Jump to content

Kappa-06MHR

Members
  • Posts

    386
  • Joined

  • Last visited

Everything posted by Kappa-06MHR

  1. I made a test "Fire at Point" weapon auto, - First test, at 21 km. It take position but it doesn't fire (cf screenshot1) - Same test at 25 km : Same result - Same test at : 28 km. It fire. So I suppose the minimum distance is somewhere between 25 & 28 km (10km for the 1.0.0 version). I think it is a lot. Edit : It start firering at about 27km and it stop at 40km Other thing : The maximum range we can see in the model Editor is 35 km (not 40) And the minimum is 10. So it is not accurate from the news parameters.
  2. I'm sure (and I didn't change my artillery position in my mission, made with 1.0.0 PLC). I have make other tests : - It firering when I use maximum range - It won't firering at medium or short range (short range, but beyond yellow circle, so more than 10 km)
  3. I'm sorry, but since the update of the PCL-181, i have some issues with the task "Fire at Point" (weapon auto). The artillery is deploying, the canon get aligned to the target, but the fire never start. This is the same mission I have made with PCL-181 SPG version 1.0.0, and it work well with the previous mod. The fact that the battery aligns but does not fire makes me wonder if there is not a problem with the weapon selection! (weapon flag). I will make complemantary tests!
  4. A post on "bug A post on "bugs & problems" section
  5. Agree, unrated post!
  6. It is known that it is sometimes difficult for missionmakers to understand why an AI does not behave as desired. In LUA, the "Controller" object contains functions for programming tasks, such as: setTask, resetTask, pushTask, popTask, hasTask But there is no getter functions to know the list of current tasks, or the information of the current task, and it seems that this is a key element to better understand the behavior of an AI and then adapt the tasks that are given to it. ordered. I propose to have some news LUA function in the controller object, like : New object : Task function Task.getID(Class self ) Return integer : the ID of the task function Task.getName(Class self ) Return String : the Name of the task function Task.isActive(Class self ) Return Boolean : True/false if task is active or not function Task.getNum(Class self ) Return integer : Numero of the task function Task.getDesc(Class self ) Returns table : task description table, containing the type of task (Ex: "Fire at point", "attack group", "FAC" etc...), as well as all the information about this task (for example, for "Fire at point", coordinates, radius, type of weapon configured, etc...) Example of the structure of Task Object : { taskID : xxxxx, taskName : "MyTask", taskNum : 1 active : true typeTask : { typeTask : "Fire At Point" radius : 10 weapon : <weaponTagid> altitude : 0 ..... } } And another Controller function : function Controller.getTasks(Class self ) Return a table of tasks With thoses few function, a programmer in LUA will have a much better understanding about task pile, the order of the task, and can make a true task management!
  7. This is not on french pack. This is another mod
  8. Hi currenthill! Question : Is it possible to make graphical effect (Static/Effect)? Atomic bomb, cluster, napalm, etc...
  9. Up! We must can choose type of explosion, normal, cluster, flak, and (soon), napalm ! And why not, Nuke! We must have various effects of explosion, in the ME, in lua scripting...
  10. I think the artillery is a great add for our mission, thanks a lot, I love it !!! There is another thing : If you try to fire at 90° left or right (for example, so out of the shooting cone), the artillery won't fire. There is a parameter to allow the artillerie to relocate herself to execute the order. The art move to have range or azimut of the target if it is not on the shooting parameters when order fire. It can be add to have better attitude. Another thing about range : Is it not 25 miles / 40 km for conventional shells and 45 Miles / 72 km for rockets assisted projectiles ? Is it possible to have more accurate range ? The actual range seem to be a little short comparing to the specs
  11. I dream for a complete Russian infantry mod, similary to American & Swedish infantry pack ! With americain & Russian infantry pack, we have currenthill quality's infantry pack in both side !!
  12. When we are in : - Spectator mode - advanced observer - observer - Tactical commander - Gamemaster => You have no player name or id !!!! When you create a marker, you have no display player name on the marker When you use the following functions (for my test, I am alone in the server, in gamemaster "blue") : trigger.action.outText(dump(coalition.getPlayers(0)), 120) --players list for neutral coalition trigger.action.outText(dump(coalition.getPlayers(1)), 120) --players list for red coalition trigger.action.outText(dump(coalition.getPlayers(2)), 120) --players list for blue coalition The gamemaster player does not appear on blue, red or neutral coalition. The 4th line is a tentative to display the author (player name) of the markers with world.getMarkPanels(marker_ids) : "Author "..marker["author"]. It is empty too... How can I get the player name of a gamemaster ? I think it is a bug. Another thing : On the event : S_EVENT_MARK_CHANGE https://wiki.hoggitworld.com/view/DCS_event_mark_change the documentation indicate there is a initiator : Event = { id = 26, idx = number markId, time = Abs time, initiator = Unit, coalition = number coalitionId, groupID = number groupId, text = string markText, pos = vec3 } But when I try to dump the event, there is no "initiator", even If the "initiator" is an active player in an aircraft. On thoses conditions, the only way to have the initiator of a marker is to use world.getMarkPanels() and find the marker to have initiator. (I have made no test for the other event, but I think the initiator is also missing in the event "event_mark_added' and "event_mark_remove) Can we fix it?
  13. I have the same issue. You are not alone... For me it is a bug... I will create an issue
  14. When you make script, you have one function to make an explosion : trigger.action.explosion(table vec3 , number power ) But it could be interessing to have different type of explosion by trigger. For example : trigger.action.clusterExplosion(table vec3 , number radius ) to make a cluster bomb effect on a zone. Cluster bombs have a specific fx we can't reproduce without munition. Same for Napalm explosion, when Napalm will be release ! We want to have more FX to use !
  15. It's appear that clean fxo & metashadder repository on DCS Open meta in savegames Help to fix this bug. It's not work, disabled SSS too. I don't have the problem anymore.
  16. I confirm : Clean my fxo & metashadder repository and posibly disabled SSS seem to work with me and another personn I know
  17. I have made some complementary tests about this bug : - You never see KA-50's player on ABRIS - If you are the FIRST ka-50 of group (not the number 1-2-3-4, first unit of group), you will see on ABRIS the IA wingmens. Whatever the number you choose (1-2-3-4) - If you aren't the first KA-50 of group, you don't see IA wingmen on abris. Even if you choose leader (1) - COM or WINGMEN rotary does not change anything about all thoses observations.
  18. Same, this bug is much older than 2.9 This is not a "KA-50" bug, it is the same for other aircraft (Apache, Mi24....)
  19. Same, I was about to create a ticket, but you were quicker!
  20. No problems, thanks a lot
  21. Hi Currenhil, Would it be possible to add a version of the ATACMS with cluster munitions? This version seems to be quite successful! Thanks for your answer !
  22. Thanks a lot ! We now have "red" CIWD to protect sensitive aera !
  23. I had posted a screenshot with the option enabled in my first post (In french ; "Gouttes de pluie" = "raindrops", highlighted with yellow marker.)
×
×
  • Create New...