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Everything posted by Frag
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Hi guys, Here is an interesting bug. Let say you have two trigger zones of 1km diameter each (A and B) that are 10 km away from each other. Trigger zone A - Activated by the presence of the player with the "ALL GROUP IN ZONE CONDITION" - Send a MessagetoAll ("Player is in zone A") Trigger zone B - Activated by the presence of the player with the "ALL GROUP IN ZONE CONDITION" - Send a MessagetoAll ("Player is in zone B") Both triggers are tested and work perfectly. BUT I noticed that when you crash into the ground, the triggers are triggered, displaying the messages. I am sure 100% that I am not in the zone yet so I am pretty sure it is a bug. However, if I use "UNIT IN ZONE" as condition instead of "ALL GROUP IN ZONE" the triggers work as expected. I attached a really simple mission to demonstrate this. Just crash the plane into the ground and see both messages getting displayed. test 02.miz
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Crashing will trigger zone triggers (even though not in that zone)
Frag replied to Frag's topic in Mission Editor
Here it is attached. Look at the mission, really simple. Two trigger zone that display a message. As soon as the mission start, crash the plane to the ground. You will see that both triggers are called. And indeed, like feefifofum proposed, using UNIT INSIDE ZONE does not create that issue. Only "ALL GROUP IN ZONE" does it. test 02.miz -
Hi guys, I am commonly stumbling on something that is probably a bug and wonder how I could fix it. Let say you have two trigger zone of 5km diameter each (A and B) that are 50 km away from each other. Trigger zone A - Activated by the presence of the player with the "ALL GROUP IN ZONE CONDITION" - Send a MessagetoAll ("Player is in zone A") Trigger zone B - Activated by the presence of the player with the "ALL GROUP IN ZONE CONDITION" - Send a MessagetoAll ("Player is in zone B") Both trigger are tested and work perfectly. BUT I noticed that when you crash on the ground, the triggers are commonly triggered, displaying the message. I am sure 100% that I am not in the zone yet, so why the triggers are activated? Anyone ever saw this?
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Yes I was playing since the Lock-On era ... but took a loooonnggg break from it to play arma III (for years). I just came back few weeks ago and was astonished to what 2.5 became. The mission editor letting us script with LUA is an AWESOME feature, giving the community all the necessary tools to keep that world alive. Could you imagine a military sim world that has the Arma 3 ground spec + DCS air specs. Wow .... maybe in 10 years from now!
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Hi guys, I wonder ... is there a way with mist, moose or other to display a simple number on the screen without using the scrolling "Message to .." scrolling window. Example: Displaying your current altitude in the top left corner, which I could update every few seconds thru a loop. Briefly I am looking for API that would let you add information on the screen, without using the standard message rolling window.
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DCS: Black Shark 2 Ricardo's HD Blue Cockpit
Frag replied to Devrim's topic in Utility/Program Mods for DCS World
WOW ... AMAZING COCKPIT DEVRIM!!!! I will jump right now in the user section to see if you have some for other crafts! Nice work!!! Thanks! I think that I will ship you a beer right now! -
Thanks for all the help guys, I guess that my binaries were corrupted. I had to uninstall the game completely, wipe the folder clean ... and fully reinstall. Go figure... As soon as done, everything came back to normal. For sure I tried to reboot the computer and retry before doing this. Kind of weird but well. I wanted to known from this thread if a bug was known in this new release about the subject but it seems that you guys did not have one ...so that was my last resort. I cold started that metal bird all week to out the sudden get stuck with this. Go figure ... Thanks for your time guys... I guess the thread is not useless if someone else ever stumble on the same issue.
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Hi guys, I have an issue since today, I am currently training with the Huey. When I do a cold start (following many videos, like this one ...always end up with the same result). The engine will start spooling (while I am leaving my finger on the HOME key), but will never reach the gas producer to 40!!! So I wait and wait ...to never have a fully running engine. I was able to do cold start earlier this week, but never had that issue before. I updated DCS world to the last version this morning to official 2.5.3.21708 version .. If any of you did, could you quickly check if you can start the Huey please? I am starting to think that something got broken...
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How to change coalitions after mission is created?
Frag replied to DmitriKozlowsky's topic in Mission Editor
oups ....nevermind. Will try that mod for 2.5! -
This is indeed a nice workaround, I will check it out!
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I am mostly building dynamic mission that operate with MOOSE and custom code. So let's say a beep occurs when you are reaching an altitude too high (check by a scheduler), it could happen while you have a voice over ... than the sound is cut. I will open a bug for this at DCS. This really kill immersion. In the meanwhile, I will use your workaround, which I could live with for some time... Thanks for the reply feefifofum
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Hi guys, I wish I am missing something since it is the first thing that really killed my buzz while writing a custom mission. It seems like that if you start a custom sound thru a trigger in editor ...then a second trigger starting a second sound (while the first sound is still playing) will simply kill the first one. Meaning we cannot have two sound files playing simultaneously. Is there a way around this or it is a known limitation? That is a really rough thing ... let say you are listening to a voice over (custom sound) than a small alarm beep is called (another custom sound) ... then the voice is cut. ... or you have a song starting for a scene ...then a custom voice over sound cut the music. Anything can be done here? I am using a lot of medias in my mission for immersion with all the games I create missions for ... and that would be a very bad news if it's the case :( I tested this with both the standard editor and moose. Both behave the same way ...sound 2 always kill sound 1.
