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Everything posted by A Hamburgler
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Thanks for the reply but In the future I will be adding AWACS as a deployment option. Yes the resupply s are unlimited as of right now I’ll be adding a Main HQ Resources function in the next update. This new feature will be the Main HQ Resources these Resources you don’t have control of and will resupply over time slowly. With those resources you can deploy AWACS and the base resupply C17s.
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Thanks for the reply I have not tried it yet I will on the weekend and report back. But I forgot to mention I tried to run the main script ( Init_Next_Mission.lua ) directly from dcs too and nothing happened that’s the only reasons why I was using the batch method. I am curious as to why when it’s called from the game nothing happens but when called externally it works.
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To start off I did edit the MissionScripting.lua file but anyway Im having trouble getting os.execute to work. In game I use a trigger with do script file to call a script with os.execute[[Test2]] or os.execute[[Test2.bat]] I see the bat file pop up for a second but nothing happens. When I double click on the bat file it runs and executes my code perfecty. Im just having trouble executing it from within the game. My bat code is start "Generate First Mission" cmd /k "..\..\..\..\bin\luae.exe Init_Next_Mission.lua & exit" And the Init_Next_Mission.lua code is Data_Side1 = 1 Data_Side2 = 0 Data_Side3 = 0 Data_Side4 = 0 Data_Side_String = string.format("AlphaZone1_Side11 = %s AlphaZone2_Side11 = %s AlphaZone3_Side11 = %s AlphaZone4_Side11 = %s ",Data_Side1,Data_Side2,Data_Side3,Data_Side4) local file = io.open("Var_Carryed_Over.lua", "w") file:write(Data_Side_String) file:close() Again every works as it should when I run it straight from the bat file but nothing happens when I run the same file from in game. Basically my goal here is to transfer some mission variables to a newly create lua file at which point my next mission will run that newly created file with those updated variables. So if anyone knows a better way please point me in the right direction. Thanks
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20180708 - Reuploaded fixed issues with campaign not saving over and campaign ending early!! UPDATE V0.4 IS OUT 2018-07-02. Save Game Function is now in. Now its a Dynamic Campaign Quick Description: This is a dynamic campaign to capture the island from a well equipped and dug in opposing force. You will be the commander of your forces in the area of operations. You will have the ability to upgrade your bases, attack enemy bases, deploy ground troops, deploy Cas or Cap flights and much more all while the enemy is defending and attacking you. As the commander you have to not only know the battlefield and what the enemy is doing but you have to keep an eye and mange your logistics. This is your battle you make the plans and call the shots. M.C.G.M.- Massive Combat Game Mode by A Hamburgler: is a SP/MP dynamic campaign for DCS. This campaign is still WIP and is not feature complete. The save game feature is now in and will allow you to save your progress on mission exit. Every thing will be transferred over to the next mission including destroyed objects. Each time you exit and come back there is a chance of random weather. In this early version only A part of the map is playable. This include Al Dhafra, AL Maktoum, Sharjah Intl, and Fujairah Int airbases. The whole map will eventually be playable. Quick Feature List: Quick How to play: Mission Change Log: Current Work for V0.5: Known Issues: DOWNLOAD: https://github.com/AHamburgler/M.C.G.M.-Massive-Combat-Game-Mode/releases/tag/MCGM Please read the Read ME file on how to install this mission. Any feedback and bug reporting is welcome along with suggestions to make this mission better for you and the community!! Credits: Would not be possible without MIssion Scripting Tools (Mist), MOOSE - Mission Object Oriented Scripting Framework , MBots Dynamic Campaign Engine for the idea of using external scripting to save data, And The DCS Community!!
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So this is a bug not a user error because I was wondering my self
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F-18 Cold Start Throttle Issue
A Hamburgler replied to jj_bravo's topic in Controller Questions and Bugs
How did you do that? -
There contract does not end till late 2020s so they will be around for a little longer.
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Thanks for the replies but I made it so the player has no loadout and has to be rearmed by the ground crew. So in SP if you spawn in an F15C 4-ship the AI will have loadouts but not the lead aircraft aka the player. The Anapa airbase situation is simple. I do not have end or win triggers in the game yet so once you loose your first base which is Anapa the mission should end. Remember to capture a base you need ground troops so if the Russian forces took Anapa there would be know way for you to take Anapa back because you have no way of deploying ground troops. The carrier situation I cant control the AV8Bs are bugged too at the moment but I do not own the UH-1 so I don't know if a different carrier will work or not. Remember do not loose your first base add ground troops and lots for mortars and M109s to defend against ground troops. I will definitely add end and win trigger and maybe add about a 10 minute notice when the enemy will attack.
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Perfect thanks.
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Does anyone know where I can find the class names for all the air bases. They should look something like this AIRBASE.Caucasus.Krymsk So for an example on Caucasus that would be the Krymsk airbase.
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Any new on this. I feel like rolling takeoffs for ai is a big deal.
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I have the same issue as you guys really sucks when scripting. Its weird because I’ll be able to use the ME for an hour or two no problem then all of the sudden it will start crashing every other time I go to do a play test.
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I have even tried with editor played objects and can’t get it to work.
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I have been trying for 4 hours now and nothing works. I need to know how to delete a cargo object. local Static1 = USCargoCrate:SpawnFromZone( SupplieZone, 0, "Test5577") StaticObject.destroy( "Test557" ) I have tried every combination of the destroy command and examples of other scripts but for the life of me cant figure it out. Was even using STATIC.Findbyname but that did not work either even with editor placed units.
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+1 where's it at????