Jump to content

Miguel21

Members
  • Posts

    950
  • Joined

  • Last visited

5 Followers

About Miguel21

  • Birthday 01/01/1970

Personal Information

  • Flight Simulators
    DCS
    Cliff of Dover
  • Location
    France
  • Interests
    Plane

Recent Profile Visitors

4413 profile views
  1. Try these two files, which are from version 553 (back up the old files, just in case ^^, I can't test this version) MAIN_NextMission.lua DC_Weather.lua
  2. Thank you. Do you re-save the mission with the mission editor before playing it? Or do you use (I don't know the exact term) the mission preparer or planner? Always before playing it
  3. There are no stupid questions. The DCE settings are not really user friendly ^^. What's more, when you try to add or correct things, it often breaks something else
  4. null Which version of scriptsMod are you using? Because I did indeed have a major bug with weather generation. However, it doesn't sound like what you're describing. Can you push your mission here? In the screenshot, I posted the settings needed for bad weather, but with 50/50 it could be mixed.
  5. Oh, I didn't see that. The prefix C (or A or B or other) is only used on certain maps, for example PersianGulf. In Causacuse, it's not necessary, so you should write it like this: parking_id = { [""] = {1, 31}, }, For comparison, I'm sending you a parking that uses the prefix C.
  6. Hi, On which map and which base? Because we have the same problem on Kola.
  7. I'm really sorry for the delay, but I'm getting less and less time at the moment. That said, I think I've found the solution. I'm posting here the full results of the last few months of upgrades, pending a hypothetical release. ==:20.88.553:== 553 fixed [timing] bug 2nd strike TOT 552 fixed [spawn] 6-pack spawn bug 551 fixed [assign] bug assigning player in multiplayer 550 fixed [alias] removal of aliases from oob_air_init, automatic transfer to \Init\various_table.lua 549 fixed [WPT] WPT before landing 548 fixed [spawn] anti-collision at air spawn 547 fixed [campaign] campaign can be updated during play by modifying Init files 546 fixed [date] 1970 bug again 545 add [date][time jump] time jump possible with conf_mod (change date in conf_mod then run SkipMission.BAT) 544 fixed [inter] player interceptors are "delayed" 543 fixed [weather] added latest weather presets + major bug on random weather 542 fixed [AI] prohibits in-flight refueling and strafing for AIs 541 fixed [scen] map buildings are not destroyed when they should be 540 fixed [debrief][stats] revision of map building destruction detection and statistics code 539 fixed [debrief][stats] ground unit destruction stats error 538 fixed [refuel][M88] CheckRefuelProgress (in progress) 537 mod [loadout][M87] change of logic for the “day” variable: day will always be considered true (even if it's not in the loadout). However, if you want ONLY a night loadout, set this: night = true, and day = false, 536 mod [date][M86] new variables added to conf_mod (RepairOption, current_date, weather, etc.) 535 fixed [generator][inter] choosing interceptor causes mission generation to crash 553.zip
  8. can you provide us with the mission in question
  9. because it's “enough” to use this kind of function, taken from DCS, getPosition(), which gives x and y positions getPoint(), which gives x and z positions with something like this: local flightGroup = Group.getByName(afacFlightName) if flightGroup then local unitsAFAC = flightGroup:getUnits() local unitAFAC = unitsAFAC[1] if unitAFAC and unitAFAC:isExist() then local afacPos = unitAFAC:getPoint() local unit_Pos = unit:getPoint() local distance = math.sqrt((afacPos.x - unit_Pos.x)^2 + (afacPos.z - unit_Pos.z)^2) etc...
  10. it's a function of DCE for DCE ^^ if you just want to find the player's position, it all depends on the context. You want a script that has nothing to do with DCE, right? And then, what do you want to do with this position?
  11. ouha, you're bringing out a 3 year old post? not bad the AddFileTriggerTempo() function is in the MAIN_NextMission.lua file (about line 327) timing is the function's second argument I've given you an example of the integration of 3 files with this system function AddFileTriggerTempo(filename, time, predicat0, ActionPredicate0) ... end AddFileTriggerTempo("CG_ArtySpotter.lua", 2, "triggerOnce", { [1] = {["Predicate"] = "a_do_script_file"}}) if mission_ini.load_mist then AddFileTriggerTempo("mist.lua", 2, "triggerOnce", { [1] = {["Predicate"] = "a_do_script_file"}}) -- modification M60 CTLD end if mission_ini.load_CTLD then AddFileTriggerTempo("CTLD.lua", 4, "triggerOnce", { [1] = {["Predicate"] = "a_do_script_file"}}) -- modification M60 CTLD end
  12. replaces file in the Init directory:camp_triggers_init.lua
  13. these are actually old campaigns, but the messages that appear are more for the campaignMaker, here, if you accept 2 or 3 errors, the mission will be generated, right?
  14. ha I forgot this option ^^ if you know anything about Lua, you'll need to change these lines in AddCommandRadioF10.lua local distanceNm = roundTo2NmUp(target.distance / 1852) -- En miles nautiques, arrondi à 2 Nm près local altitudeFt = math.floor((target.point.y * 3.281) / 1000) * 1000 -- Altitude en pieds Honestly, I didn't think players would use this EWR_Magic Otherwise, what kind of option would you like? - that it be automatic? that the unit be adapted to the type of aircraft? (for example, metric for Russians and Imperial for Anglo-Sawons) - or to provide an option in the conf_mod?
  15. I need to take a closer look at the changes in aircraft carrier operations. I have to admit that I haven't looked at that for a long time. Are you on the sixpack or somewhere else?
×
×
  • Create New...