Jump to content

Sedlo

DLC Campaign Creators
  • Posts

    2019
  • Joined

  • Last visited

Everything posted by Sedlo

  1. In terms of the triggered actions, did you clone "push wp 2", then rename the new action to "push wp3"? I've found that this doesn't work, it just overwrites the previous action as the new one (or vice versa). I've found I always have to create a new action, not clone.
  2. OK, things have gotten better.... This is how I get it to work, mostly.... But I have to do it in the right order. I have to start DCS in admin mode. I then start DCS BIOS in admin, as well. Right click the icon in systray and "Open web interface". Then, check the enable LUA Console. This will work most of the time for me, so I'm quite happy. Thanks for the neat feature, and thanks everyone for the help!
  3. Hey Scotty! I’ve edited and reuploded the Harrier Red Flag and Eastern Friendship missions. The rest won’t work, I don’t have time to fix them. The next Open Beta patch may address the issues that were introduced, so perhaps after the next patch there will be no need to do the heavy work.
  4. OK, I have it working (kinda, sometimes)..... So here it is...> If I start DCS, open an instant action mission, select Open Web Interface from the DCS-BIOS icon and then "Enable LUA console" from there, it opens up a browser, all connections are correct and it works! I can set flags, see parameters and indciations! I can then close this mission, open up another instant action mission and it works too, on every map I have. Good so far! Now, when I open up a mission that I've created and go to get things from the DCS-BIOS lua console, nothing happens. It just returns nothing. I can't set flags, see indications, or parameters. Now, the weirder thing is, I can exit my edited mission and load up another instant action mission, but the LUA Console does not work here. It returns nothing, no flags, indications, etc... DCS-BIOS LUA Console now won't work, no matter what I do. I then have to exit DCS entirely, close DCS-BIOS and then open them both up again. Once I do, it works for the Instant Action missions, but not for any user created ones. I'm running the latest Open Beta 2.5.6, if that give any indication. Any help would be greatly appreciated!
  5. Any of them... I've tried it with the Hornet, VIper and JF17. It must be that something isn't configured correctly, but I've gone over the steps several times and it seems to be correct. I have had Witchcraft working well before, and the other day I thought I'd give DCS BIOS a try. Downloaded it, it installed and updated several things on my machine. One it was ready, it just didn't work at all, no matter what I tried. I then tried witchcraft again, but in that LUA console, the formatting of the returns were all screwed up (see attached). I tried removing and reinstalling both DCS BIOS and Witchcraft but no change... DCS BIOS lua console does not seem to work, and the returns in Witchcraft LUA console is formatted all wonky.
  6. It is set to player, not sure what's going on here...
  7. I should say the above comes up when the environment is set to hub. When set to mission (as in the instructions) I get nothing.
  8. Hey guys! I've installed DCS BIOS and seemed to have gotten things set up, but I"m getting an error when trying to run commands in the LUA console.... For example, when I try this: return list_cockpit_params() I get: <string>:1: attempt to call a non-function object stack traceback: <string>:1: in main chunk [G]: ? Any body know what I'm doing wrong?
  9. Hey Scotch75! I'll try and get to the older missions when I have some free(er) time in the future.... I love the F-5 and it's one of the things I would like to work more going forward.
  10. Updated most newer missions to work with Open Beta 2.5.6... I haven't had time to do exhaustive testing on all of them, but they should all work now.
  11. Hey All! Just so you know, I'm aware that many of my missions and campaigns are not currently working in the new version of the Open Beta. This has something to do with the changes made to version 2.5.6. I'm currently waiting to see what happens with the Open Beta in the coming days to see if the changes made to the scripting engine are permanent, or a temporary anomaly before I start re-working all of my missions. Rest assured, once this issue is sorted out one way or another, I'll be updating my missions to work well going forward. Thanks for your patience, SEDLO
  12. Yeah, all of my SP missions are a Mission Start > Set Flag 1 and everything is based off of that. A work around seems to be to change it to Time more than 1 > Set Flag 1, which does seem to work, although I'll have to change all my subsequent triggers to account for the +1 second.
