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L39Tom

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Everything posted by L39Tom

  1. I think the events are still not working correctly, especially when hosting client gets hit. https://forums.eagle.ru/showthread.php?t=236749
  2. Here the mission Hit event tester.miz
  3. Hi there, after latest update something should corrected with the events, especially with the hit event. So I made some testing with that script: AI vs AI ....works fine Player vs AI ....works fine Client vs Client ....seems still broken if Client (that runs the server) get hit ..... nothing happend if Client (that joints the server) get hit .... works fine So it seems the hit event on the server host ist still not working! Help me, if something of my script is wrong. Thanks
  4. All event handlers are bugged after one of the last updates. That bug is still reported.
  5. Not only EVENT.DEAD and EVENT.CRASH. I have some issues with all the other Events: EVENT.StartShooting EVENT.HIT (no weapon.object) etc. Seams, the whole Event-system is broke !:mad:
  6. Ok, I finally did it. I somebody is interested in it: Weapon.getDesc( EventData.weapon ).guidance will do is (without `Type´):thumbup:
  7. Hi muamshai, try to set InitLimit(5,1000) after InitCleanUp(30).
  8. How do I get the guidance type of an aam by lua scripting. Script about getting position after an event.shot works good but I need the guidancetype to come further. Thanks
  9. You are funny! :megalol: I just want to say something special must have been changed after v1.18 that depress the performance:music_whistling: But you are right. :smartass:
  10. After my last update from v1.18 because of the missing textures, I have some shutters all over the caucasus map whenever I fly at low altitude (even in area without buildings etc). At the moment I cant use this mod.
  11. Wow, that was quick. I will give it a try. Thank you
  12. Hey, I need some more help. I want to let spawn 8 AAA within a Zone, witch works fine. In the second part I want the AAAs explode one by one with a 5 sec delay inbetween. The explosions works but all at the same time without any delay. Is there a methode to code a time delay or loop?
  13. Thanks Hardcard, that is exactly I was looking for!:thumbup:
  14. I got stucked and need some help. Try to make a scipt to get heading and distance from a target plane. That works nice an smooth....but if I let the plane spawn randomly with the following code ...I m not able to find the name of the plane. I know it is not "target" but something like "target#001". Is there a nice methode to get the name/names from an late activated or randomly spawned object in order to deal with them ( : GetHeading(), :GetFuel()). I that script above just one plane spawn. How to test multiple planes for heading/fuel/what ever? Thanks for some supply
  15. Thanks feefifofum! That works
  16. Ups. Wrong forum?
  17. In my mission I want to be sure to have a tanker on station all the time. I want the 1st tanker to go home, if an certain fuel status is given (do that by Moose, getfuel() and an scheduler; flag 1 ist true if fuel is below 0.3). My tanker is ready to refuel on waypoint one (Orbit). I want the tanker to go RTB when flag 1 is true, so I create waypoint 2 "land on airfield". On WP 1 I set an advanced waypoint action: switch to WP2 if flag 1 is true. Tanker is orbiting, flag 1 become true, but the tanker will not go for landing. What do I miss?
  18. Hi, I´m using A2A_Dispatcher to build a CAP an some GCI. Everything works fine, but two functions doesn´t seem to work: A2A_Dispatcher:SetDefault(..Squadron..)FuelThreshold(...) :SetDisengageRadius(...) CAPs and GCIs fly and fight like crazy, follow their enemys until they are out of fuel and far far away from homebase. Farther they fly straight into the ememy SAM sites. Can someone confirm this.
  19. Hallo, I have some problems in making some missions for multiple clients. There is no Moose mission for handling with clients. How can I make this work for example? I want to have the altitude of each client in a message thanks for some help Tom
  20. Thanks for your help. I will give it a try. Seems not easy to me.:huh:
  21. No one? Come on, just a clue that I can finish that script.
  22. Hi everone, I try to make some poor scripts using Moose.It works likely in making some missions in singleplayer, but I have no glue to translate it to a multiplayer mission. Lets give you an example (trying to do a kind ol LSO-script) Sorry for this poor script, but it may just be an example. Can someone give me an idea to rewrite it for - lets say - four clients. thanks Tom
  23. Nice mod, but it doen´t work anymore. Since I updated to 2.5.1. DCS doesn´t recognice the mod. Yes, it is in the right folder. Yes, it is even shown in the module manager. But, no icon and no planes in the ME. Someone out there having a fix. Thanks
  24. Thanks Cyb0rg, that is definetly different☺. I will give it a try
  25. I know the script below makes no sence, its just to play around with the POINT and COORDINATE Class. I manage to spawn the tank at the center of the zone (Tank:SpawnFromVec3( Koordinate )). Thats not the point. From this point I try to get the x- and y-part in order to change the value. After that I want to create a new coordinte "Koordinate2" out of the x- and y-part (z-part is optional). Maybe that make more sence. "Tankx = Koordinate:GetX()" cause an error. I think there is the problem, maybe I dont understand the syntax of POINT_Vec2(3):GetX()!? Thanks for help Tom
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