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ked

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Everything posted by ked

  1. Hey guys, since the 1.58 version we have this in the mission editor And now i can't save my mission, the COMM field is red and i have this error: I'll translate it for you : "Mission can't be saved because of errors Invalid Frequency" Charco and Charco #001 being my group names Anybody knows how to resolve that ? Thanks
  2. Works for me in MP, i tested alone on a server i was hosting so you might want confirmation with multiple clients PS: it was with the 1.5.8 version
  3. Guys i've been seen lines like this in my logs : 01213.545 INFO SCRIPTING: 5486( 13)/E: EVENT00000.onEvent({[1]="S_EVENT_PLAYER_ENTER_UNIT",[2]={["IniUnit"]={["ClientAlive2"]=false,["ClientBriefing"]="",["ClassName"]="CLIENT",["AliveCheckScheduler"]={["SchedulerObject"]=,["MasterObject"]=,["ClassName"]="SCHEDULER",["Schedules"]={[1]="1#CLIENT#000000344",},},["ClientAlive"]=false,["Messages"]={},["MessageSwitch"]=true,["ClientTransport"]=false,["_Tasks"]={},["ONBOARDSIDE"]={["BACK"]=3,["FRONT"]=4,["RIGHT"]=2,["NONE"]=0,["LEFT"]=1,},["ClientBriefingShown"]=false,["_Menus"]={},["ClientName"]="Pilot #013",},["IniPlayerName"]="Nouveau Surnom",["initiator"]={["id_"]=16796160,},["id"]=19,["IniTypeName"]="Su-33",["IniObjectCategory"]=1,["IniUnitName"]="Pilot #013",["IniCategory"]=0,["IniCoalition"]=1,["time"]=32450.013,["IniDCSGroup"]={["id_"]=57,},["IniDCSUnitName"]="Pilot #013",["IniDCSUnit"]=,["IniDCSGroupName"]="Requin",},[3]="Pilot #013",[5]=1,}) 01213.546 INFO SCRIPTING: 8835( 9238)/E: DATABASE00003.AddPlayer({[1]="Add player for unit:",[2]="Pilot #013",[3]="Nouveau Surnom",}) Wouldn't this be what we need to know when a player is entering an aircraft ?
  4. thanks for the answers guys, sad the event is bugged :( I also wanted to use the ZoneCaptureCoalition Class but i've seen on the Documentation that it's WIP and it can't find the class when declaring the variable so I deducted that it was still WIP ;) But i have another question :D When using the MissileTrainer class can we disable it if the target and/or the unit firing the missile are in a particular zone ? Would be great but it doesn't seem to be an option right now.
  5. Is there a way to build a MOOSE.lua that doesn't look for files at startup ? A big file with everything in it. I've seen some bash files but idk wether it's possible or not
  6. A linux program running the server without graphics would be awesome and would help many people rent online hosts and have their own server ! I hope this is a thing they're looking at
  7. Modifying the MOOSE files is a pain in the *** how do you guys do that ??? I get a constant error now on mission loadup 00075.798 ERROR DCS: Mission script error: : [string "C:\Users\Clement\AppData\Local\Temp\DCS\/~mis00005AD6"]:11: can't open 'Scripts/Moose/Utilities/Routines.lua' stack traceback: [C]: ? [C]: in function 'assert' [string "C:\Users\Clement\AppData\Local\Temp\DCS\/~mis00005AD6"]:11: in function 'Include' [string "C:\Users\Clement\AppData\Local\Temp\DCS\/~mis00005AD6"]:24: in main chunk Even after cloning the git repo another time
  8. Yes, this would be very usefull :) I'm an IT student i have no problem with coding even if lua is pretty unique Looking at the AI_Balancer file i can see why it's no easy task, the onenterMonitoring function isnt designed to spawn AI based on the enemi players but on every slot available. We would need a condition at the start of the function like if balanceBasedOnPlayers == true then -- the code to balance based on players in game else --the rest of the function that is already written end We would then be able to set the boolean "balanceBasedOnPlayers" with a function Then i'm thinking about taking pretty much the same approach but use forEachPlayer() this time If the player doesn't already have an "AI equivalent" if the ennemi coalition then spawn it, else stay engaged I don't if that would work, i'm gonna try theese modifications
  9. Yeah i know but i think there could be an option to limit the spawns. I could actualy code it by modifying the code there's a [color=#d4d4d4][font=Consolas][color=Black]self.SetClient:ForEachClient([/color] [color=#d4d4d4][color=Black][/color][/color] Before the spawn of the AIs and I wonder how I could check that the client slot is taken [/font][/color]
  10. Hey guys, i'm using the AI Balancer for a pvp mission but i might have a lot of choices and dont necessarily want to have them all spawned into AI. Is there a way to limit spawn so the sum of clients+AI for each side matches?
