

maverickturner
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Everything posted by maverickturner
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Quick question, Is there any way to increase the required amount of crates for an AA group? For example, I'd like the choppers to have to work four the BUK site, putting down at least 6 units to be able to spawn it. Wasn't sure what exactly I was supposed to change in the code to allow this. Just the count #? or do I have to add more units to the whole system? -- BUK System { weight = 575, desc = "BUK Launcher", unit = "SA-11 Buk LN 9A310M1"}, { weight = 580, desc = "BUK Search Radar", unit = "SA-11 Buk SR 9S18M1"}, { weight = 585, desc = "BUK CC Radar", unit = "SA-11 Buk CC 9S470M1"}, { weight = 590, desc = "BUK Repair", unit = "BUK Repair"}, -- END of BUK name = "BUK AA System", count = 3, parts = { {name = "SA-11 Buk LN 9A310M1", desc = "BUK Launcher" , launcher = true}, {name = "SA-11 Buk CC 9S470M1", desc = "BUK CC Radar"}, {name = "SA-11 Buk SR 9S18M1", desc = "BUK Search Radar"}, }, repair = "BUK Repair",
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I'm having trouble understanding how to properly send outText messages to specific players. I've disseminated quite a few scripts but still can't get my head around it. For this example, I am trying to display a message to only the player aircraft that would be in the zone. I know I'm doing something wrong here and was hoping someone could help me understand this better. Note- I have each client AC as its own group. local BLUE_Timer_Abu_Dhabi = trigger.misc.getUserFlag(800) local RED_Timer_Abu_Dhabi = trigger.misc.getUserFlag(900) local BLUE_units_Abu_Dhabi = mist.makeUnitTable({'[blue][plane]'}) local RED_units_Abu_Dhabi = mist.makeUnitTable({'[red][plane]'}) local capture_zone = {'Abu Dhabi Capture'} local BLUE_units_in_zone = mist.getUnitsInZones(BLUE_units_Abu_Dhabi, capture_zone, 'cylinder') local RED_units_in_zone = mist.getUnitsInZones(RED_units_Abu_Dhabi, capture_zone, 'cylinder') local BLUE_Countdown = 240 - BLUE_Timer_Abu_Dhabi local RED_Countdown = 240 - RED_Timer_Abu_Dhabi do for i = 1, #BLUE_units_in_zone do local ClientGroupID = BLUE_units_in_zone:GetClientGroupID() trigger.action.outTextForGroup(ClientGroupID, "Capturing airbase. " ..BLUE_Countdown.. " seconds remaining", 1) end end
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Remove all coalition vehicles within a designated zone?
maverickturner replied to maverickturner's topic in Mission Editor
Got it! Last reply for reference for anyone else. local redunits = mist.makeUnitTable({'[red][vehicle]'}) local zone_name = {'capture'} local units_capture = mist.getUnitsInZones(redunits, zone_name, 'cylinder') for i = 1, #units_capture do -- iterate through the units units_capture[i]:destroy() end If anyone has any tips or more efficient ways to make this idea happen, please let me know. LUA is a blast to learn! -
Remove all coalition vehicles within a designated zone?
maverickturner replied to maverickturner's topic in Mission Editor
Self Bump. This is what I have so far, but not sure if I'm using the Destroy func properly local redunits = mist.makeUnitTable({'[red][vehicle]'}) local zone_name = {'capture'} local units_capture = mist.getUnitsInZones(redunits, zone_name, 'cylinder') for i = 1, #units_capture do -- iterate through the units Unit.getByName(units_capture):destroy() end end -
I'm trying to piece together a conquest type mission where aerodromes can be captured when a player parks in a specific zone for a specific amount of time. I can not figure out how to script the removal of any vehicle within a zone to allow for a propper aerodrome capture. In essence: If blue coalition in "capturezone" for 360 seconds then remove all [red][vehicle] from "airfield zone" MISTclone BLUE vehicles in "airfield zone" (zone around the airfield ownership circle on F10 map) Message: 'Airfield is now BLUE' else do same for RED capture Scripting the ownership of an Aerodrome would be ideal but I'm aware that is not currently possible. I know how to make everything work except the removal of any coalition vehicle (placed with CTLD or MIST clones). Any help would be a huge stress relief and greatly appreciated.
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cloneInZone from a list of vehicles?
maverickturner replied to maverickturner's topic in Mission Editor
That is perfect! Thanks for sending me in the right direction. -
I'm having trouble finding out how to use lists/dynamic lists of units. I have 10 individual (not grouped) units off to the side of the map that I would like to clone into a zone when a trigger is met. However, I'm looking to set each trigger with a specific number of units to clone from the 10 units available. Example - If flag1 == 1 then grab 6 random units from the unit list and clone in zone1 If flag2 == 1 then grab 4 random units from the unit list and clone in zone2 I've been searching around for this and believe I am just missing something very simple to understand. Any help would be greatly appreciated.
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With the MP issues lately, there has been a lot of talk about setting units to have their AI toggle on/off via InZone triggers. Is this possible via a script? Something that can be applied to all or selected ground units even if they are moving, cloned or respawned? The idea I have in my head is: If alive and ground unit, then AI off. If coalition.Blue inside zone of Ground unit, turn AI ON. It would have to involve a repeated Alive check and moving zones. I'm gathering my thoughts on this and trying to understand how to do it (as a Lua rookie.) I thought I'd reach out to the community and see what thoughts you guys had. A member of our group manually added zones to stationary ground vehicles with an AI toggle and it greatly helped the lag spikes in the server.
