-
Posts
1745 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by toutenglisse
-
Alert take off with plane already visible at mission start
toutenglisse replied to CougarFFW04's topic in Mission Editor
I understand that OP knows it, but as it is only possible with a "cold start" jet it needs 2mn to start engine when "alert" is triggered, instead of instantly taxiing to runway. The other possibility, other than using a soldier, is to use script, but it means scripting everything because dynamically created units can only be handled during mission by script. Example here in this short track : (1st Viper is ME created and blocked by soldier until "alert" flag is triggered at 8-10 seconds, 2nd is scripted - "uncontrolled" at first then replaced by a "hot start" one when "alert" flag turns true) Vipers-alert-ready-ME-or-Script.trk -
Alert take off with plane already visible at mission start
toutenglisse replied to CougarFFW04's topic in Mission Editor
Hi, you can put a soldier in front of each hot start plane, with a wpt to go away from plane's nose. Set a "once" trigger, conditions - time > 1, actions - Group stop (for each soldier). When your enemy group triggers the "alert", set actions - Group resume (for each soldier). This way the soldiers will prevent planes to move before alert is triggered. -
How to hide enemy units on mission start screen
toutenglisse replied to Hellbat's topic in Mission Editor
Yes you can tick "late activation" for every group (aircraft or ground or naval) that you don't want to see on "choice of role" screen. Then you set a trigger : type - mission start, conditions - nil, actions : activate group for each group that you set with late activation. (eventually you can "late activate" every group except clients, and the screen will show an airbase)- 1 reply
-
- 1
-
-
UnhookCargo Event? How do I detect unhooked cargo?
toutenglisse replied to cfrag's topic in Mission Editor
Yes, and while a spawned-on-ground cargo has always an AGL altitude of 0, when it is delivered its altitude is never 0, but 0.05 or 0.1 or so, depending on IDK what (but I think you know it if I remember correctly one of your comment in another thread of similar topic). Still doable but not straight forward. -
MIST - Cant seem to get respawn to work
toutenglisse replied to 0414 Wee Neal's topic in Mission Editor
Hi, it seems that Group.getByName('RespawnTest01') is still true for a dead group. Here is what I usually use, and is actually working, for checking if a group is totally definitely dead : if Group.getByName('RespawnTest01') and Group.getByName('RespawnTest01'):isExist() == true and #Group.getByName('RespawnTest01'):getUnits() > 0 then else mist.respawnGroup('RespawnTest01', true) end -
Can't make out the carrer deck runway
toutenglisse replied to Clay_Mine's topic in Game Performance Bugs
Anisotropic filtering to 2X definitely makes deck lines blurry and quickly fade away with distance. Set it to 16X. Edit : this is for Stennis. With SuperCarriers there is no difference. -
mist.msgMGRS Repeats for the Display Time
toutenglisse replied to Wrecking Crew's topic in Mission Editor
do local mgrs = coord.LLtoMGRS(coord.LOtoLL(Unit.getByName('BLF Killbox 10 NW'):getPoint())) trigger.action.outText("BLF Killbox 10 NW coordinates: " .. mist.tostringMGRS(mgrs, 4), 60) end -
Are MIST scripts working?
toutenglisse replied to cerealex's topic in Utility/Program Mods for DCS World
-
Are MIST scripts working?
toutenglisse replied to cerealex's topic in Utility/Program Mods for DCS World
Here is a rough example : test-mist-race-unitsinzones.miz -
-
It worked for me, with your mission and just moving their 1st wpt from Farp to the airbase next to it. That's all I can say.
-
There seem to be a bug with the big Farp. When the Ka50s start from an airbase, the mission works normally.
-
"Follow" task works, whatever the followed unit is (AI, client, player). Be sure to be airborne when the "follow" task is given to AI mustangs.
-
Can I change the AWACS datalink frequency?
toutenglisse replied to Hoggorm's topic in Mission Editor
Not possible I think. With script or M.E. you can only enable or disable eplrs. No way to change any datalink parameter. -
During attack pass against ground vehicle, if LOS is lost when in range, the Drone still shoot (AGM114K) and missile immediately explodes, than do the same pass again. (previous behavior : no shoot and same route until LOS is recovered, then starting a new attack pass). JTAC-miss-fire-when-no-LOS.trk
-
Fixed with last OpenBeta patch. Thanks
-
AFAC task is not available for targeting Ships. You can use script. here is an example mission, it uses mist and @Ciribob's Jtac autolase (modified) and a "do script" to declare the Drone's name. test-JTAC-autolase-Ship.miz
-
Ok thanks. It's like trying to access any data of a unit at the time it is created. So this would be safer for @DCS-Savvy 's script when running on a server : BTW, testing this I can see a strange inconsistancy in static spawnPoint relative to client, and relative to parking spot : if you spawn in 1st slot (F18 parking 07 - batumi) you see in F2 view that static is further away from client than if you spawn in 2nd slot (parking 01). test-spawn-CrewChief.miz
-
I don't know why you have these bugs. In theory with the formula you use the position of static, relative to client and his heading, should always be the same. Same for link between client and static for the destroy function (function is supposed to track an unique client unit and an unique static).
-
Yes I forgot a comma as I added name after heading - I added the comma in my previous post. Now the static crew spawns and gets destroyed when its linked client is more than 50 meters away (checked every 10 seconds after spawn). edit : The name for 1st client will be "Crew Chief 1", then 2, 3, etc...
-
I think the "bug" you have, and maybe the one @Hawkeye_UK is writing about, is this one : But as it is tagged as "correct as is" I don't think you can expect that it will change. For your other question : add a wpt action at first wpt : option "disperse under fire" and reduce the time from 600sec to what you want. (or set dispersion to off)
-
Creating a WP with pure DCS script logic (without MIST)
toutenglisse replied to dimitriov's topic in Mission Editor
Hi dimitriov, mist.getHeading() is composed of DCS script function (getPosition that gives initial point and 3d vector) and lua math function (arc tangent for x and z components of vector to give heading). You could copy what is inside this function and use it when you need. Or you could copy this function into your script and call it the same way than before. mist.groupToRandomPoint() is more complexe and using several other mist functions (buildWP, goRoute, etc...). You could copy this one plus all needed mist functions for it to work and call it the same way, or decompose further to all DCS functions and lua functions that are inside, with no other difference than only not seeing the word "mist" anymore. (I can't understand how all this attempt could be easier than loading mist at start.) -
Yes. But using mission editor there aren't many choices I think. The best way is using script. On event hit, if target is ship and weapon is a 500kg bomb then trigger a secondary explosion on target that will destroy it. Simple but requires ability with script functions.