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hancerPL

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Everything posted by hancerPL

  1. I gave it as you wrote but no changes. He only creates the menu once. function timer_1() trigger.action.setUserFlag('3120', 0) end Farp_menu_1 = SCHEDULER:New( nil, function() if trigger.misc.getUserFlag('3120') == 0 then London = MENU_COALITION_COMMAND:New( coalition.side.BLUE, "London", London, function() trigger.action.setUserFlag('3120', 1) London:Remove() ctld.createRadioBeaconAtZone("beaconZone1","blue", 1,"London") timer.scheduleFunction(timer_1, {}, timer.getTime() + 61) end, nil) end end, {}, 0, 1 )
  2. Something is probably wrong with this time ? trigger.action.setUserFlag('3120', false) Farp_menu_1 = SCHEDULER:New( nil, function() if trigger.misc.getUserFlag('3120') == 0 then London = MENU_COALITION_COMMAND:New( coalition.side.BLUE, "London", London, function() trigger.action.setUserFlag('3120', true) London:Remove() ctld.createRadioBeaconAtZone("beaconZone1","blue", 1,"London") timer.scheduleFunction(timer_1, {}, timer.getTime() + 61) function timer_1() trigger.action.setUserFlag('3120', false) end end, nil) end end, {}, 0, 1 ) The function adds the menu nicely but only once and after 61 seconds it should add the menu again.
  3. Someone will help ! With the help of the script I start the radio lanterns for broadcasting with a time of 10 minutes. The problem is that it can't be restarted within 10 minutes. Someone restarting the frequency is changed. Is it possible to lock the menu for 10 minutes after starting? Sample script: MenuFarp = MENU_COALITION:New( coalition.side.BLUE, "Farps-Beacon" ) London = MENU_COALITION_COMMAND:New( coalition.side.BLUE, "London", MenuFarp, function() ctld.createRadioBeaconAtZone("beaconZone1","blue", 10,"London") end, nil) :helpsmilie:
  4. That is if: the 'Dodge' group is AI, the script will work because it sees it at startup. If it is a client, it will not work because the script did not see it at startup. But the unit is on a mission regardless of whether it's AI or Client.
  5. The script works but only for AI, if I give a multi and for a man no longer works. ------------Convoy----------- Escort_1 = GROUP:FindByName( "Convoy #001" ) Escort_Heli_1 = GROUP:FindByName( "Dodge" ) Zone_Escort_1 = ZONE_GROUP:New( "ZoneEscort", Escort_1, 400) trigger.action.setUserFlag(1100, false) Escort_Start_1 = SCHEDULER:New( nil, function() if Escort_Heli_1:IsCompletelyInZone( Zone_Escort_1 ) then trigger.action.setUserFlag(1100, true) end if Escort_Heli_1:IsNotInZone(Zone_Escort_1) then trigger.action.setUserFlag(1100, false) end end, {}, 0, 4 ) The convoy is launched via trigger in ME.
  6. The question is whether you can get the group name from the table. ZoneA = ZONE:New( "Zone A" ) GroupTable = { "MED #1", "MED #2", "MED #3" ,"MED #4" } ... function() if GroupTable:IsCompletelyInZone( ZoneA ) then Blu:Activate() Blu:FlareGreen() end So that no matter which unit (MED #1", "MED #2....)entered the zone trigger would work.
  7. Unfortunately, these methods do not work. I was able to run it through flags. Escort_1 = GROUP:FindByName( "BlueConvoy #001" ) Escort_Heli_1 = GROUP:FindByName( "EscortHeli 01" ) Zone_Escort_1 = ZONE_GROUP:New( "ZoneEscort", Escort_1, 100, dx) Escort_Start_1 = SCHEDULER:New( nil, function() if Escort_Heli_1:IsCompletelyInZone( Zone_Escort_1 ) then trigger.action.setUserFlag(1100, true) end if Escort_Heli_1:IsNotInZone(Zone_Escort_1) then trigger.action.setUserFlag(1100, false) end end, {}, 0, 4 ) And setting two triggers fired by flags. And I wanted it to be only in lua.
  8. Sorry, I uploaded the wrong script It was supposed to be: Zone_Escort_1 = ZONE_GROUP:New( "ZoneEscort", Escort_1, 100, dx) Zone assigned to the group
  9. What is the syntax of this function (please do not refer to "https://wiki.hoggit.us/view/DCS_func_activateGroup"). I tried different combinations and nothing. Escort_1 = GROUP:FindByName("BlueConvoy #001") Escort_Heli_1 = GROUP:FindByName("EscortHeli 01") Zone_Escort_1 = ZONE_GROUP:New("Zone 01") Escort_Start_1 = SCHEDULER:New( nil, function() if Escort_Heli_1:IsCompletelyInZone( Zone_Escort_1 ) then trigger.action.groupStopMoving(Escort_1) -- group reference end end, {}, 0, 4 )
  10. The "B" version is poor, only for those who like machines from the 70s. I am waiting for someone to improve this HUD and to have at least speed and altitude on it. The model is made decently but the cockpit is a failure.