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Static Hornets on top of a shelter - ME bug?
maverickturner replied to Gheolric's topic in Mission Editor
Current static object limitation. Any static object you put down will be placed on the top of a map object. If you wanted, you could put down AI Aircraft there and set them as uncontrolled. This will treat the AI like an aircraft sitting in a designated parking spot. -
Hey Wags. You guys have done an amazing job. In reference to the Carrier parking comment, I've noticed in MP that client placed aircraft spawn on top of each other at random. Regardless of parking stall selected. It appeared to be random though.. every once in a while it will work. AI placed seem to work fine. Currently, the only way to put 4 aircraft on deck is to set as Takeoff From Ramp. Hope this helps identify any possible issues.
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When spawning vehicle convoys on the NTTR map, they start to head to their original WP but some vehicles will veer off in another direction. Sometimes, the entire convoy will simply stop long before they reach their WP. I'm using t5he same script on the Caucasus map and while the vehicles may still veer off a little, they eventually reach their WP. do local gp = mist.respawnInZone('__RESPAWN__W_GROUP_1', {'SPAWN_1', 'SPAWN_2', 'SPAWN_3', 'SPAWN_4', 'SPAWN_5', 'SPAWN_6'}, false) local newRoute = mist.getGroupRoute('__RESPAWN__W_GROUP_1') mist.goRoute(gp.name, newRoute) end Same results happen with teleport/cloneInZone as well. Is this a bug or am I using the wrong setup here? I have nothing else in the mission interacting with the convoy so they should head straight to WP.
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[RESOLVED]MetaShader build error (x86) folder
maverickturner replied to ET22RULZ's topic in Game Crash
I've tried in multiple single player misisons, editor and multiplayer. Seems to happen when any misssion is loaded. Important to note that I have tried all suggestions in this thread as well. -
[RESOLVED]MetaShader build error (x86) folder
maverickturner replied to ET22RULZ's topic in Game Crash
No. Happening on STEAM and Stand Alone -
[RESOLVED]MetaShader build error (x86) folder
maverickturner replied to ET22RULZ's topic in Game Crash
Just updated Nvidia drivers to newest version. MetaShader error still present. Tried deleting fxo and metashader fodlers as well after GPU driver update. -
[RESOLVED]MetaShader build error (x86) folder
maverickturner replied to ET22RULZ's topic in Game Crash
Unfortunately no result here with the attemp BIGNEWY. For myself atleast. Tried editing the .lua and then deleted option.luas as well recieveing the same message still. -
Zayets this is awesome. Thanks for the help. That does appear to be exactly what I'm looking for. For the sake of teaching myself, I'm going to try to learn how to write the script that initiates the S_EVENT_HIT. However, if you find a chance to supply an initiate script I would be grateful. I'm good at getting the gist of it, I just always seem to leave out something tiny and important.
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Would this script only work if the opposite team were to kill that unit? I'm looking to set a flag if the opposing side (RED/BLUE) kills the other side's designated MEDEVAC helo.
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or more simply, setting a flag value if RED team shoots down BLUE aircraft (#1, #2, #3)
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This script is amazing work, as expected. Quick rookie question... is it possible to set a Flag value every time units are dropped off at the FARP or MASH unit? The flag would the add Tickets/Points to a counting score. I'm in the process of learning Lua scripting so I apologize if this is a rookie question. EDIT - I figured out how to set a ticket value if _place:getCoalition() == _unit:getCoalition() or _place:getCoalition() == 2 or _place:getCoalition() == 3 then csar.rescuePilots(_unit) --env.info("Rescued") -- env.info("Rescued by Landing") do trigger.action.setUserFlag("8111", 1) end else -- env.info("Cant Rescue ") env.info(string.format("airfield %d, unit %d", _place:getCoalition(), _unit:getCoalition())) end] New question, how could I set a Flag value for each pilot "Rescued" when landing at FARP? Each trigger is giving 300 tickets to a Coalition towards a final score. ie. Each pilot returned to FARP will trigger point add
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I'm having a hard time trying to figure out a simple script with MIST. I'm looking to simply set a Flag value if a player destroys another player (RED team killed member of BLUE), set flag 7001,1 Can anyone help me with this? I've been searching most of the day and can't seem to figure it out in my rookie stages. Apologies if this isn't the appropriate thread.
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I'm trying to figure out a way where a Coalition can be punished for shooting a MEDEVAC helicopter. I'm using the following code to create player points. --Adds 5000 Tickets to the Red Team --Takes 5000 Tickets from Blue Team do local RedTickets = trigger.misc.getUserFlag(1000) local BlueTickets = trigger.misc.getUserFlag(2000) RedTickets = RedTickets + 5000 BlueTickets = BlueTickets - 5000 trigger.action.setUserFlag("1000", RedTickets) trigger.action.setUserFlag("2000", BlueTickets) end I'm not sure how to script, If PLAYER REDFOR/BLUFOR kills a unit named MEDEVAC, subtract points from them? Sorry, still new to this. Researched, didn't find any info. I'll keep searching but any help would be greatly appreciated!
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In 2.2, I had a mission setup where the destruction of 4x munition depots would cause Nellis AFB to lose specific weapons. At Depot death, Nellis would drop down to 10-20 missiles in the EQP as set up. In 2.5 Caucus, the exact same settings seem to be failing. Airfield starts with restricted weapons even though Munition depots are still alive and directly supplying Sunaki airfield. Supplier - Weapons Depot Supplied - Senaki Warehouse Settings
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Is there any way to omit the Mig-21 and Viggen code for now? I and a few others are VR pilots as well see your Kneeboard Builder is an invaluable tool for VR, especially when purchasing new flight models. Do you happen to have all of your previous builds? I was using an older version up until this morning that worked just fine. Not sure on the version number but I believe it was dated around mid to late 2016.It'd be great to have something rather than nothing. Thanks for the hard work. It is much appreciated.