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MOOSE: Get altitude over the ground instead of over the sea?
Frag replied to Frag's topic in Mission Editor
Thanks for all the answers guys, it does all make sense now. -
This is EXACTLY what I was looking for. Thanks a LOT buddy!
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Hi guys, two questions here. I want to calculate the time it take for a plane to go from zone A to zone B. I wanted to use the standard LUA command os.time() but it seems that we cannot use it in DCS. Is the LUA interpreter too old? What are my option to pickup the start time, end time and calculate the difference between them with moose?
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MOOSE: Get altitude over the ground instead of over the sea?
Frag replied to Frag's topic in Mission Editor
I wonder, a group can hold more than one unit. So you will agree that the unit could be at different altitude ... what would be returned then? I already fixed the issue but your answer made me realized that I may miss something. -
MOOSE: Get altitude over the ground instead of over the sea?
Frag replied to Frag's topic in Mission Editor
Ok ... had to code it myself by pulling out the unit coordinate and substract the terrain height. If there is a shorter way or a direct property call let me know ... In the following code snipet, "l39" is a l39 player plane in the editor local uPlayer = UNIT:FindByName("l39") local coorPlayer = uPlayer:GetCoordinate() local groundAltitude = uPlayer:GetAltitude() - coorPlayer:GetLandHeight() -
Guys, with moose, is there a way to get the altitude over the ground instead of the barometric one delivered by UNIT:GetAltitude() ? Seems like GetHeight() for the unit return the same value as GetAltitude Pretty sure there is, but I cannot figure it out ... Example: If my chopper is hovering at 2 meters over the ground, then I want this method to return 2. Thanks
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Hi guys, I am looking for a way to abort a mission gracefully. If by example, you shoot down an ally unit, you would: 1. Get a message saying like: "You attack an allied unit, mission aborted." 2. Than few seconds later the mission would simply stop (like I saw in the L-39 campaign) I know that there is a "Mission Abort" command directly in the editor, but is there a MOOSE command to call a "mission abort" since I mostly work with LUA in my missions? Thanks
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Thanks for all the answers guys. I realized that looking directly at the moose code answers a lot of my questions instead of searching in the documentation.
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Thanks ... but EagleDynamic should really repack the script filea at each start (or at least have an option to do it). It is very cumbersome to deal with this as a beginner when you are a script newbie ... you do a LOT of error.
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By reloading do you mean removing the trigger and recreate it? Or simply clicking the button OPEN and reassign the script file? I found some kind of workaround by doing a DO SCRIPT command instead of DO SCRIPT FILE and in the DO SCRIPT I load the lua script this way dofile([[F:\DCS Missions\Test03\Test03.lua]]) This works perfectly! But I guess that this will not work if I publish my mission and other use it. So I guess I will load dynamically to help accelerate the development and when everything will be ready then I will assign the files to my triggers with the DO SCRIPT FILE.
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Hi guys, this thing is driving me nuts. I am pretty sure that I am not the only one who has this so here it is. My DCS folder is on F:\DCS World ...which is an SSD drive. My personal mission folder is on d:\DCS\Mission (I keep all my code on another that I commonly backup Now here is what happen. When I modify a LUA script on the D drive and launch my mission from the mission editor ... the script is never updated and DCS execute an old version of it!!!! So even though I modify my lua sript, it is never updated and DCS use the old version I had when I started the game. I also saw in the DCS logs that DCS use the script from a temp folder, but does not seem to update it whenI start the mission! It take the script from a temp folder here: 2018-09-16 16:50:27.619 ERROR DCS: Mission script error: : [string "C:\Users\Steph\AppData\Local\Temp\DCS\/~mis00005377"]:1 What the heck I am missing here?!
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Hi guys, I am a developer (mostly C#) and I recently jumped in DCS scripting, LUA and MOOSE. I am fluent with writing scripts, but I just need to get used to that new API. I have a question about coordinates. I am doing a test where boat A and boat B are moving toward each other. I want message "collision" to show up when both boat are within 200 meters of each other. 1. How can I get the coordinate of a unit. I see the class UNIT, GROUP and COORDINATE in the moose doc, but can figure out what to use to get the coordinate from a specific unit. 2. Should I use a scheduler class and check out the distance at every ...let's say ... 5 seconds? I do not want to use a "continuous" trigger within the DCS mission editor. Actually, is there a way to have a continuous trigger in DCS that check something at specific time interval without using a scheduler in moose? If not, I am under the impression that code is executed in very close loop in a "continuous" trigger. By the way, we should propose to DCS to have a new field in their CONTINUOUS trigger named "Interval" where you could put in seconds the interval between execution. Thanks guys
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Unit does not attack at night, but does during the day
Frag replied to Frag's topic in Mission Editor
mmm surprised nobody knows about this. Nobody does night mission?