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Speed

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Everything posted by Speed

  1. Aircraft groups a little unusual because you can assign each individual aircraft a different task- and that SHOULD include options like immortal and invisible. Bascially, get the Unit object corresponding to each aircraft you want to make immortal with Unit.getByName. Then, get the individual unit controllers for each aircraft unit you want to make immortal with Unit.getController. Then, assign this unit controller the immortal option with Controller.setCommand.
  2. Yes, and that's exactly what I said- you didn't blame ED. My point is, you are the anomaly- most people would have blamed ED, and would go around bad mouthing them. It seems like, for most people (on the forums or not), I see this logic: If problem then if math.random (1, 1000000) == 1 then postDCSLogAndTrackAndAskForHelp() elseif gameModded then blameModMaker() else blameED() end end It must be human nature to follow this path, but it gets pretty frustrating. And yes, I'm exaggerating it a bit. I could probably help the problem by making a youtube video about where to find dcs.log, me.log, tracks, etc. and how to upload them to the forums. I guess now this is just a whine post of my own about average human behavior... originally, I just meant the whole point to be that even problems that seem to be in one piece of software can be caused by something totally unrelated, and this is supposedly one of the big challenges to programming for PCs. It's supposedly so much easier for console developers, when every client will have exactly the same system...
  3. I believe you mean pulsars. Quasars are extremely luminous galactic nuclei powered by supermassive black holes; they do not emit regularly-timed signals. Pulsars, however, are tiny superdense stars that emit extremely precisely timed radio pulses at a frequency typically between ~1 Hz and ~1 kHz (pulses emitted as they spin). The idea of using these instead of GPS satellites is ingenious... you can't blow them up, at least (unless Obama finally gives in and agrees to build the Death Star).
  4. LOL, wow... Constant Guard seems to be a very bad product. Do a google search on "constant guard xfinity review": https://www.google.com/search?btnG=1&pws=0&q=constant+guard+xfinity+review It seems to be pretty universally disliked, and probably just as bad as the viruses it is supposed to prevent. I based off what I read on these links, I would advise completely uninstalling it. It seems to screw over a LOT of programs out there. Classic case of ED catching the blame for someone else's screw up/poor software. Not that you blamed ED Ripcord, but how many other folks probably had this same problem and placed the blame at ED's feet?
  5. Hopefully so... the clue is this: 00000.161 INFO NET: loading C:\Users\SEWELL\Saved Games\DCS\Config/network.cfg : can't open 'C:\Users\SEWELL\Saved Games\DCS\Config/network.cfg' It appears that something was/is blocking DCS from accessing files in Saved Games/DCS I was recently experimenting around with launching the simulator from the command line, when I would screw something up in the command line entry and it wouldn't get the mission, it would act similarly to what you're seeing. If the problem comes back, just try entirely disabling your virus scanners and trying again. Get a different virus scanner if it keeps screwing you up... some of these virus scanners these days are sometimes worse than the viruses themselves...
  6. This problem does or doesn't happen in multiplayer? Please start multiplayer, try to join a server (if you get that far) and then upload dcs.log (but not me.log). Even if it works fine in MP, still, it would be nice to see the dcs.log. I think that maybe, DCS is having a hard time accessing the file structure. Maybe try disabling all UAC crap, virus scanners?
  7. Please upload dcs.log and me.log. Also, you can try renaming your Saved Games/DCS folder and see if that fixes anything.
