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Pizzicato

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Everything posted by Pizzicato

  1. Just for anyone else that's coming to this, the code snippet needs the underscore to be on the right of id, not the left, i.e. local obj = { ["id_"] = 13777728,}
  2. Thanks for the pointers, Grimes. I hadn't considered the "probability 0%" solution. I really appreciate the new ways of thinking about these problems.
  3. Hey Tempest. I did a super-quick test and it turns out that you're correct that destroying the objects or units at mission start doesn't trigger the associated death events. All nice and clean.
  4. Ugh. Well that sucks. Good to know, though. Thanks for the info, Grimes.
  5. As Exorcet says, you need to create the action in the Advanced Trigger Actions for the Group in question. See page 273 of the User Manual for details. Once you've done that, it should show up in the options for AI Set Task and AI Push Task.
  6. I'll keep an eye out when Orbx do their next/first Kola update. I think they said they're looking to deliver it next month, so I'll see whether or not it changes the IDs and breaks my scripts, and report back.
  7. Hi @sadjad-vosoul Please don't let the trolls win. Your skins are excellent, and it's it clear that you put a ton of care, attention, and time into them. The internet inevitably surfaces some pretty horrendous people, but there are also many, many good people who'd appreciate and value your work. I don't say this for me as I already have your skins from a much earlier download, but I'm sure there are many others that don't have access to them.
  8. I'm looking to write a script that pre-destroys specific objects at the start of a mission. My current assumption is: Search for the unit and get its pos vec3. Use trigger.action.explosion to create a blast at that location that destroys the unit or object. Randomly assign effectSmokeBig (and its variations) or nothing to that location to add a little flavour. My only concern about this approach is that I assume it'll create a bunch of Dead/Kill events that will pollute the Debrief screen. That being the case, I'm wondering if there's a smarter way to approach this?
  9. That's an awesome tip. Thanks for that, Grimes. My Use Cases are typically around map objects and - ironically - it is the Kola map that I'm working with at the moment. In terms of the IDs changing as the map gets updated, do you happen to know if the fields in the associated Assign As trigger volumes get automatically updated when the map changes? I'd hope that the number in the trigger zone's OBJECT ID field is created by reference not copy, but maybe not.
  10. Actually, I've just found a different way to approach the issue I was having. I just wanted to be able to reference a bunch of buildings on the map without having to go the error-prone route of copy/pasting their Object IDs. The smarter solution was just to use the Assign As feature of the mission editor to expose their IDs as Trigger Zone properties, and then iterate the Trigger Zones for the OBJECT ID property. That way I can just check those IDs against the event.target property of any S_EVENT_KILL event. Thanks for commenting anyway, Tempest.
  11. I'm just using the Scripting Engine. Maybe I'm misremembering the ability to find an object by ID? (Now I'm getting into really Senior Moment territory ).
  12. Hey all, I'm having a bit of a Senior Moment. I've got an object's ID number (in this case a Scenery Object) but I can't for the life of me remember how to use it to get the Object table. Help an old guy out?
  13. @Aoi Kaze Since icecold can't be bothered, I'll say thanks instead. It's great see people in the community taking the time and effort to look into other folk's issues and try to help solve them.
  14. Hey all, I'm probably being really dumb, but I can't find any higher detail versions of the "detail area" overviews on the Orbx FAQ. The two images are really tiny and unreadable, but they don't seem to be clickable. Are there better versions of them somewhere?
  15. Great to hear. Can't wait for the end of the working day so I can go for a test flight or two.
  16. It evaporated.
  17. I get all of my DCS fun the same way, but it's not really realistic to expect that every player has the time, energy, creativity, skills, or even the interest to make their own missions. Also, the mission editor is adequate at best. It lacks some very basic UI functionality (e.g. undo, redo, drag select, etc.) and a ton of gameplay functionality, hence the fact that a large part of the mission-making community has to learn Lua to create the experiences they want to play. All of that being the case, I think it's pretty reasonable that some/many people want and expect mission content that they don't have to make themselves.
  18. I also really like the South Atlantic map, especially around Ushuaia. I thought I was the only one.
  19. OK. Based on the new images on the Orbx site, I'm 110% in.
  20. Yeah, I'm very aware of Orbx's pedigree and I've owned a bunch of their FSX terrains in the past and been very impressed with the quality. That's why I was so happy to see them starting work in the DCS ecosystem - especially when it was announced that they were working on the map I was most excited about. I'm also very aware of the constraints around early access and what that implies. On the flip side, I've been in game development for 25 years and what I'm seeing (or not seeing) gives me pause. I don't have any negative agenda around this - quite the contrary. I'm just giving my perspective. I guess we'll all find out on Friday. (PS - This thread gives me the opportunity to say thanks for all your Flanker Training content back in the early 2000's. You were an amazing flight sim resource back in the day. )
  21. They don't even mention it anywhere on their website. They don't have a DCS category under Products, it isn't mentioned on their Coming Soon page, and ED aren't mentioned in their extensive list of partners. No screenshots, no trailers, no previews. This has a really bad smell to it which is really disappointing as I've been really excited about this map since it was announced.
  22. Yeah. The fact that we've seen virtually nothing in the way of trailers, screenshots or community previews makes me super-skeptical. I really, REALLY hope it's good, but I'm very much tempering my expectations.
  23. EA coming on May 4th according to today's newsletter.
  24. For the last point, set the aircraft to Uncontrolled not Late Activation. They'll be visible from mission start until you give them the Start command.
  25. @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
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