  11. I found a way if anybody's interested [font=Consolas]function DcsStats.onGameEvent(eventName,arg1,arg2,arg3,arg4,arg5,arg6,arg7) --"friendly_fire", playerID, weaponName, victimPlayerID --"mission_end", winner, msg --"kill", killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName --"self_kill", playerID --"change_slot", playerID, slotID, prevSide --"connect", playerID, name --"disconnect", playerID, name, playerSide, reason_code --"crash", playerID, unit_missionID --"eject", playerID, unit_missionID --"takeoff", playerID, unit_missionID, airdromeName --"landing", playerID, unit_missionID, airdromeName --"pilot_death", playerID, unit_missionID if DCS:isServer() then local message = eventName if arg1 ~= nil then message = message..":"..arg1 end if arg2 ~= nil then message = message..":"..arg2 end if arg3 ~= nil then message = message..":"..arg3 end if arg4 ~= nil then message = message..":"..arg4 end if arg5 ~= nil then message = message..":"..arg5 end if arg6 ~= nil then message = message..":"..arg6 end if arg7 ~= nil then message = message..":"..arg7 end DcsStats.update(message) DcsStats.log(message) end end [/font]
  12. Hey guys, i'm looking to export some game events via the GameGUI system and a socket. It works great so far but when i looked at the documentation i saw this in the DCS_ControlAPI.txt file function onGameEvent(eventName,arg1,arg2,arg3,arg4) --"friendly_fire", playerID, weaponName, victimPlayerID --"mission_end", winner, msg --"kill", killerPlayerID, killerUnitType, killerSide, victimPlayerID, victimUnitType, victimSide, weaponName --"self_kill", playerID --"change_slot", playerID, slotID, prevSide --"connect", playerID, name --"disconnect", playerID, name, playerSide, reason_code --"crash", playerID, unit_missionID --"eject", playerID, unit_missionID --"takeoff", playerID, unit_missionID, airdromeName --"landing", playerID, unit_missionID, airdromeName --"pilot_death", playerID, unit_missionID endThe problem is about the arguments, i guess arg1 is playerId for "friendly_fire", winner for "mission_end". If i try to do this [color=#d4d4d4][font=Consolas][color=black]DcsStats.update(eventName..":"..arg1..":"..arg2..":"..arg3)[/color][/font][/color] i will only have the "change_slot" event showing up, if i do [color=#d4d4d4][font=Consolas][color=Black]DcsStats.update(eventName..":"..arg1..":"..arg2)[/color][/font][/color] i only have the events with 2 arguments showing up. Which makes sense because the arg4 variable would be nil(or not declared i don't know tbh). i wonder how i can work around with that ? Documentation isn't really clear about that. I also wonder how the kill event works because you should have 7 arguments and have only 4 variables If anyone that can help me with that Cheers PS: my update function just sends a mesage to a local server [font=Consolas]function DcsStats.update(message) socket.try(DcsStats.UDPSendSocket:sendto(DcsStats.JSON:encode(message).." \n", DcsStats.host, DcsStats.port)) end [/font]
  13. High PRF works best when target is hot, Low PRF when it's hot. The INT mode uses both but you get less power out of it (it's good when you merge) You can use the power axis for the radar to get a better lock. Basically against ECM you should wait until you get burnthrough (at a certain range you'll be able to see him as if he had no ECM). If he manages to fire before you just pump and go low try to get him to the merge and fight him with R-73 (which are really good). This only works if you have some terrain to cover yourself from him
  14. Right ! Thanks i'm gonna enjoy this :)
  15. Sure, i'm wondering if we can change the formation of the ennemy in BVR combat ? With something like the formation class of moose
  16. Hey guys, i was wondering if there was a way to change the tactics A2A AI is using once in engagements ? Like azimuth split, range split, ... I looked at the documentation but couldn't find it Thanks, great framework btw i didn't think LUA could be so clean :D
  17. 8 weeks max, it can be 1 but can also be 8. Just be patient
  18. It still makes no sense to me and my squad. Many say that nobody refuels with some sort of autopilot ... And the fact that you can't do it in turns demonstrate that well
  19. Keep in mind this aircraft carrier is going to be replaced by a new model tho. I agree that this is not ok but you can see the other side of this : Before the PFM if you touched the deck too early you exploded :D Now i haven't seen many examples of planes touching the deck that far from the first wire so idk what it would be like IRL, in your examples you can see the hook going through the deck and that might be why it's not registering, again this might be resolved with the new carrier model.
  20. You can hold shift+W to double the brake pressure, will act as wheels chocks
  21. you need to be GATE (full Afterburner) , then RPM will go to more than 100% and there's a led that's gonna light up
  22. Thanks for the tip !
  23. Hey thanks but i can't seem to find the command name for that particular thing i have left, right and both. I also have a shift W command but it has the same name as the W command so i'm not sure if that's it
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