  8. Wouldn't have really mattered if you had used a more intuitive units system :P When in intuitive units system mode, the ruler units will also automatically switch from meters to km :)
  9. There is a forum software bug that randomly inserts spaces into posted text. Yet another reason to upload the files as well, not just post their contents. If you want to post text without this bug possibly affecting it- that's what is for :thumbup:
  10. We need dcs.log, me.log is just the log file generated for the single player GUI. Are you having this problem in multiplayer too? If so, then it's not likely that me.log will contain any useful info at all. It still might though, so include it anyway. And if it CTDs, please give us the crash file, if one was generated. Please attach, not post, dcs.log + me.log + crash file. debrief.log not necessary. Also, 1) System specs? 2) Are you running DCS as administrator? 3) Have you tried renaming your Saved Games/DCS folder? Oh yea, if renaming your Saved Games/DCS folder fixes the problem, THEN SAVE A COPY FOR ME TO LOOK AT. Thanks :)
  11. It uses a Lua value as a trigger condition. This has a large number of benefits, such as making it so that you no longer need to ever use flags again, and it allows you to make your own trigger conditions. In the first example, I use the Lua DO SCRIPT and the EXPRESSION trigger condition to replace a flag with a Lua variable. Lua variables are much more flexible than flags and are actually NAMED, rather than just assigned an arbitrary number that requires you to use MSWord to keep track of. In the second example, I use the EXPRESSION trigger condition to create a new trigger condition: effectively, "UNITS ALTITUDE ABOVE GROUND GREATER THAN". I do that with this code: do local unitName = 'Hawg11' local alt = 1000 -- meters local unit = Unit.getByName(unitName) if unit then local pos = unit:getPosition().p local height = land.getHeight({x = pos.x, y = pos.z}) if pos.y - height > alt then return true end end end I don't think that the do-end around the code is necessary in THIS case, as I believe that the code inside an EXPRESSION trigger condition is in its own closure, but I haven't tested that for a fact so I use the do-end just to be sure. expression example 1.miz expression example 2.miz
  12. Julio, the \ key activates the active radio conversation menu- it does not start a radio conversation. To start a radio conversation, you must use the RALT + \ key combo. That activates the PTT button on the Ka-50 radio.
  13. Upload dcs.log. It could be you are getting a Lua error that prevents the settings from saving. I see this all the time while working on Slmod.
  14. A lot of these are not easy to repeat... sometimes it has to do with the AI trying to pass something on the bridge. This bug is my "favorite", personally:
  15. Yes, please set your connection speed to LAN.
  16. 1) USAF 2) a) It's cheap b) Taliban still can't shoot it down c) A 500 lb bomb dropped from this will still be just as effective at converting Taliban to Talibits, but it will cost just a fraction of the price to deliver than with a jet fighter. d) Moves slowly so it's easy to support ground forces e) All the other reasons I missed
  17. Which one? Skies over Mount Cougar? If so, I hate to break it to you, but Grimes built that back in like August or something, and even then, it was based on his "Capturing Maykop" mission for FC2/BS1. The concept of capture/control points is a very old one- probably as old as the amount of time people have been playing games. Ever play King of the Mountain as a child? That's what Grimes refers to the mission as.
  18. It's a good time to be a Flanker pilot, that's for sure. A stunning 3D model, weaker American missiles, a 6 DOF cockpit coming soon, and rumors of some kind of Su-27 module in development. :)
  19. So 50 nanometers is a long-range AMRAAM shot now? Sounds about accurate. How did you shoot yourself down? Fired the missile, hit the afterburners, and rammed it from behind? Personally, right now, I would consider myself lucky to hit a non-maneuvering target in a high aspect, high closure shot at 8 NM. Obviously, the range in such situations should be at least 3X that. And yes, it can be a little frustrating, waiting for ED to perfect the new missile flight models. If the frustration level gets too high, try to remember that FC3 is a beta. Missiles obviously require a lot of work still. Would you rather be playing FC3 beta now, or still waiting for ED to release the final, polished FC3? Like GG said, it's time to improve your WVR skills... someday, you'll have the advantage over all those pilots who weren't there for 1.2.3 ;)
  20. I can't provide an example mission right now because I am not at my DCS machine. However, in your example, I see no place where you got the ground unit group's Controller and assigned the task. You have to use Controller.setTask or Controller.pushTask. For example, do local missionTask = <some mission task> local group = Group.getByName('M1_PLT1') if group then local groupContrlr = group:getController() if groupContrlr then groupContrlr:setTask(missionTask) end end end Ground unit group waypoints don't work like air because ground units have to do path finding. Assigning waypoints to them is almost a non-deterministic process. We're working on Mist 2.0 right now. Grimes is working on a function set for ground unit pathing. Once it is released, it will make this easier because you won't have to remember how Mission tasks are supposed to be formatted. When in doubt about how to format a Mission task,, I've never experienced an instance of when a Mission task extracted from an unzipped mission does NOT work.
