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Pizzicato

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About Pizzicato

  • Birthday August 15

Personal Information

  • Flight Simulators
    Black Shark, LOMAC, FSX, FS2009
  • Location
    Vancouver, BC
  • Interests
    Playing video games, reading books, working out - the usual stuff...
  • Occupation
    Video Game Designer

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  1. @Elphaba You're probably already aware of this, but it looks like it could be the answer to a whole load of mission creation/editor issues (including multi-select, click and drag, and undo/redo). As ever, it's left to the community to do the unglamorous but foundationally critical work that ED never seems willing to prioritise. https://www.patreon.com/DcsWebEditor
  2. Thanks for checking, @toutenglisse. Your confirmation that it does actually work as intended forced me to double-check my scripts. Turns out that I was inadvertently overwriting some AI behaviours with my main script. I forgot to flag the problematic group as mission specific, so it accidentally received the suite of settings that I apply to generic groups in my mission. Thanks for the help.
  3. Thanks for the suggestions, Exorcet. I'm actually looking for something a little more generic that can be applied to all groups through script, but your solutions are definitely good for "per group" scripting. Thanks for taking the time to reply.
  4. Hey all, I was just experimenting with the AI's refuelling behaviour. It turns out that an AI Hornet on CAP will wait until its fuel state is down to 5% (Unit.getFuel() == 0.05) before heading for the tanker. This is fine if the tanker is nearby, but ends in flame-out disaster if the tanker is a little too far away. If it does reach the tanker, though, it happily refuels and then resumes its orbiting CAP. In order to counter this, I wrote a brief script that Pushes a "Refueling" task to the Hornet when it gets to 15% fuel. This works much better in terms of ensuring that the Hornet can safely reach the tanker... but it then RTBs straight afterwards versus returning to its CAP orbit. My understanding was that a PushTask (as opposed to a SetTask) would result in the unit resuming its prior task once the pushed one has been completed. Evidently that's not the case, though. Does anyone know what I'm missing or misunderstanding?
  5. Thanks Zyll. Weirdly, that file (and the DCS.lua in DCS itself) both reference the same fields as the Hoggit wiki. Turns out that I can actually trigger the Horizontal AAA Fire Evade behaviour by using the integer value 5 through script, but it's strange that the definitions file and ME-side options appear to be out of sync.
  6. Hey all, Does anyone know which file holds DCS various enum definitions? I know that the Hoggit wiki has a bunch of info, but some of it is out of date, (e.g. the page for Reaction to Threat includes reference to the nonexistent Bypass and Escape enum, but not the Evasive Vertical Maneuver or Horizontal AAA Fire Evade enums. I can obviously access them by using the associated integer, but I'd like to be able to double-check this stuff for myself (assuming the files haven't been encrypted).
  7. Ugh. i inadvertently got my explanations of Do Script and Do Script File the wrong way around. I was writing on my phone just before bed, and my first thought when I woke up this morning was "Oh crap... I think mixed up the explanations." Sorry for any confusion. I've fixed my note now.
  8. Do Script (using dofile to load your script) reads the Lua script from your HD every time you run the mission. This means that every time you tweak the script and save it, it's automatically updated in the mission. This is perfect while you're writing, testing, and iterating your scripts. The downside, though, is the mission won't work for anyone else because it'll be looking for a Lua file that only exists on your HD. Do Script File is the exact opposite. It embeds the script into the mission, but it doesn't update it unless you reimport it. This makes it perfect for sharing, but horrendous for testing and iterating your work. The takeaway is use Do Script while you're writing and testing your mission, then switch to Do Script File when you're ready to share.
  9. All of your assumptions are correct (with the caveat that trigger zone checks are actually really.cheap, and therefore have minimal performance impact anyway). If you wanted to control the trigger zone checks in the ME, you could just use a flag start/stop the checks. Setting the trigger type to Once would ensure that it's only checked until it becomes true and then stops checking. You can also use Time Since Flag conditions to control how often the check runs (e.g. Every 5/10/30/whatever seconds). If you're scripting, you can get more clever and use finite state machines to control when the checking process stops/starts, and coroutines to control how many zones are checked per frame.
  10. What are you trying to do with Bomb in Zone? It's just a Condition, so it just checks every second (if the Trigger is set to Repetitive) to see if there's a bomb of a specific type falling within the zone. If there is a bomb of that type falling within the zone at that moment, the Trigger check is true and whatever Actions you've defined will occur. The issue with Bomb in Zone is that it only detects bombs in flight - not bomb impacts. The issue with that is that you could create a zone that encompasses a runway and set a Bomb in Zone condition with the intent that it'll trigger when the runway is hit by a bomb. What'll actually happen, though, is that the condition will Trigger as true the moment a bomb of the defined type is within the zone - even if it's at 20,000ft and ultimately explodes a mile outside of the zone you defined. Does that help?
  11. Just flew a dusk mission into Iran out of Al Minhad in VR. The return leg as the light was fading and the various towns, cities, highways, airbases and airports lit up was absolutely outstanding. Easily the most immersive, impressive, and convincing night flying I've ever done in a sim. Now we just need Vulcan, multicore, dynamic campaign, proper ATC, and improved AI and we're away to the races. Incredible work on the nighttime lighting, though.
  12. I've had three sets of lenses from VR Optician (most recently this week, by strange coincidence). Really excellent in all regards. Highly recommended.
  13. Not 100% sure, but this toggle might give you what you want. Selecting it will limit the available units to those that are historically correct for whatever date you've set for your mission. I don't know if that applies to weapons, too, so you'd have to have a poke around. null
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