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CougarFFW04

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Everything posted by CougarFFW04

  1. The one I got from the DCS dowload library (HOW_TO_Basic_Static-Object_Mod)
  2. Just used Tobi B's architecture and instruction (rename and replace his .edm by mine). Noyhing more, nothing less...
  3. As the collision model is embeded in the main model which is loader in game without problem it can't be file problem. As for a Line of code what are you thinking about ?
  4. Did it. We will see Thanks anyway
  5. So first let me tell that I was thinking about a UV map missing for the "collision" model but I add one and still no luck... So to answer your question: - model and collision mesh looks good in blender (3). Although with different mesh shapes (collision mesh simplified) they are where expected. - both have material, and UV map, textures only for the model - edm is "renderType" for the model and "shellNode" for the collision - both have the armature parent - export process does NOT complain. - edm viewer show correctly -- the model, textures and associated box around (see picture) -- the collision shape at the right place with no texture (so black I think) In game : the model appears correctly textured but if in the ME I put a "DCS native static object" (like a "car" or whatever) on top (for exemple on the flat grey parts) it sinks througt the model like if the collision model would not exist... So the highest part of a big object emerge above the model and a small on is completly hidden below (on the DCS landscape) Question : - does the collision model works also for statics object ? - problem with Blender 3 ?
  6. Right now it just a basic model... A rectangular shape would do the job for understanding what I am doing wrong and testing. In particular it is not clear to me if the "model" and the "collision" should be exported as 2 different edm models or if both are embeded in the "model" one (that I suppose because I see both in the DCS edm viewer). As far as I understood, "model" and "collision" do not have necessary the same "mesh shape" and they could even be displaced from each other (not what wee want but just to be sure). For information I am runing Blender 3 but I saw in another message that the plugin works fine in B3 By the way thanks for your youtube tutorial. Thanks to it I was able to do the job but unfortunatly you didn't cover the "collision" or Lods things. For the collision I tried to follow FireBlaze one (xith the car and tremplin) but... Pb might be identified : no UV map for the collision model.... Will check with and report... Finally NO
  7. Hi everyone, New Blender user with basically no experience here. However as I am only interested in basic low poly things I was finally able to build my first basic testing model and thanks to this great edm tool I was able to export and see it corectly textured in game. However I have a problem with the collision model and whatever I do, "DCS things" (I mean DCS static models like a car for exemple) sink into it Following yotube tutorials (tnaks guys) I choose shellNode for the collision model in the edm properties, threre is a material and the export doesn't complains at all. I checked in Edm Viewer and It is there perfectly in place but... So what could I be doing wrong ?? Please note that I have no problem with the "normal" (non-collision) things... Thanks in advance
  8. AGM65-F is a nightmare on moving targets... Good luck
  9. Hi, What Cfrag suggested. See also https://forums.eagle.ru/topic/285570-alert-take-off-with-plane-already-visible-at-mission-start/#comment-4813040
  10. Well in fact it works but 4 o'clock in the morning was probably too late to analyse properly what was going right or wrong
  11. Hi, investigated and it sounds that in fact Group.getByName("whatever") works even for players flight but that this is a lua problem. here it is : Group.getByName("Enfield") => works BUT if I do something like : tab = { Enfield = {"xxxx", "yyyy"}} for u,v in pairs(tab) do if Group.getByName(u) then don't care what it is doing here... end end it doesn't work... However if I print u it is Enfield and it is a string... So what is going wrong with thus lua code ? Thanks
  12. Hi everyone, Let's imagine that I have N human flights define in the ME for exemple "Human1", "Human2", "HumanN" Is there a DCS scripting function that could test if a player has entered "Human(whatever)" flight ? Looking forward for a function that would work in solo and MP sessions. I tested simply using the Group.getByName("Human..") but unless i did something wrong it doesn't seems to work for players... thanks
  13. Hi toutenglisse, I also use the mist function sometime it works with the workaround I suggested. Thanks anyway
  14. Still problem. Obviously because of my silly former error the scheduleFunction was not execute. Now it is but with the "usual" foolowing syntaxe DCS complains (user flag name) missed timer.scheduleFunction(trigger.action.setUserFlag,{'switchFlag',0}, timer.getTime() + 2) tried with {switchFlag,0}, {'switchFlag',0}, {"switchFlag",0} but DCS still conplains about user falg name.. Any idea ? Should I have a coffe... LOL Edit : I think that the problem is that the setuserFlag DCS function wants 2 parameters (not a table) but we can transmit only one (or several as a table) with the scheduleFunction. Am I wrong ? Any workaround solution? The obviuos solution would be to define my own setUserFlag function with a table as parameters and then calling the DCS native function with the 2 parameters. Sounds silly to have to do that
  15. ho yes!!! How stupid I am... Thanks
  16. Hi, Another problem with the timer.scheduleFunction. I have no problem to use it with my how function with one or several parameters and it works as expected. Now I would like to use it with a native DCS function to change a Flag parameter with the goal to execute something at regular time interval. So in the ME triggers I set a new "switch condition" with as a rule the folowing Lua predicate: if trigger.misc.getUserFlag('switchFlag') == 0 then return true end and as the action the following trigger.action.setUserFlag('switchFlag',1) timer.scheduleFunction(trigger.action.setUserFlag,{'switchFlag',0},5) So in principle when switchFlag is equal to 0 the action is triggered and flag is set to 1 until it switches again to 0 (5 sec later in this exemple) and so on. The problem is that the condition is triggered only once and if I check the flag status it stay at '1'. The setUserFlag scheduled function seems to be executed (because if I put intentionaly wrong parameters DCS complains) but the flag is not set to 0 as I would expect... Any idea about what is going wrong ? Thanks
  17. Hi everyone, I am using Helios 1.65101.0 (latest version) + F18 CatZeen profile. Everything was runing fine until last patch 2 days ago. Now I got the following message : The patches to install additional viewports are not compatible with this version of DCS. You will need a more recent version of Helio or additional patch files What'going wrong since last patch... How to fix this ? Thanks Edit : pb seems to be related to M2000. If you don't fly it, disable M2000 patches fix the problem.
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  18. Hi Grimes, Tested, works. Great. You rock !! As usual Too bad that there isn't function returning the AI status. Anyway I will save it. Thanks. Finaly a question just because I want to understand : does the trigger.action.groupStopMoving(Group Group ) function exit ?
  19. Another question Groups can be turned on/off with the Group.getByName(groupName):getController():setOnOff(false/true) But how can we get the group status ? Thanks
  20. Hi DCS lua gurrus, I am fighting with the groupStopMoving DCS function. function myStopRoute(_par) if Group.getByName(_par[1]) ~= nil then Group.getByName(_par[1]):getController():setCommand({ id = 'StopRoute', params = {true} })) else trigger.action.outText(_par[1].." does not exist!!", 15) return end end I have no error but vehicles do not stop.... Probably I am doing something wrong... Where/What ? Thanks
  21. Nobody noticed these ?
  22. Hi everyone, Isn't there new undocumented actions available in the ME... - USER DRAW SHOW : what is this doing ? is it working ? - (dev) INCREMENT_TAILLE_Zone : can we use negative values to decrement zone size as well ? Thanks
  23. Hi cfrag, Obbvious solution. Thanks
  24. timer.scheduleFunction(theArtilleryZones.update, {}, timer.getTime() + math.random(0,3600)) like that
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