  11. I did (although it's for a friend), the ship turns into another unit that stands. Simulated takeover of a ship by an assault squad from a helicopter. Ship_1 = GROUP:FindByName( "RedShip #001" ) Heli_1 = GROUP:FindByName( "BlueHeli #001" ) Zone_Carrier = ZONE_GROUP:New( "ZoneShip", Ship_1, 800, dx) Carrier_1 = SCHEDULER:New( nil, function() if Heli_1:IsCompletelyInZone( Zone_Carrier ) then Ship_2 = SPAWN:New("BlueShip #001"):SpawnInZone( Zone_Carrier ) Ship_1:Destroy() trigger.action.outText('Ship stopped, ready to take over.', 12) Carrier_1:Stop()--stopping the "SCHEDULER" function end end, {}, 0, 2 ) :megalol:
  12. Thank you, tested works. However, as you wrote, you can give to several groups. It would be nice to bet with three bombers from different directions, so that players do not fall into the routine. It will be useful to modify the script for three groups of bombers. Of course, only one group would start at this random time. Great script you helped me a lot.
  13. Problem solved missing library VC redistribution 2013 x86/x64.
  14. Hello I use the device year, it works well. Unfortunately, after reinstalling the windows, DCS stopped seeing Tobii. I found a solution that the file 'HeadTracker.dll' is a problem. I found an older version of the file that worked on the net. But now I have to replace this file every time, which is a little embarrassing. Anyone have an idea?
  15. The issue of saving pilots from the sea I think I solved by rewriting the Csar file. There is only one drawback to this solution that you have to have separate sea rescue units, eg frigates. "MEDEVAC_SEA #1" e.t.c He takes a survivor from this altitude: This has already been tested on the server and works. If you are interested, I will send the converted file.
  16. 1. Sorry 30 to 240 minutes 2. This means F/A-18C, F-14 and M-2000C flying above 5000ft - Yes 3. The bomber returns to the airport and is deactivated
  17. I think that we will understand each other, sorry for my poor English language. By the way, I was looking but I can not find: if any unit, eg blue, is in the zone ... same as: if Group:IsCompletelyInZone( ZoneA ) then..... but for the blue coalition. Greetings P.S Mission will be set up 24/7 and reset every 6 hours, which is why I care about the effect of surprise while not burdening the server. If you want, it will send you the whole script from the mission on priv
  18. Maybe a stupid question, is it possible to include a script for the second aircraft carrier?
  19. For me, the statics revive every 10 seconds and form the floor
  20. I wrote a small script that activates radio units bombarding the selected target. This works as "Alert 5", the group accepts the challenge and goes to intercept the target. The whole is to be based on confirmation by the group of accepting the call as if the selection menu disappears. The problem is that it should appear again after the contracted time (here 60 seconds for testing), but the message is only the menu no longer returns. Bomb_1 = GROUP:FindByName("Bomber #001") local Bomber_Atak_1 = SCHEDULER:New( nil, function()if Bomb_1:IsAlive() then SCHEDULER:Stop( Bomber_Atak_1 ) else local Bomber_Atak_2 = SCHEDULER:New( nil, function() Player_1 = GROUP:FindByName("Enfield") local Player_Menu = SCHEDULER:New( nil, function() if Player_1:IsAlive() then trigger.action.outTextForCoalition(coalition.side.BLUE, 'WARNING !!! \n Hostile bombers flying towards our airport', 10) Player1 = MENU_GROUP_COMMAND:New( Player_1, "I confirm I am engaged in bombers", Player1, function() Bomb_1:Activate() Player1:Remove( 1, nil ) end) local Bomber_Atak_Timer = SCHEDULER:New( nil, function() Player1:Remove( 1, nil ) end, {}, 20 ) end end, {}, 1 ) end, {}, 1 ) end end, {}, 1, 60 ) :helpsmilie:
  21. Well, I do not know, I put the file "SimpleSlotBlockGameGUI.lua" in DCS.openbeta / Scripts / Hooks. I turn on missions from the site and it does not work.
  22. @Hardcard Thank you, a great robot is just a solution. I am working on a training ground for the forum in which I operate. This will be very helpful, because I base many things on the menu and can not be overcrowded. I wanted to use the script from this post: https://forums.eagle.ru/showthread.php?t=185436 to activate the slots after taking over the airport, but it does not work anymore. Maybe there is another solution ?
  23. It is supposed to be so that if someone chooses, for example, JTAC_2, it will be removed. The menu is still there anyway, I want it after removing all: And now only after removing all has the main menu disappear. For example, it can only be 'JTA_1', the menu must be. The order of removal is accidental, depending on the needs of the players. I'm sorry how I explained the case wrong.:doh:
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