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Everything posted by Delta99
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I think you are right Hamburgler. I've tried my missions without updating MOOSE and they all seem to be broken as I use AI_CAP_ZONE and AI_BALANCER pretty heavily. Its the stupid parking space and airbase nonsense that ED keeps trying to fix (or break)!! I've notified FC on Discord and likely need to create a GitHub issue. Although this is an example of one thing that Moose and other frameworks have to keep on working around until ED actually fixes things themselves. All this extra work coding around stuff that should work.
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M.C.G.M.-Massive Combat Game Mode V0.1 (SP/CO-OP)
Delta99 replied to A Hamburgler's topic in User Created Missions General
Yeah, I was wondering if it was just me in doing something wrong. But when the enemy attacks Anapa its going to be all over pretty quickly. Even with some ground forces that I left some resources over to use, I still wasn't able to spawn enough there. BTW, as for the airbase ownership, I am trying to clarify with Grimes if they changed something recently. And if they did it is likely buggy or not working as it should!!!! -
M.C.G.M.-Massive Combat Game Mode V0.1 (SP/CO-OP)
Delta99 replied to A Hamburgler's topic in User Created Missions General
They fixed the carrier issue in todays patch. As for not being able to deploy grounds troops at Anapa, I am able to. Deply->Defenses->Pick some ground troops. Is this not the way? That is fine on the load outs. Only problem is, Russia is somehow taking over Anapa real easy especially when I have all sorts of ground troops there. Not sure why. -
M.C.G.M.-Massive Combat Game Mode V0.1 (SP/CO-OP)
Delta99 replied to A Hamburgler's topic in User Created Missions General
Hamburgler, looking very solid and slick so far. I just messed around for a short time with it. What I did notice though is that some (maybe all) of the UH-1H at Anapa are default load out with nothing at all. I think they are supposed to be used for CAS so should be default to some sort of load out. I think the 4 ship for the F15C is the same. The 2 ship had a load out I believe. I would double check things but right now my DCS is crashing randomly no matter what I do. Even just loading up the editor and attempting to look at load outs is crashing so I'm calling it a night with DCS!!!! Oh, one additional thing. Are you doing something funky with warehousing? It seems I lost Anapa but then wiped out all the enemy ground forces but the airfield still remained in Russian's hands for as long as I cared to see. This was a reason I noticed the empty load outs. I was attempting to reload by ground crew but couldn't cause we didn't own the airfield any longer. Yet I had all sorts of friendly troops nearby after wiping out the enemy troops. This is probably a DCS bug and maybe nothing you can do about it. Doh, forgot another thing. I could not spawn in any of the UH1H's on the carrier. Anytime I attempted to spawn they would just explode. Once again probably a DCS bug and nothing you could do I would think. -
This is terrible code because at the time I had NO clue about VECs etc. So its messy as can be but works. In any event you should be able to take what I have here and figure out something that works for you. Ignore some of the stuff that doesn't apply obviously. And instead of playerUnit just use the group you want to spawn around. I'm using a Min and Max distance, and Min and Max altitude to randomly spawn between. local playerPos = POINT_VEC3:NewFromVec3(playerUnit:GetVec3()) local randHeight = math.random(altitude["Min"][sideToSpawn], altitude["Max"][sideToSpawn]) D99DebugTrace("randHeight: " .. randHeight) local randPosVec2 = playerPos:GetRandomVec2InRadius(UTILS.NMToMeters(spawnDistance["Max"][sideToSpawn]), UTILS.NMToMeters(spawnDistance["Min"][sideToSpawn])) local randPos = POINT_VEC3:NewFromVec2(randPosVec2) -- NOTE: The randHeight in previous call here doesn't seem to be working so lets use SetY instead -- FIXME: Not sure this is really setting the altitude properly local randPosVec2Height = land.getHeight(randPosVec2) D99DebugTrace(UTILS.MetersToFeet(randPosVec2Height)) randPos:SetY(randPosVec2Height + UTILS.FeetToMeters(randHeight)) D99DebugTrace(land.getHeight(randPos)) D99DebugTrace(randPos) -- newAliasSpawn = SPAWN:NewWithAlias(templateRandom[tempRandGroup], groupAlias):OnSpawnGroup(setREDRoute, playerPos, randPos) groupToSpawn[spawnIndex] = SPAWN:NewWithAlias(templateRandom[tempRandGroup], groupAlias):OnSpawnGroup(setREDRoute, playerPos, randPos):SpawnFromVec3(randPos)
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Possible to do a lua version of autoexec.bat
Delta99 replied to BlacleyCole's topic in Mission Editor
This is done in Moose with dynamic loading. At least if I understand your request. -
I believe the Spawn() returns the group so in your second iteration you need to be using Spawn_Group_1 variable in your scheduler in place of HummerGroup variable. I assume you've made code changes there too otherwise it makes sense this does not work because the GROUP:FindByName is looking for a different name than what was actually spawned.
