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Delta99

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Everything posted by Delta99

  1. Can't tell from you screenshot but I believe the SA-10 has tracking radar(s) as well. You'll need at least one of them (maybe two, can't remember off the top of my head). It looks like you might have them there but I can't tell. Just list the units you have rather than a screenshot that can't be read.
  2. There are many different ways to spawn based on logic or timing etc so it really depends on what you are really trying to accomplish. Using "set uncontrolled" and "perform command start" are likely going to mess with Moose as well. I wouldn't mix the two. But I could be wrong on that. I would look at https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Spawn.html specifically the section on delaying the initial spawn. Might be useful to you. Look here for managing fuel threshold: https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/AI.AI_Cap.html##(AI_CAP_ZONE).ManageFuel
  3. Big thumbs up on this mission. Well done. I changed it to a hot start cause I'm not that familiar with cold start but everything still worked as it should as far as I could tell. Got the dumb mission editor thing about a new payload or something and it selected one without door gunners. I changed it to include door gunners as I was pretty sure I read that in the briefing. Was worried that would mess up loading of the troops but it did not. Highly recommended though.
  4. Agreed, that is how they are intended.
  5. Nice script there Hardcard!!
  6. Great. If you get something working and remember to post back here that would be great
  7. No. Although an issue I see with this script is that the second AICapZone is definitely going to step on the 1st AICapZone. In other words it will be extremely lucky if CAP 1 will actually work properly. They might start out looking like it but at some point will likely break down. Those global variables should be different. Also just notice CapPlane also clashes. This is ripe for breaking for certain. I am surprised if it works really. And it might seem to work for the initial stage but for any longer than that unlikely. It would be fine to write the Patrol zone stuff once as I mentioned above. It is similar for both so no need to redefine it. Just wasting CPU cycles and redefining variables to be the exact same thing. One further thing. The RTB and fuel settings that are part of AICAPZONE will likely override what you set in the editor. So I would test those as well. You can set both with methods on AICapZone.
  8. Yeah, depends how long ago you used it. Things have changed in the structure and the repositories have been broken into separate repositories. So not everything is in one place anymore.
  9. That link goes directly to a method in Moose that is for Ground units only but there will be other stuff there in Moose that can be used and should work decently enough.
  10. I would suggest to start here: https://flightcontrol-master.github.io/MOOSE_DOCS/ I believe the structure of GitHub / releases has changed since the videos were produced. FlightControl would have to say for sure. I don't have time to go back and take a look. But that is probably why there is a disconnect. The above link will have the info for the way things are currently setup. There are also a couple of different ways you can use / setup your environment and Moose depending on what exactly you are interested in doing. Whether you want to setup the LDT, use the release or development versions etc etc. If you haven't already, join the Discord as there are usually people online there that will give you hand as well. And thanks to Hardcard for helping out
  11. Great to hear. Thanks Vyrtuoz!!
  12. I believe FunkyFranky already checks for this but he can confirm. DCS API scripting especially for everything around airports is kind of piss poor so its probably a DCS bug that Funky can't fix. But lets see what he has to say.
  13. Almost everything in DCS scripting is specified in meters and km/h so that is a good guess. Otherwise you can reference the docs. Also, always monitor your dcs.log file for errors.
  14. I believe waypoints are numbered starting with 0 so that might be why. I see in your example you are using a distance of 25 for engage. This is in meters so you are pretty much guaranteeing that your escort will never engage any enemies. You should probably bump that up significantly if you want them to actually engage. But maybe you don't and just want them to stay in formation so what you have is probably good.
  15. Hardcard, great work here. Can you enter this as an issue on the Moose Github. Hopefully someone will correct it sooner rather than later. Reference this forum post as well.
  16. Just thought I would post another video:
  17. I just noticed your OnSpawnGroup should be before the SpawnScheduled(). Any Spawn method should be the last method that you call like this.
  18. Can we get shortcut keys for adjusting the playback speed. I usually use Tacview in full-screen mode and have to switch out of that to change the playback speed. Would be immensely helpful not to have to switch out of full-screen just to change that. I'm constantly flipping around to different speeds.
  19. Does your SetControllable look like this: AIBAIZone:SetControllable( SpawnGroup )
  20. You need your code inside the OnSpawnGroup function. "SpawnGroup" doesn't exist outside the function and you want that code executed inside the function.
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