  21. Why not just use Mist for detecting map object destruction in a zone?
  22. It's so pretty that you just have to kill it.
  23. I believe this change should also mean it is no longer possible for multiplayer server hosts to block all your favorite export mods, though c0ff might have gotten creative on us. I haven't checked yet.
  24. True. We probably need a mist.unitsInPolygonZone scripting function... I actually thought that there was one, but it looks like I was wrong- mist.flagFunc.units_in_polygon actually uses mist.pointInPolygon internally. So you would need to re-write your script to get unit positions and then use mist.pointInPolygon on those unit positions, and that would free you from ever needing to use flags again. Anyway, I just created a set of flag-like Lua conditions for use with the new LUA EXPRESSION trigger condition- I haven't tested the code yet though. The point of these Lua conditions is to emulate flag-like behavior, but use Lua to do so that you can have conditions with actual names instead of random confusing numbers, you can use whatever logical comparisons you want, you can bypass the 100 flag limit on stop conditions, etc. condition = { create = function(value) value = value or false local timeSet if value then timeSet = timer.getTime() end local new = {} new.value = value new.timeSet = timeSet setmetatable(new, {__index = condition}) return new end, getTimeSet = function(self) return self.timeSet end, isTrue = function(self) if not self.value or type(self.value) == 'number' and self.value == 0 then return false else return true end end, isFalse = function(self) if not self.value or type(self.value) == 'number' and self.value == 0 then return true else return false end end, timeSinceMoreThan = function(self, time) -- time since set to true is more than and condition is true. if self:isTrue() and self.timeSet then return self.timeSet > time else return false end end, timeSinceLessThan = function(self, time) if self:isTrue() and self.timeSet then return self.timeSet < time else return false end end, setTrue = function(self) self.value = true self.timeSet = timer.getTime() end, on = setTrue, setFalse = function(self) self.value = false end, off = setFalse, addValue = function(self, value) self.value = self.value + value self.timeSet = timer.getTime() end, setValue = function(self, value) self.value = value if value then self.timeSet = timer.getTime() end end, getValue = function(self) return self.value end, valueEqual = function(self, value) if type(self.value) == type(value) then return self.value == value else return false end end, valueLessThan = function(self, value) if self.value and type(self.value) == type(value) then return self.value < value else return false end end, valueMoreThan = function(self, value) if self.value and type(self.value) == type(value) then return self.value > value else return false end end, } -- At mission start, define your conditions in a DO SCRIPT action. Conditions initialized to false if no value given. ZugdidiCaptured = condition.create() -- When when you want to set this condition true, call this in a DO SCRIPT action ZugdidiCaptured:setTrue() -- when you want a trigger condition based off of this Lua condition, use these scripts in a LUA EXPRESSION trigger condition: -- example 1: is Zugdidi captured? return ZugdidiCaptured:isTrue() -- example 2: is Zugdidi not captured? return ZugdidiCaptured:isFalse() -- example 3: was Zugdidi captured more than 30 minutes ago? return ZugdidiCaptured:timeSinceMoreThan(1800) -- example 4: was Zugdidi captured less than 30 minutes ago? return ZugdidiCaptured:timeSinceLessThan(1800) Anyway, I'll probably make a post eventually on how to use Lua conditions, and how to replace your flag conditions with Lua conditions. Basically, there is really no need to ever use flags again :)
  25. I got a lot of stuff going on, but I'll check it out when I get a chance. The first thing that comes to mind though is why are you using flags? Lua doesn't need them. Nothing needs them now, in fact, you can just use Lua variables. Instead of flag 1001, which only God knows what that means, you can use a variable named something like, raceStarted = true And now you know what in the heck that means. Additionally, 1.2.3 adds the new trigger condition for a Lua expression. So if you need to interface back with triggers, you can just use this for your Lua expresssion (assuming you want to have a trigger condition based off of the raceStarted Lua variable): return raceStarted And that trigger condition will be true of raceStarted is anything other than nil or false. Oh and finally, when you post code in the forums, please place it inside boxes, not
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