

L39Tom
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Everything posted by L39Tom
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Thanks again, Hardcard. You made it work. But if I use your script I do not get the right submenu all the time. Try to trigger sub 1.1. menu 10 times, most of the tries I get "sub 2.2." I shortened the check to 1sec but no difference. Do have a clue what to change? Btw, when entering sub 1.1. the submenu doesn't get removed for the client. Did that worked for you? I solve the first problem (thanks to MBOTs heli-mission). Now I get the right submenu all the time. hopefully we get that "remove"problem solved, too
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Hallo Hardcard. You are right. The shown trigger.action comand is wrong. But even if you delete it: none of the clients get a f10 menu. I tried every combination and take some codes together. Nothing.
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Ok, I'm going crazy with this radio menu. I'm trying to make a (different)radio menu for two clients. I set 2 client F18 hot at Batumi airfield. Script starts over ONCE....MORE TIME(2)...DO SCRIPT here ist the script (parts copied from other scripts) At the end there should be a radio menu (F10) for both clients. The clients should get different messages after triggering a sub menu. PS: Is it possible to remove a submenu just for one client with missionCommands.removeItemForGroup? thanks for some help
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Here the mission Hit event tester.miz
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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
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Help with script EVENT_DEAD eventhandler that fails
L39Tom replied to Wizard1393's topic in Mission Editor
All event handlers are bugged after one of the last updates. That bug is still reported. -
Ok, I finally did it. I somebody is interested in it: Weapon.getDesc( EventData.weapon ).guidance will do is (without `Type´):thumbup:
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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
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DCS World 2.5.x Caucasus Terrain Textures
L39Tom replied to Mustang's topic in Texture/Map Mods for DCS World
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: -
DCS World 2.5.x Caucasus Terrain Textures
L39Tom replied to Mustang's topic in Texture/Map Mods for DCS World
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. -
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
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Thanks feefifofum! That works
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Ups. Wrong forum?
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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?
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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.
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Thanks for your help. I will give it a try. Seems not easy to me.:huh:
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No one? Come on, just a clue that I can finish that script.
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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