

CougarFFW04
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timer.scheduleFunction with several parameters
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
timer.scheduleFunction() triggers a function (myFunction in my exemple) with a random delay in this case. The question is : can we know what time myFunction will be trigered ? -
timer.scheduleFunction with several parameters
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi, Does anybody know if there is a way to get the time at which the function will be executed. timer.scheduleFunction seems to always return 1 which I think simply means that it was succesful. Thnaks -
Hi Grimes, Thanks for you reply. Certainly I can use world.searchObjects over several areas to get name of most of the structures but I was intrested not only in the name but what its look-like (so a jpg) I will have a look at Install/mods/terrains/<terrainName>/models Thanks
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flight doesn't comit to escort after race track
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi Rokklett, Will try but it's not possible to test 2 flags in the "race track stopping conditions" May be with a Lua predicate... -
Hi, What is the expected format for timer.scheduleFunction with several parameters ? I can get it working with one parameter for exemple timer.scheduleFunction(myFunction, onePar, timeT) but can't with 2 or more parameters... I tried with for exemple timer.scheduleFunction(myFunction, {Par1, Par2, Par3}, timeT) as the wiki seems tu suggest to but no luck Thanks Edit : got it. myFunction with only one table parameter...
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Nobody... May be such a database doesn't exist but can't beleive at least concerning the scenic DCS 3D models and visualisation tool. Thanks
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Hi everyone, I am facing the following problem: - After take-off when passing W1 F1 activates flag that will tell F2 to go "escort" - F2 take-off and then orbit at a given Wpt. When flag goes true (i.e. F1 W1) he stops orbiting (race track stop condition on flag) and comits to the "escort task". The problem is the following : if flag goes true after F2 has already started his race track everything is find and F2 comits to the escort task however if flag goes true (F1 reaches his Wpt1) before F2 starts his race track, then F2 do not comit to the escort task and RTB. Any idea about what's going wrong and how to fix this ? Thanks
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How do you clean up the tank fleet efficiently?
CougarFFW04 replied to FrostLaufeyson's topic in DCS: F/A-18C
Good luck... because the way the Mav head works in combination with the FLIR is all but easy... For a single pass shoot it's easy but as soon as you want to attack more in a single pass it becomes a nightmare... As he said in the video "you might be able if lucky to slew back to the target". Unfortunatly most of the time I am unlucky. To be more lucky you can also designate a markpoint just before firing first AGM and then choose it as the target point. You now should be closer to the tank last position but it's tricky to do all these things also taking care of your flight path. Was also dicussed here Good practicing -
Airbase, new scripting function getRunways for Airbase DCS object
CougarFFW04 replied to sunski34's topic in Mission Editor
Hi everyone, Don't see this function... Where is the latest uptodate DCS scripting documentation ? Is there a pdf version ? Thanks -
Hi everyone, Is there available somewhere a database that would list the name of all the 3D objects that populate DCS theater (at least caucase) and show the corresponding objects? Don't get me wrong, I am not interested in planes, boats, vehicles,... but SCENIC 3D objects (like building, house, chemney,...) If not available, where are these 3D models in the DCS tree and is there a tool to show them textured in 3D (or can we use blender or whatever to display them) ? Thanks
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So I had a look at your .miz It sounds that your script is embeded in the .miz but I think I have identified the parts dealing with the group and the one dealing with the units. So if I catch you I must do something like that: -- Dealing with group controler local pil01 = Group.getByName('Ford-3'):getController() local bat01 = StaticObject.getByName('Targ01') local bat01_vec2 = { x = bat01:getPoint().x , y = bat01:getPoint().z } -- Conversion to Vec2 coordinate format local Strike_Task01 = { id = 'AttackMapObject', params = { point = bat01_vec2, groupAttack = false, expend = "HALF", weaponType = 2147485680, attackQtyLimit = true, attackQty = 1} } pil01:pushTask(Strike_Task01) -- Dealing with units controlers local pil02 = Unit.getByName('Ford-3-2'):getController() local bat02 = StaticObject.getByName('Targ02') local bat02_vec2 = { x = bat02:getPoint().x , y = bat02:getPoint().z } -- Conversion to Vec2 coordinate format local Strike_Task02 = { id = 'AttackMapObject', params = { point = bat02_vec2, groupAttack = false, expend = "HALF", weaponType = 2147485680, attackQtyLimit = true, attackQty = 1} } pil02:pushTask(Strike_Task02) -- and so on (or in a loop)... I have added the weaponType = 2147485680, attackQtyLimit = true in the task parameters. Right ? Edit : tested, works !!! @Grimes : you rock
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Hi Grimes, Nice to see you as usual in the starting blocks to answer all questions about DCS scripting engine Oki for weaponType. I do see where it does come from in the wiki So I must add attackQtyLimit = true Right ? I am going to have a look at your mission and will come back to you if problems. Thanks a lot
