-
Posts
1328 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by fargo007
-
Complete Transport and Logistics Deployment - CTLD
fargo007 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Yes, that's the one. I just checked and you're right, it just doesn't spawn the object in MP. -
Complete Transport and Logistics Deployment - CTLD
fargo007 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Yes. Look back one page at my posts there. -
Let me just clarify something if you don't mind. The ForEachGroup(func) does not function like an :OnSpawnGroup(func) in that when new set members arrive, any code in the ForEachGroup(func) will not be run. I suspect the answer is "no, it will not be run." I think this was the source of my confusion. It would be a great enhancement to the SET classes though. It could add something very similar to :OnSpawnGroup() e.g. :OnAdd(func (grp)) which would run that callback function upon the addition of any item to the set.
-
It's my understanding that the FCR is very seldom used IRL to actually locate targets.
-
Use the Molniya corvette. It has guns, and anti shipping missiles but no sams.
-
SCENERY REMOVE OBJECTS ZONE and dedicated server
fargo007 replied to Mauritz's topic in Mission Editor Bugs
I gave up on scenery destruction. We need a war torn layer on these maps that can be triggered in the ME like a season is on caucasus. I've requested that in the syria map thread. -
Speaking as a scripting yoda, if there's a method made available in the scripting engine to see the messages sent by the ah-64, this could be sent (via scripting) to the nearest artillery battery. The way artillery works in DCS, it's nearly impossible to interact with them in the same way that a FO would (e.g. bracketing, adjustment, etc) And they seem to consistently be able to hit all around the targets, while damaging or destroying as few as possible. Cruise missiles from ships are much better if something really needs to be hit as a mission success condition. So depending on how it's implemented, the FDC method might wind up being the best way to interact with arty that we've seen so far in DCS.
-
Thanks for taking a look. My original discovery of this was on a much more complex scenario. I have a filterprefix on "ARTY" where new units fitting that description (e.g. M270 batteries) are to spawn, and then be included in the set where they are declared as ARTY objects. I noticed that groups matching the filter that spawned after the initial :FilterStart() were not getting included as ARTYs. I used a mark containing "arty request, everyone, ammo" to verify. I will re-investigate the original condition that brought me to build the reproducer since it's still apparent. I spawned a second 270 battery, and after several minutes they are still not included in the set. Same occurs with a ship. Again, I know nothing's wrong with the filter itself, because if I either redeclare it (re-run the filter declaration or the entire script) or restart the mission with the group already active and in place, they all get included just fine. Adding also that this USED to work 100% as expected. The image here is showing that the new group, ARTY-PUNISHER#001 does not get included dynamically, but it would on either start, or re-run. I do agree that the set updates in some respect - they get removed exactly as they should. I can reproduce that fine. There's something else going on here. Thanks for helping me look in a more appropriate direction. Set classes do appear to be fine - how the groups are spawned is something I need to look closer at.
-
May I gently suggest doing your flyabouts in a helicopter?
-
Marinaras? Sounds delicious!
-
At BSD our squadron averages about a 1 hour briefing followed by a 2 hour mission flight for a total of 3. Some are longer, but very few are shorter than that. We got complaints of numb asses on really long ones.
-
Complete Transport and Logistics Deployment - CTLD
fargo007 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
You'll have to move the correct vehicles there, or modify the script to spawn the other objects instead of the tower it produces by default. I used a farp tent. This provides immediate rearm functionality but I still need to be able to get vehicles there for the other stuff. Just as easy to have it spawn a farp fuel dump which would give you refuel but no rearm. Or modify it to put everything there if you want. "Let your conscience be your guide!" -
Third quarter 2021 according to their last statement.
-
There's a pretty wide scope of intent here, and everyone's goals may be different. Can you fly with a twist stick? Of course. But if you are serious about helicopters, want as realistic of an experience as possible, and expect to perform to a certain standard, you are going to want pedals.
-
How does this work with VR in terms of making the map appear in the headset? If that's possible that is. Thanks!
-
You need the pedals.
-
Anyone know how their depth can be controlled via the scripting engine? Such as being able to have it either surface or submerge when called for.
-
I know but that pretty much doesn't work at all in multiplayer, and if done in a large enough area, will crash the server.
-
They're definitely in the nascent stage now, but still they are really cool and a nice new expansion for DCS.
-
GazDesignate - Laser Designator Script for SA342M - Gazelle
fargo007 replied to CakeSorbus's topic in Mission Editor
Our OH guys are going to love this. Tested it out and it's just beautiful. Very well done. -
Complete Transport and Logistics Deployment - CTLD
fargo007 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
You need to add a shape_name and it will work! Nice find brother. You can learn what it should be by adding one of the objects elsewhere in the miz then unpacking the miz and opening the mission file in an editor. local _crate = { ["category"] = "Heliports", ["shape_name"] = "invisiblefarp", ["type"] = "Invisible FARP", -- ["unitId"] = _unitId, ["y"] = _point.z, ["x"] = _point.x, ["name"] = _name, ["canCargo"] = false, ["heading"] = 0, } -
Reproducer: Script code: env.info("DEBUG: SCRIPT BEGINS /FARGO") --molniyas = nil molniyas = SET_GROUP:New():FilterPrefixes("molniya"):FilterActive():FilterStart() molniyas:ForEachGroup(function(SpawnGroup) env.info("DEBUG: ship filter has ran!" ) env.info("DEBUG: group alive: " .. SpawnGroup:GetName()) end ) tanks = SET_GROUP:New():FilterPrefixes("tank"):FilterActive():FilterStart() tanks:ForEachGroup(function(SpawnGroup) env.info("DEBUG: tank filter has ran!" ) env.info("DEBUG: group alive: " .. SpawnGroup:GetName()) end ) Triggers: 1. Ships activated at :30, :40, :50 seconds. 2. Tanks activated at :35, :40, :45 seconds. Observe: Filter does not dynamically update for either. Action: 1. Use radio menu to reload/re-run the script after the units are activated. 2. entries will appear in the log that include the injected statements. 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: SCRIPT BEGINS /FARGO 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: ship filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: molniya-2 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: ship filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: molniya 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: ship filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: molniya-1 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: tank filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: tank-2 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: tank filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: tank-1 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: tank filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: tank-3 set_group_testing-1.miz
-
Thanks, There's no error, it just doesn't add new items matching the filter to the set dynamically. But it DOES add them if they exist at the time the SET_GROUP is declared. The name and type of object are fine, as when it's run identically a second time they are added to the set. If that was the issue they would not join the set once it's run a second (and further) time. This is a situation where previously running code showed expected behavior and now doesn't - as of a couple DCS updates ago. I'll pull a reproducer together tomorrow.
-
Has anyone noticed that SET_GROUP classes with :FIlterStart() are no longer updating the set dynamically? Noticed this while troubleshooting with ARTY units. The issue is not the filter scope itself because when the SET_GROUP statement is re-run manually after the other objects are present, it does pick them up.
-
We've got Syria right now in a condition that is pretty much pristine. I'm wondering if it's possible to have a really busted up version of it. Like scenery destruction, but with a very wide scope. Last I remember trying to do this with triggers it was problematic. I'm thinking like seasons are in the caucasus map.