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Try this. Note, I moved the ZONE and AI_CAP_ZONE to just be defined once ahead of time. And the SetControllable is set on the "group" passed into the function "SpawnGroup". I also moved the SpawnScheduled to the end of the chain because I think it needs to be there as it will do the spawn. I could be wrong on that one. I'm now wondering if you need to move the __Start() to the top as well. If it doesn't work as is try that. PatrolZone = ZONE_POLYGON:New( "PatrolZone", GROUP:FindByName( "CAP PatrolZone" ) ) AICapZone = AI_CAP_ZONE:New( PatrolZone, 8000, 10000, 600, 900 ) CapEngageZone = ZONE_POLYGON:New( "Engage Zone", GROUP:FindByName( "Engage Zone NTO" ) ) AICapZone:SetEngageZone( CapEngageZone ) CapPlane = SPAWN :New( "SQ NATO F-16" ) :InitLimit( 2, 10 ) :InitCleanUp( 300 ) :OnSpawnGroup( function( SpawnGroup ) AICapZone:SetControllable( SpawnGroup ) AICapZone:__Start( 1 ) -- They should statup, and start patrolling in the PatrolZone. end ) :SpawnScheduled( 180, 0 )
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You need to use OnSpawnGroup to catch when the F16 is spawned or respawned and then add to the CAPZONE. In your code you are attempting to add the F16 to the zone before it might even exist. Well, with yours probably the first one will work but any spawned via the schedule or due to InitLimit will not join. There should be examples out there using OnSpawnGroup for things like this.
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You have some sort of error in your mission script. Potentially something not passed or referenced properly. These lines I THINK indicate it is likely line 16 of your script. Take a look there or post the lines surrounding line 16 and indicate what line is 16: Once this error happens in your script its likely nothing in the script is running after this. This from your dcs.log file:
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It just spawns a new unit as far as I know.
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Anti air defence - Infinite ammo for it - how to ?
Delta99 replied to Johnny_Rico's topic in Mission Editor
Grimes, is this info on the wiki? -
Track replay is bugged...
Delta99 replied to Aries's topic in Release Version Bugs and Problems (Read only)
Still corrupt so doesn’t matter. -
I haven’t played through all of them yet but the F15C Red Flag Campaign is where this is done right. There are tons of moving parts and all sorts of SEAD and other flights doing there job. If this was all “faked” I would like the missions way less or not at all. It would just seem too fake to me.
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What is worse is that at times instead of using up all the spots and then spawning onto the runway, if the planes don't leave their parking spots on time they will spawn on top of each other. Then you get a similar situation as on the runway with pilots ejecting all over the place and mostly making the parking area unusable and nothing taxi's any longer.
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Forgot we can do something like this with Dash now. Gonna try it. Might work well enough.
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F-15 Damage Model - Now a flying tank (as of 2/12/18)
Delta99 replied to Banzaiib's topic in Multiplayer Bugs
It doesn't happen all the time but most. Mine was on a hosted server with just two players and likely no real latency. -
AI trouble turning right at junction
Delta99 replied to joey45's topic in Aircraft AI Bugs (Non-Combined Arms)
Bonus: At least they don't get completely stuck!! ;) -
Good point. I didn't notice where it was posted. I will see if I can PM Grimes to move it or something. I have a feeling they must know about this by now. Seems to be widely reported.
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Has ED acknowledged this yet?
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Looks like there is something wrong with the Smoke functionality. Likely something that ED changed in DCS. Always look at your dcs.log file as it will help to point out errors that are thrown. If you can, try commenting out any of the smoke commands and see what happens. I don't have time to try that right now but I will be that the main functionality is working fine. Thanks for pointing this out. I will enter it as a bug (OR DCS BUG) on the Moose issue tracker.
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F-15 Damage Model - Now a flying tank (as of 2/12/18)
Delta99 replied to Banzaiib's topic in Multiplayer Bugs
Yeah, I’ve seen many direct missile strikes without even a bit of damage. Definitely something completely changed.