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And a few monthsssssss later digging this again So for exemple the following works local pil01 = Unit.getByName('TestStr-1'):getController() local bat01 = StaticObject.getByName('Targ01') local bat01_vec2 = { x = bat01:getPoint().x , y = bat01:getPoint().z } -- Conversion to Vec2 coordinate format local Strike_Task01 = { id = 'AttackMapObject', params = { point = bat01_vec2, groupAttack = false, expend = "HALF", attackQty = 1} } pil01:pushTask(Strike_Task01) local pil02 = Unit.getByName('TestStr-2'):getController() local bat02 = StaticObject.getByName('Targ02') local bat02_vec2 = { x = bat02:getPoint().x , y = bat02:getPoint().z } -- Conversion to Vec2 coordinate format local Strike_Task02 = { id = 'AttackMapObject', params = { point = bat02_vec2, groupAttack = false, expend = "HALF", attackQty = 1} } pil02:pushTask(Strike_Task02) In the sens that the 2 F15 (loaded with 4 Mk84 each) bomb their respective targets However I am facing 2 problems : - first they release 2 Mk84 on their target in the first pass as I expect BUT then they come back for a second pass... That I don't want because they are supposed to bomb another taget later. I thought that the attackQty = 1 parameter would fix it but it doesn't - second, once they are free of amo (after the second pass), instead of of resuming their FP, they head to the closest airbase and land... I tried to set the command "switch to Wpt" assigning their next FP wpt but it doesn't work either... Any idea how to fix these 2 ? Thanks
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Hi, Although we can select if display messages are for all/red/blue coalitions, it could be usefull if text could be colored to bring attention on them for exemple if the mission designer want to display some very important informations for the player. Thanks
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Noticed that just recently and don't remember DL malfunction 1 or 2 patch ago. Anyway definitively bugged... DL chanel is changing for whatever raisons and then DLunsuable. Hope this can be fixed soon... Thanks
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correct as is WPT return WPT0 when "auto" selected
CougarFFW04 replied to CougarFFW04's topic in Bugs and Problems
Hi BIGNEWY OK and thanks for your prompt reply -
Hi, Don't know if it's normal behavior but after overflying WPT1 (WPT and seq1 boxed) ~5nm on the way back to it, after boxing "auto" wpt selection returned to WPT0. I would have expect that after overflying it it will switch to WPT2 (what it did when I overflew it again after selecting AGAIN WPT1). Is that a bug ?
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Hi, I don't know if someone else experience this but I was flying a mission DL "on" with many contacts on the SA page and sudenly nothing... Supringsingly, althought I didn't do anything the DL scratchap didn't show anymore "127". Althought I put again the usual "127" my DL stay muted... Anyone else ? Thanks Edit : I just see that this might be related to this... So may be not just linked to HARM TGT but TGT in general
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There is NO CBU97 for the Hornet...
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Hi certainly CBU use would be more realistic but i found the CBU in DCS quite ineffective..
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Alert take off with plane already visible at mission start
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Exactly what I was doing and it's the problem... I want rapid reaction and no time waisted to spart-up engine.. Workaround I ws looking for. Thanks -
Hi everyone, I would like to be able to do the following scenario where a flight takes off to intercept another flight if there is an enemy incursion in a given area with the pre-requisite that the interceptor planes are visible from the start of the mission. My problem is not in the realization of this task (easy with a simple trigger) but rather the fact that for the planes to be visible in the parking slot since the beginning of the mission it is necessary to choose a "stopped engine departure" and of course it is not what we expect for planes taking off on alert... How to do it ? Thanks
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Hi everyone Maybe I'm doing it wrong but while I thought the AGM65-F would be a weapon of choice for attacking convoys (fire and forget, "stand-off"), firing them in salvo is a barely impossible challenge. When used in conjunction with the FLIR or GMT radar, the problem is that the head of the missile is positioned at ground level designated at the time t without following its movement. At this stage, it is impossible to move the missile head without delocking the FLIR/radar. Worse still, after the first shot the next missile is caged, and if that wasn't enough, the position on the HUD is not indicated by anything (as long as the AGM is uncadged) and does not coincide with the FPM... In short, after shooting the first AGM, the whole acquisition sequence must be redone. So IMO shooting of AGMs in salvo is more a suicide procedure than anything else... I thought that this behavior was simply not correctly implemented but after months it is always the same... Is this the way AGM65-F/FLIR/Radar works in confunction in RL ?
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Refueling from a probe-and-drogue tanker?
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
OKi thanks -
Hi everyone, Simple question : it is possible to refuel in MP from a probe and/or drogue from the same tanker at the same time? Last week I was flying the F18 and was able to refuel without problem but my friend flying the F16 was unable to do it because when he requeted refueling the tanker didn't respond and didn't extend the probe. Any advises ? Thanks