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Everything posted by dark_wood
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Put it in your LUA file: local someParam = math.random( 1, 5 ) function newSubMenuPlane (param) trigger.action.outText('Function triggered from sub menu, param value is: '..param, 10) end local newSubMenu = missionCommands.addSubMenu('__New Submenu Choice') local iStatus = missionCommands.addCommand('_Choice 1', newSubMenu, newSubMenuPlane, someParam) This is just a basic example, it will add an F10 submenu (__New Submenu Choice), which will have one choice (_Choice 1) - add as many you need. When clicked on _Choice 1 in comm menu, it will call newSubMenuPlane function, and will pass the parameter value (ignore/leave blank/remove it if you don't need to pass any parameters) Some documentation here: https://wiki.hoggitworld.com/view/DCS_func_addCommand Hope it helps
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Hi Eisprinzessin, try these sites: https://freesound.org/ http://www.radioscanner.ru/files/aviarecords/ https://www.liveatc.net/recordings.php Hope it helps
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You can try to use 'not' instead of '~=' if not land.getSurfaceType(_aheadPointInf) == 3 and not land.getSurfaceType(_aheadPointInf) == 2 then --do your LUA here end or better, check if is land, road or runway if land.getSurfaceType(_aheadPointInf) == 1 or land.getSurfaceType(_aheadPointInf) == 4 or land.getSurfaceType(_aheadPointInf) == 5 then --do your LUA here end
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Activating all "late activated" units in a zone
dark_wood replied to Dangerzone's topic in Mission Editor
Ok, it is tricky, indeed. I have tried your mission file and code, and come to a solution which doesn't make me very happy, but maybe you can raffinate it (I'm more with MIST than MOOSE). Attached you will find the mission modified and the Lua code. What i did: first, i check if group is active or not. If not, i activate it. Then, i check if is in zone - if yes that is it, is ok. If not - deactivate it (or destroy it, as you wish) Just open the miz file in ME and move late activation group outside the zone, you will see that is first activated, then one second later is removed - I had to use delayed function, not working without. So, not an elegant solution, but hope it helps you test.zip -
First, change trigger ONCE -- condition none to: MISSION START -- condition none -- radio item add ONCE -- flag equals x -- AI task push START Second, check if you set the START action on advanced actions tab (on group) - it shouldn't be in waypoint options Third, make sure that the airport have enough planes to spawn - if you set a plane number to 0 it won't be spawned Forth, check to see if you haven't delayed the start time for a group, or maybe you checked Late Activation too, by mistake. Otherwise it should work as expected.
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Activating all "late activated" units in a zone
dark_wood replied to Dangerzone's topic in Mission Editor
"Your code looks just like mine in my original post" - yes, it is yours with my added if condition Well then, i don't now what to say, maybe doublecheck if you use the last MOOSE version? -
Activating all "late activated" units in a zone
dark_wood replied to Dangerzone's topic in Mission Editor
Hmm, is really bad luck with that conflict Maybe this will work: activategroups = SET_GROUP:New():FilterCoalitions("red"):FilterStart() activategroups:ForEachGroupAnyInZone( lzone, function( GroupObject ) if not GroupObject:IsActive() then GroupObject:Activate() end end ) -
Activating all "late activated" units in a zone
dark_wood replied to Dangerzone's topic in Mission Editor
Try with MIST: https://wiki.hoggitworld.com/view/MIST_getUnitsInZones This function will build a table with all units from a zone(s) - then just loop the table and activate them: trigger.action.activateGroup(Group.getByName('yourGroupNameFromTable')) https://wiki.hoggitworld.com/view/DCS_func_activateGroup -
The shortcut to see ground units is simply F5, not CTRL+F5
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How to get value of 4 random flag values via simple script
dark_wood replied to Mangrove Jack's topic in Mission Editor
Can you try same script without quotes on flag name, something like: Flag_109 = trigger.misc.getUserFlag ( 109 ), ? -
Yes, you are correct, A version is older
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In Cyrillic alphabet (used in Russia) C letter reads S, so Mig29 C is the same with Mig29 S
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What is the "% 100" for next to condition. (Picture attached)
dark_wood replied to Aussie Pilot's topic in Mission Editor
Condition 100 means the probability for a group to appear in a mission. Change that to 50% and you will have equal chances for that group to be spawned at start. 0% - group will not be spawned <50% - group will have less chances to be spawned 50% - group will have equal chances to be spawned >50% - group will have less chances to be spawned 100% - group will be spawned Just place several groups with different values, and start mission 2-3 times, you will see the result. Pressing "Combat" button will switch the category to "All" and will allow you to place groups from neutral coalition "Combat" - only blue and red countries "All" - blue, red and neutral countries Hope it helps you -
Ground units switch waypoint - does not happen...
dark_wood replied to Hoggorm's topic in Mission Editor
Well, AI can behave weird, maybe you should place two units, one for each path, with later activation, and activate just one, depends on what you want to achieve there... -
Ground units switch waypoint - does not happen...
dark_wood replied to Hoggorm's topic in Mission Editor
Try to change the start condition from "Probability" to "time more", maybe is a bug. -
Hi, so when you save the mission, what happens? Not very clear what is the issue here...
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Yes, add them (or clone first and change flag number) on the ACTION tab, on the same trigger: ONCE > flag 1 true > Flag 2 is true, Flag 3 is true When flag 1 will be true, it will set flags 2 and 3 as true
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I don't have Supercarrier module, so i can't help you with that, sorry.
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Hi, you can use outText function https://wiki.hoggitworld.com/view/DCS_func_outText "Displays the passed string of text for the specified time to all players" function trigger.action.outText(string text , number displayTime , boolean clearview)
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"trigger.action.marktoall" visibility syntax problem
dark_wood replied to strikers_blade's topic in Mission Editor
:))))) happens to all of us -
"trigger.action.marktoall" visibility syntax problem
dark_wood replied to strikers_blade's topic in Mission Editor
From your code, the main issue is that mark script is not inside softmenu() function. Right now, when mission start, DCS read your lua file and execute the code - placing the mark Try to place the mark code inside your function, this way it will be called when you click the F10 comm menu. Or, if you need them separated, place mark script inside a new function, then call it with a scheduler, like you do on line 781 (timer.scheduleFunction(ewrs.displayMessageToAll....) This way, you scheduler will call the new function each 60 seconds (for example) and check if the condition is true - if yes, add the mark Hope it helps you -
Try the solutions from Sierra1 and Exorcet: reduce speed and altitude, test with a single bomber, remove any threats, set AI to veteran skill level - play with settings until they behave ok
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"trigger.action.marktoall" visibility syntax problem
dark_wood replied to strikers_blade's topic in Mission Editor
Do you call this script later or at the mission start? You do something like: ONCE > some condition is true > DO SCRIPT (here you input all the above code) or you call the SPAWN function and the mark on different triggers? Give us more details, maybe attach de mission or a screenshot -
altitude is above sea, or above ground?
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Tested myself, is working with open fire local gpPlayer = GROUP:FindByName("bradley") gpPlayer:OptionROEOpenFire() moose_test.miz See attached miz file