands.addCommand("Activate Moving Convoy",_path2,function() trigger.action.setUserFlag("200",true) end,nil) missionCommands.addCommand("Activate CSAR Range",_path3,function() trigger.action.setUserFlag("150",true) end,nil) trigger.action.outText("Menu Items should be loaded now",10) Problem I have now is that I want to remove individual commands in the menus. So if I do: missionCommands.removeItem({"Activate CSAR Range"}) it doesn't remove the item....but if I do missionCommands.removeItem({"Helicopter Ranges"}) it removes the whole submenu. Is there a way to just remove one command and not the whole submenu? Otherwise I would have to check each individual flag and re-create the menu each time something changed.
  11. I think you need to set the ROE for the groups. If you want them to fire set them to "Weapons Free". Also yo can control if they can use radar, countermeasures, and all that good stuff.
  12. So I have a training map I'm working on and I'd like to tidy up the radio functions. So I wrote the following code to try to do it. function setuserflag(x) trigger.setUserFlag(x,1) end local _path1 = missionCommands.addSubMenu("Air To Air Ranges", nil) local _path2 = missionCommands.addSubMenu("Air To Ground Ranges", nil) local _path3 = missionCommands.addSubMenu(“Helicopter Ranges”, nil) missionCommands.addCommand("Activate Su-27 Guns Only”, _path1,setuserflag, 160) missionCommands.addCommand("Activate Mig-23 IR Missiles”, _path1,setuserflag, 170) missionCommands.addCommand("Activate Su-27 BVR”, _path1,setuserflag, 180) missionCommands.addCommand("Activate Mig-29 BVR”, _path1,setuserflag, 190) missionCommands.addCommand("Activate Armor Alley”, _path2,setuserflag, 100) missionCommands.addCommand("Activate Moving Convoy”, _path2,setuserflag, 200) missionCommands.addCommand("Activate CSAR Range”, _path3,setuserflag, 150) The menus part works fine and I see things where they need to be...but when you actually click on a command (i.e Activate Su27 Guns only) it doesn't seem to set the flag I want to 1. Essentially I have rules to look for when a flag is turned on (or set to 1) and then activate that range. So I was hoping the code above would set those flags, but that doesn't seem to be working. Any advice?
  13. Yeah....I set up both bases as pick up zones so we can use both to grab troops from. So I guess I should make the pickup zone a lot smaller so the C-130 doesn't wonder into it then is that I'm hearing?
  14. Another question. I was testing the C-130 mod with it last night and was able to load two vehicles into the C-130. I flew it to another base landed and attempted to unload the vehicles and got the message "Vehicles were returned to base". Do I need to put a trigger in for the drop off location for it to get recognized? I was hoping we could just land anywhere with them and drop them off.
  15. So essentially pre-populate every airfield with each type of aircraft that they would need, make them all late activation except Anapa and as planes land there I activate them. Is there a way de-activate them if they get destroyed? Trying to make sure the player stars all the way at Anapa if their aircraft is destroyed.
  16. So I'm trying to see if this is possible without getting too crazy. But essentially aircraft will start in Anapa and need to advance to the south and take over airfields. Once they've taken over airfields they need to land, hop in another vehichle (rotor or another) to accomplish another task. Then go back to their original jet and rinse and repeat. So is there a way to tell the code that if a plane lands at and airfield, to change it's spawn location to that airfield.? Ideally I would like it to follow the player as they move south...but if the plane gets destroyed it would only be able to be respawned from Anapa. Am I thinking too big? I would need to do this for about 10-12 planes.
  17. Couple questions: 1) Why isn't stickied? This is a great script and needs to be easier to find. 2) Is it possible to fly the C-130 using the mod to pick up and drop off troops? I saw the example of the script that loads them for the AI, but is it possible to do pickup and drop off via the F10 menu in the C-130? 3) More of a suggestion....possibly to add paratrooopers from C-130/IL76 in the future
  18. Is there a setting to make the pilots when on the ground (as soldiers) not be invincible? We had a three day operation over last weekend and found that a pilot ejected over an airfield and because the unit was invincible it was able to kill all the units there and take over the field.
  19. I just did the update to latest version of DSC 2.0. I saw it available for purchase, so I did. But it still says "Buy" after refreshing module about 5 times. Also exited out and back in...same thing. Hopefully they fix it soon.
  20. Yeah will decide based on price. But looking forward to it. 36 minutes to go!
  21. Two questions: 1) Does it work with 2.0? 2) Would it work with other aircraft beside a tanker? Thinking of using it to respawn drones to shoot down for training.
  22. Thanks Wrecking Crew...will give it a read.
  23. So I would have to do it for each unit, since if I do it by group I wouldn't really know which unit in that group to explode...or does the ME automatically assume it's the unit that is in the zone?
  24. So I want to set a zone around an airbase that is used for training to keep the trainees safe. I have enemy aircraft not too far from the airbase so people can practice air to air skills. Sometimes these enemies follow the students back to the airbase. Sure I could out a lot of air defenses in, but want to keep things simple. So is there a method of saying if any object of a certain type (country or coalition) enters this zone to destroy them? Bonus points if we can make a huge explosion on them as well. Now the enemy fighters come in packs of 4, but sometimes one or two get close...so I don't want to destroy the whole group, just the unit that are violating the airspace.
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