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Everything posted by fargo007
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Nope, and I don't see any way to replicate them either. Bite the bullet and just start plugging them all in man.
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Hold R-Ctrl, R-shift, and then keypad / , *, and all the numbers to adjust your center wherever you want it. Takes two seconds to do.
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Yeah, it's okay if the error is trapped and isn't fatal to the script (and therefore the server). That's where I was going with it. Thanks again for a great utility here. We are enjoying it.
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PKM/PKT's would be better, at least in DCS. Dmitry in the back cleans up while the Kord guy in the Mi-8 never kills anything. :-\
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Try using a "once" trigger.
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I talked to him in a PM - I think he was observing the default reinforcement time behavior (300 seconds). Seems to be okay now.
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Hmm... It would be smart for ED to keep open the possibility of doing a second VP variant later down the road, kind of like what they're doing with BS3.
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It seems that the only UN skins that remain are Ukraine's BTR-80 and the Kamaz truck (which is now broken/missing textures). And the UN faction doesn't even have the UN skins.
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I don't have channel but I do have Syria and fly only helos 99% of the time. I've got options turned on that I have simply never used on other maps. IOW - it's performing very very well for me. AMD Ryzen 5, 1080ti, 32GRAM, HP Reverb/WMR.
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The P is a more recent variant than the V. https://en.wikipedia.org/wiki/List_of_Mil_Mi-24_variants Mi-24P (Hind-F) The gunship version, which replaced the 12.7mm machine-gun with a fixed side-mounted 30mm GSh-30-2K twin-barrel autocannon.
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FYI, This is still working in the current version as of today, and it's awesome, but I did find an error,and it stops the server cold with a pop up that must be clicked to continue. 2020-09-26 04:07:30.789 DEBUG LuaGUI: --- onChatMessage--- RED unknown in T-72B killed BLUE unknown in M-2 Bradley with 125mm HE nil 2020-09-26 04:07:30.809 ERROR SCRIPTING: Error in scheduled function: [string "C:\Users\fargo\AppData\Local\Temp\DCS\/~mis0000002C.lua"]:2554: Object doesn't exist I think this one may have been reported in an earlier version so perhaps a regression? local function checkPosAdvance() if self.groupLead then local currentPos = self.groupLead:getPosition().p -- ** this is 2554 ** if currentPos.x == prevPosX and currentPos.z == prevPosZ then self:forceAdvance() end end end A question too - Does anyone have a way to specify the livery? I'd like them to all have 'desert' if possible. It doesn't pull it from the template. ETA - I was able to fix this by basically breaking the problematic call out into its own function and encapsulating it with a pcall() also the schedule pcall which I now don't believe is needed. I ran this hard for four CTRL-z sim hours with not a single error. ... self.destinationIndex = nextDestination if previousDestination ~= self.destinationIndex then self:forceAdvance() else local prevPos = self.groupLead:getPosition().p local prevPosX = prevPos.x local prevPosZ = prevPos.z local function checkPosAdvance() if not self.groupLead then return else local status,currentPos = pcall(getCurrentPosition,self.groupLead) if currentPos.x == prevPosX and currentPos.z == prevPosZ then self:forceAdvance() else return end end end pcall(autogft.scheduleFunction(checkPosAdvance, 2)) end end end function getCurrentPosition(groupLead) currentPos = groupLead:getPosition().p return currentPos end
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This is also my go-to for stuff like that. This works fantastically. Especially in helos that have a crew. It's more natural to tell my copilot to turn off the lights than for one guy to jump from seat to seat, and turn every knob and push every single button in the helicopter.
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Here's how I handled it - at restore time, not save time. You cannot fix the route/waypoints issue. Restored groups simply won't have them, or they won't work. Since the route issue in DCS affects this script, I chose to have it ignore any moving vehicles, which I name "convoy..," and are all scheduled spawns anyway (patrolling vehicles, etc). I also added in the functionality for it to recreate any CSAR pickups that are on the map, which are also easily identified by their group name. I also load my script at 25 seconds, not at mission start, so that CSAR exists already. Happy to contribute back if anyone else finds this useful. /[bSD]Fargo SGS-Fargo.lua
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To add to your spawn: :InitRandomizeTemplate(templatetable) :InitRandomizeZones(zonetable) :SpawnScheduled(n,n) ----- See the moose SPAWN class documentation for the particulars, but this is what you need I think. A scheduler isn't necessary at all here.
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Look in the user files section of the website. There are some template collections there that you can download, import and use.
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Complete Transport and Logistics Deployment - CTLD
fargo007 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
@Alpenwolf I've submitted pull requests to among other things, model troop & cargo weight internally and they haven't been addressed in several months. We've forked our own CTLD & CSAR at this point since it's apparent that Ciribob has moved on to other projects. Honestly I'd prefer to see a complete rewrite using MOOSE at this point, and I'm willing to invest some of my code monkey time. -
They also don't respond to triggers, and will not draw fire from the opposing coalition at this point.
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Trigger stop condition when group is killed.
fargo007 replied to Amarok_73's topic in Mission Editor
I thought the lua predicates were limited to true/false statements like checking variable values. You've got actual logic in there. And why not check that the group is actually alive or not, rather than if it returns the group's name? -
You still have the old standby trick of parking an infantry or ground vehicle right next to it and working your hit/dead events off of him instead of the actual building.....
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Vietnam or Iraq/Kuwait.
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Best Mods and or utilities as juni 2019
fargo007 replied to GulfWarFighter's topic in Mission Editor
I thought this would be more than apparent, but if you can't see the value, sure. ScratchPad As I am testing, I make quick notes of coordinates, places to shift assets to, things that have to be copy-pasted into map marks, etc. And they still appear on the screen in the ME unlike the non-persistent marks. VoiceAttack I use this for automating functions that I am testing while creating nested structures of menus, or anything that requires numerous sequential keypresses or inputs. Having it walk the CTLD or CSAR tree and test your pickups is a great example of using this to save time and speed up mission development. FPS VR Quite obviously - for checking the frame rate in your missions for performance. Identifying possible objects that are producing too many draw calls and tanking your frame rate. I have this on literally all the time. -
Best Mods and or utilities as juni 2019
fargo007 replied to GulfWarFighter's topic in Mission Editor
This list bears repeating. -
They did extend it, but it was because it wasn't doing the same amount of damage they expected, based on other 30mm platforms. The longer barrel produced an increase in muzzle velocity which made the rounds hit harder.
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The title of the topic is "How to Ground Re-Arming and Re-Fueling." Pointing out that a FARP object is required for this is absolutely relevant to that. Thanks for the nonsense dissertation anyway.