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Everything posted by Delta99
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Damn, you're having a rough day!! I don't see anything in the log even causing a crash. I don't see your mission script kicking off though either but maybe the crash happens before that. Going to take your code above and slap the necessary stuff in the ME to see if it works. I know you've probably modified the code but what you originally posted should be VERY VERY VERY close to working if not work straight away. You sure it isn't other scripts wigging out or mods?
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Its Units and Groups. That is why I asked what the size of the group's were defined in the ME. However, you tried with (3, xxxxx) so that should have worked. This is super simple so there must be something else wrong or you don't have Moose setup properly. Although that should throw all sorts of errors in the log I would think. Are you on Discord? You can connect there and upload your mission and someone can give it a look.
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We usually don't unless we are contributing fixes / enhancements to Moose through GitHub and Flightcontrol merges the changes once they are considered stable. If you have re-cloned and still receiving an error it is likely your side is messed up or your mission is pointing / using the wrong Moose.lua include.
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Unfortunately until this is fixed I am halting any more advanced mission editing. Its just not worth the time to put effort into it. I have lots of mission ideas but they will all be put on back burner and my time will be spent creating missions in other games or something. This is so unfortunate. BUT, I hope ED realizes the importance of this and fixes this sooner rather than later. I'm sure they have a pile of bugs building up as they still work on the merge. So hopefully the merge happens soon and that frees up some of their time to kill these high priority bugs.
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Are you certain that those functions you are calling to get ids and names and such is actually returning what you want. You are mixing Moose and DCS API calls so unlikely you are getting what you expect. I think there is a way to get the DCSGroup using a Moose method so you should probably use that for everything. A DCSGroup != Moose group object. I think there might be a one liner to do what you want though in Moose. Check some of the methods under CONTROLLABLE
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You were able to do this already for a long while with apps like BigScreen for Rift. I don't think that is what is getting people excited here. I think it is the ability to bring in various other things into your current game. Although I don't think that is what this Oculus update is about. Its not all that clear. If its just a desktop in VR then its no big deal.
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Couple of things. First, you are not actually spawning the CAP group. You need Spawn_CAP:Spawn() Second, I very highly doubt you can assign to all 3 zones. That will likely break things or only really work with the last zone. Just saw a third thing. You are attempting to start a CAP Zone that doesn't even exist. You are issuing __Start() on a variable that is not defined. What I would do if I were you is get this working with just one CAP zone and then think about where you want to take it once that works. Also that NULL group (however you are defining that) will likely break things too. I would approach this a bit differently. I would have an array with 3 real groups defined and a NIL value. I would then randomly select a value from that array. If its NIL do nothing, otherwise continue with spawning the random one you picked. Further, it depends on whether you are going to be playing with InitLimit here. If so, you need to take probably yet another approach and catch when the units are spawned and then attach them to the CAP ZONE etc.
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Tutorial: Introduction to Lua scripting
Delta99 replied to Yurgon's topic in Scripting Tips, Tricks & Issues
Appreciate the work there Grimes. :) -
Flying F15C against random generated flights spawned by menu command. Changelog v2: - Menu's are now built via player group so that each player can spawn enemies based on their own location rather than the first player in the mission - Added some additional Mig airframes and F14 - Remove the ground EWR stations cause I can't get them to report in imperial (just confusing when they report in metric and AWACs reports in imperial) - Changed AWACs to invisible so AI will not target it - Changed enemy waypoint generation so they are not always flying absolutely directly to the player that spawned the enemy. They will move in the general direction though. This has been sitting on the backburner for a while cause I wanted to expand on it adding RED side for the human player. Easy enough to do but that will come at some point in a later version. For now this works great from the BLUE player side. From the in-game briefing: Download Link: https://www.digitalcombatsimulator.com/en/files/3025544/index.php
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I am trying to understand why you can't have it defined in a trigger ahead of time. If it is a dynamically generated LUA filename you have to include then I can see why. But it doesn't sound that way.
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Are there key bindings for Faster / Slower (ie. making playback 2x, 4x etc)? In fact can there be keybinds for ANYTHING that is selectable in Tacview. Right now, when going through a Tacview replay in full screen for example I have to constantly flip back to window mode in order to select some options. When recording this with OBS it is a pain because OBS seems to need some time to adjust when going back to fullscreen. Also, I then have to edit out these switches on post production whereas if I can do everything via keypress then I could have a single flowing recording with little to no editing required later in post production.
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Track replay is bugged...
Delta99 replied to Aries's topic in Release Version Bugs and Problems (Read only)
The response I got was it is done in the manner that it is, is for debugging purposes. They replay all the inputs but this doesn't always give the actual replay if one little slight input is lost or not interpreted exactly as it did during the live play. And when that happens, replay is garbage. My response was then don't advertise it as a replay function. Leave it as debug and create a replay function that works. It would be relatively easy to do because they can use the same method as 3rd Party's like Tacview use. Which I have never had a problem with. -
As long as the LUA file that you are including (which it sounds like) is the same filename all the time then this is the way to go. You do it once and that is it. Your users don't need to edit the mission. This is the same way people use to include sound files that are not used within the mission editor but used within a running script. Those sound files are deleted if they are not referenced by a trigger that is never actually fired. As long as it is referenced it won't be deleted. Same with a .lua file.
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The latest DCS update (2 days go on Nov 10th) had a fix for laser marking. MAYBE it was just broken. I would try the latest update with what you were doing and maybe it will just work now!!
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I don't have the syntax in front of me but you can set flags in script. Just search the forums on how to set a flag from a script and you can use that mixed with Moose scripting. I don't believe you can do that with polygon zones as that is a Moose thing. Yes, you can create a moving zone around a unit in Moose. I don't have an example to point to right now but I would be there is a demo mission that shows something like this. Sorry for the vague response, I'm just throwing up a quick response for you for now.
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Hi everyone, we are migrating the Slack discussion and support group over to Discord. The link to join is here: https://discord.gg/AeYAkHP - FlightControl will fix up links in the OP or elsewhere when he thinks its all good to go. I'm just now populating it with some pinned links to various Moose repositories and such.
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MOOSE - !!! Walk your LUA mission code using LDT debugger !!!
Delta99 replied to FlightControl's topic in Mission Editor
Holy crap this is going to be amazing!!!!