tn_prvteye
Members-
Posts
406 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by tn_prvteye
-
Real time weather (METAR) on your server missions HOW TO
tn_prvteye replied to Johnny_Rico's topic in Multiplayer
Well, I can't seem to get it to work. I can get the weather to update (I tested to make sure had installed everything right), but the time doesn't change, This is a snippet that might be where I'm having a problem. C:\Users\Steve\Saved Games\DCS.openbeta\Missions>"C:\dcs_weather\dcs_weather.py" "C:\Users\Steve\Saved Games\DCS.openbeta\Missions\\"AV8Train.miz KBNA KMQY rand Traceback (most recent call last): File "C:\dcs_weather\dcs_weather.py", line 916, in <module> get_mission_date_time() File "C:\dcs_weather\dcs_weather.py", line 575, in get_mission_date_time convert_to_hr_and_min_to_seconds() File "C:\dcs_weather\dcs_weather.py", line 184, in convert_to_hr_and_min_to_seconds G.s_start_time = str(int(G.s_hour) * 3600 + (int(G.s_mins) * 60) + int(G.s_seconds)) ValueError: invalid literal for int() with base 10: '' I can post the entire debug if you want. Although I have a feeling I'm just missing something simple. Thanks again for this, I'm really grateful. -
Real time weather (METAR) on your server missions HOW TO
tn_prvteye replied to Johnny_Rico's topic in Multiplayer
Wow! That was fast! Thank you SO much for this. -
Real time weather (METAR) on your server missions HOW TO
tn_prvteye replied to Johnny_Rico's topic in Multiplayer
Yep.. Randomized weather would be nice, but time of day is what I'm mainly after. I've got a mission I created (by stealing alot of other's LUA code) that a pretty good random mix of CAS/CAP stuff going on, and having a random mission time would be perfect for it. -
Real time weather (METAR) on your server missions HOW TO
tn_prvteye replied to Johnny_Rico's topic in Multiplayer
Great! Thanks for the help. This one small detail has been driving me crazy for a while. -
Real time weather (METAR) on your server missions HOW TO
tn_prvteye replied to Johnny_Rico's topic in Multiplayer
Just out of curiosity, could you theoretically use python to randomly change only the mission time and inject it into the MIZ file? Been looking for a way to do this forever. -
Does anyone have a reference for the unusual VMA-214 scheme? I can only find pictures of the 3-tone gray scheme or the newer Gunship Gray scheme. This one seems to be a variant of the 3-tone scheme, but lacks the upper dark gray patch on the wings. Was it a one-off job? CO's plane? Asking because I'd like to build a model (plastic) with these markings. Aaaaand I'm kinda fascinated by camouflage and markings in general. :D
-
M.C.G.M.-Massive Combat Game Mode V0.1 (SP/CO-OP)
tn_prvteye replied to A Hamburgler's topic in User Created Missions General
OOOOHHHHHHH...I know what I'll be doing this weekend! Thanks again for this, it looks fun! And thanks for thinking of the SP guys, too! -
M.C.G.M.-Massive Combat Game Mode V0.1 (SP/CO-OP)
tn_prvteye replied to A Hamburgler's topic in User Created Missions General
Holy smokes, this looks pretty cool! If you play Single player, are you "one man against the world" or is your flight fleshed out with AI wingmen? -
Not terribly important, but most of the missions I'm working on use dynamically spawned units...and I'm tired of never getting any credit for the kills. :D I also can't use the points system for anything, either. Is this ever going to be looked at, or is this a feature not a bug? Don't remember reading any official response to this. Again, not really a big deal, but I'm bored at work and thought I'd ask.
-
Thank god, I thought I was the only one. I was practicing this last night and I was very confused.
-
I've got a mission that has a random set of target areas (around 150) using various scripts. It runs pretty well, and gives me a nice somewhat random mission every time I play. Now, I stole and modified these scripts because I suck at coding...so I'm limited in my programming capability. :D What I'd like to do now is have the mission use random times and weather conditions. I know this can't be done with scripts, and has to be done outside the simulation. Several different mods open the MIZ file, modify a variable and re-save the file (the DAWS Save mission is one of them). Is there any way to create a simple BAT file or something similar I could run that would open a MIZ file...change the time/weather to a random variable, then re-save the MIZ file? Or am I looking at something that's way over my head? I've been looking at some of the existing mods that work (DCE, DAWS), but it seems WAY too complex for what I'm trying to achieve. Or is there something out there already that does this?
