CougarFFW04
MembersCougarFFW04 发布的所有帖子
-
ho yes!!! How stupid I am... Thanks
-
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
-
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.
-
- 1
-
-
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 ?
-
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
-
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
-
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
-
Hi cfrag, Obbvious solution. Thanks
-
timer.scheduleFunction(theArtilleryZones.update, {}, timer.getTime() + math.random(0,3600)) like that
-
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 ?
-
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
-
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...
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
