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About Miguel21
- Birthday 01/01/1970
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Flight Simulators
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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
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can you provide us with the mission in question
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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...
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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?
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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
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replaces file in the Init directory:camp_triggers_init.lua
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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?
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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?
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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?
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yes it's another bug, don't worry the fix is coming (sorry, all this is under construction ) the DCE bubble? it's something we're testing to reduce the PC load on large DCE jobs: if the units are far away: they are deleted if planes are approaching: deleted units are recreated, which can create lag all this is being tested and I don't yet know whether it will be released this UTIL_Functions.lua
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you're a hard man to deal with save everything and try this if you get lags during the game, disable this variable in ‘Mission Scripts/AddCommandRadioF10.lua’. useBubble_DisableEnable_Group Let's test an activation bubble 534.zip
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if you use 525 script version, try thisATO_FlightPlan.lua
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the bug is reproduced, thanks for the info. It's true that I rarely test interceptors
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are the names/coordinates of the ejectedPilots. Yes, I know, I should post something more meaningful
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Miguel21 started following F-111C MOD UPDATE
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here's a fix (save all your files first) if you still have your end-of-mission files from the previous mission (the one that crashed the code), you can use the DEBUG_DebriefMission.bat file to try to recover the result of your last mission. Alternatively, you can skipMission.bat Unless I'm mistaken, I see you've reached 40 missions, MEGA congratulations We didn't think anyone would go that far. As a result, you're likely to have even more bugs when you get close to the end of the campaign ^^. We've always had trouble generating a “clean” campaign end, so let us know how it goes. And to “anticipate” the next bugs, I suggest, in conf_mod, activating this variable:backupAllMissionFiles it will give us the latest files for faster troubleshooting. Translated with DeepL.com (free version) 527.zip
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