-
Questions from the Community for Nick Grey - Answers!
tn_prvteye replied to NineLine's topic in Community News
Wow...some really unexpected and exciting news here! 4 new FC level planes! CAMPAIGN ENGINE!!!! :O -
Aaaaand I just bought it full price yesterday... Damn it. :P
-
Thanks for the response. There's DCE, but it's still a bit limited (no offense MBOT :D) It's also a big FPS hog for some of us. Your work still looks amazing!
-
This looks pretty cool! I don't suppose there will be a Single-Player Vs. AI version?
-
Well the AI can collide with Trees now
tn_prvteye replied to tn_prvteye's topic in Aircraft AI Bugs (Non-Combined Arms)
:O WOW! Thanks for the quick response AND the AI fix! YAY! -
Often, in fact. I'm flying some Gazelle missions, and every time my wing-man bites the dust. I'm doing NOE and he's doing CFIT. Every. Time. I'm afraid to ask this question, because I think I know the answer. Any chance of getting a fix? I know, I know...we all just complained that the AI was flying through trees, now we're complaining that they are crashing into them. So, I don't think Helicopter AI is going to be high on the Dev's list to look at...at least for awhile I'm sure. Could we maybe get a formation that at least has them fly above me? Overlook doesn't seem to do anything. And flying MP only is not the answer. I don't like people. :D
-
Well, it IS a component you can make missions with, but nothing you download separately. People have taken his existing campaigns and made their own from it. If you look at the code that's included with the campaigns, it explains a great deal about what and how to change.
-
On the first page under the 4 campaign images, there are links to the posts about that particular campaign. Links to download are there.
-
Help needed with MIST/CTLD and other scripting fun
tn_prvteye replied to tn_prvteye's topic in Mission Editor
Awesome! Thank you! I'll give it a go. -
Help needed with MIST/CTLD and other scripting fun
tn_prvteye replied to tn_prvteye's topic in Mission Editor
Can I enable CSAR for a Ground unit? I'd like to use Ground units since they give some "atmosphere" to the scene. I've got a column of cars and trucks with some Fire Trucks and Infantry at the end. When the lead car explodes, it creates a nice little "accident" scene in the middle of the road. -
I'm working on a mission where you play as a Medivac Pilot in Vegas. I've created a Group of cars and infantry and placed them on the map. I then run the mist.teleportInZone to move them somewhere random (I've created 20 different zones). I also then tell them to Disperse for a bit to get them to a road using the "on road" formation. After two minutes, I blow one of them up. :D Ok, so far, so good everything works. I've also made the group extract-able with CTLD and placed a Zone to take them to to offload (Hospital). The goal is obviously to simulate a car crash with "patients" you need to take to a hospital. I enjoy the missions that are already out there like this, but I wanted to make it more Randomized. Now the issue I'm having is assigning them a frequency that I can home in on. If I set their frequency in the Advanced Waypoint options, it works...UNTIL the mist.teleportInZone kicks in and it stops. I've tried adding a condition of +20 seconds (after they've been teleported), but that doesn't work. I've assigned them a triggerable action to start broadcasting using the "AI Push" after a set time, and that doesn't work. I've tried the "Unit in moving zone" and then adding a transmission to the zone, and THAT doesn't work. I guess I'm wondering if this is even possible. After the mist.teleportInZone kicks in, does it essentially change the Group or Unit properties so I can't add a Radio Transmission to it? I thought about just Spawning the group with MIST instead of Teleport, but I can't get them to blow up after that. Does this make any damn sense? :blink:
-
Holy crap, we have LANDMINES!?!?! I never knew! :O
-
I tried that, but couldn't get it to work. I'm using MIST and I tried the Unit Name I assigned it, but no kaboom. I think I found another way to achieve what I'm looking for, though. Thanks for the quick response...I'll keep fiddling with it.
-
I'm trying to explode (not just remove) a dynamically spawned unit. Is this possible? I've got a script that will spawn a vehicle with MIST in a random zone, then send it to another random zone. I need it to explode at some point along the way. I can't use the ME 'explode' option since the Unit isn't created until after mission start. Any ideas?