  13. Copy that, I'll try and have a look this weekend! Thanks for the info!
  14. Glad you enjoyed the mission! With this mission I was trying to make it a little more lifelike, which sometimes can be a bit boring. But you are correct, it is a little bit simple on that mission. I’m curious, did you get a pop up enemy hello spawn in on that mission? I’m wondering is something hasn’t triggered it.
  15. I've also seen that the call sign field is missing, too. I'm not sure if it's a bug or not. IRL, and in the sim, the call sign will be the First and Last letter of the call sign followed by the number. UZI is UI, Pontiac is PC, etc....
  16. Hi Robsongois! Here are a few misisons I've made for the Harrier... Some are on the Caucasus map. https://www.digitalcombatsimulator.com/en/files/?set_filter=Y&arrFilter_pf%5Bfiletype%5D=&arrFilter_pf%5Bgameversion%5D=&arrFilter_pf%5Bfilelang%5D=&arrFilter_pf%5Baircraft%5D=501&arrFilter_DATE_CREATE_1_DAYS_TO_BACK=&CREATED_BY=sedlo&sort_by_order=TIMESTAMP_X_DESC&set_filter=Filter Thanks, Baltic for the shout out!
  17. Hardcard, this is exactly perfect! I'll have a play around with it this weekend, thank you, thank you, thank you!
  18. Hey Chicki! Thanks, glad you liked it! You can do stored heading or a full alignment, it doesn’t matter (the triggers are based on switching to ground for taxi). And no, you don’t have to call the JTAC using the usual DCS procedure.
  19. Hey Hardcard! I was thinking to use just random voices on each missile shot, as I was intending it to be background/ immersion related, but if there is a was to tie the voice overs to the individual aircraft that might be neat. Yes, I'd love to see some examples if you've got the chance. Thank you!
  20. CHeck this out, may heading towards what you’re trying to do: https://forums.eagle.ru/showpost.php?p=3841736&postcount=6
  21. Hey Hardcard! Thanks, good catch on the if statement, thanks! The biggest hurdle I was having was trying to get the flag to increase value by 1 each time a particular missile was launched, so I'd have one flag for Fox 3, one for Fox 2, etc.... The goal is to have a physically different "Fox-3" audio call for each time an AMRAAM is fired. I kind of figured the best way to do it was have a flag increase by 1, then in the editor have a Flag 10 = 1 play Fox3a.ogg, Flag 10 = 2 play Fox3b.ogg, etc... Do you think there might be a more elegant solution for this? Below is the code that should do the trick to increase the flag depending on which type of missile is fired: --FOX 3 SCRIPT >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> --FOX 2 SCRIPT
  22. OK, disregard, I think I may have gotten it. I had to move the "flag_value = trigger.misc.getUserFlag('10')" line BELOW the "event.initiator" line... It works now like a charm (I think) Handler = {} function Handler:onEvent(event) if event.id == world.event.S_EVENT_SHOT and event.initiator == Unit.getByName('UZI 11') or Unit.getByName('UZI 12') or Unit.getByName('UZI 13') or Unit.getByName('UZI 14') then flag_value = trigger.misc.getUserFlag('10') trigger.action.setUserFlag('10', flag_value + 1) trigger.action.outText('Fox!', 3) end end world.addEventHandler(Handler)
  23. Hi All! OK, this is what I"m trying to do.... In the mission I'm making, my goal is to have a bunch of different "Fox" calls play as a sound to coalition every time one of the aircraft in a flight launches a missile. For my thinking ( a LUA no-nothing), I was thinking that each time a member of a flight fires a missile, it would increase a flag value by one (example, first fire sets flag 10 to 1. Second fire sets flag 10 to 2, etc...) So, I managed to cobble together a bit of a script based on the event hander SHOT below: So, this works to set FLAG 10 to on each time a member of UZI 1 flight fires a missile. Good stuff. Where I run out of ideas is when I want to increment the flag value by 1 each time a missile is fired. Below is what I came up with: The above works, kind of... It will set the value of the flag to 2 (flag_value + 1 = 2). But it won't increase above that with each successive missile shot. I think the issue is that the 'flag_value' above needs to reference the actual status of Flag 10, but I cannot think of how to code that. I think it's somewhere along the lines of: but it will only add a value to the flag once ( the first time a missile is fired, not any subsequent ones). Can anyone point me in the right (or better direction)? Thanks in advance!
×
×
  • Create New...