

pacastro
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Everything posted by pacastro
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Even though it’s not as current airfields may be in real life, having bigger platforms/parking slots for airplanes on small airfields (current and future pending to be added) could improve the usability of the map for different scenarios.
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SWAPR - SWeet Automatic Player Replacement script
pacastro replied to Hardcard's topic in Mission Editor
Hi, I just updated my swapr script to 1.4 and now I'm having a problem. I'm getting replacement units displayed for both coalitions no matter which coalition owns the airfield, so it seems the capture logic isn't working. Attached a simple mission (in SP mode), with sawpr units for red and blue. A ground blue unit is inside airfield capture zone so airfield is Blue, but I'm getting swapr units for red and blue displayed anyways. The same thing is happening in more complex missions since I updated to 1.4. SWAPR_1_4_Server_Hook.lua SWAPR_v1_4.lua swapr_test(SWAPR_1_4).miz dcs.log -
[RESOLVED] Guided weapons not working on latest beta update
pacastro replied to pacastro's topic in Resolved Bugs
The hotfix worked for me in multiplayer. -
[RESOLVED] Guided weapons not working on latest beta update
pacastro posted a topic in Resolved Bugs
Hi, just updated to 2.7.4.963 and guided weapons are not working. If I try to use laser guided rockets, or laser guided mavericks or IR guided maverick they aren't working for me now. Worked fine on previous version. When I select the weapon, they get selected, but the pylon selected display just goes off and you don't get displayed any of the options for the selected weapon... IR Mavs won't get the stby indicator of cooling down either. For laser Mavs, I can't get the laser search to start searching. -
There are a few airfields in the Chilean part of the area covered, the most important ones are the ones in the following cities: Punta Arenas (SCCI) Puerto Williams (SCGZ) Puerto Natales (SCNT) It would be really great to have them in this map, it would really increase the options for different scenarios especially for airfield number in the mainland part of it.
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I have limited lua knowledge, and I have no idea how to recursively do a for function to search through all the group names in your mission. "i' should be each "group name" in order to get the remaining function to work. Also I can't find airbase as an attribute to units or groups, so as I understand you would have to repeat the if function for each airfield ("Krymsk" in the following example), make sure all your group names in mission editor contain the airfield where you place the units, and then check if "i" (a group name) contains the name of the airfield (not sure if the string.find function works). for i ?????? local group = Group.getByName( i ) if string.find( group.getName, "Krymsk") then if AIRBASE:FindByName("Krymsk"):GetCoalitionName()~=group:GetCoalitionName() then trigger.action.setUserFlag( i, 100) else trigger.action.setUserFlag( i, 0) end end elseif string.find( group.getName, "another airfield") then if AIRBASE:FindByName("another airfield"):GetCoalitionName()~=group:GetCoalitionName() then trigger.action.setUserFlag( i, 100) else trigger.action.setUserFlag( i, 0) end end elseif (etc for remaining airfields) end
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It would be really great to have symmetrical manual loadout for the rearm screen, so that for each pylon you select a weapon, the same weapon is automatically loaded on the symmetrical opposite pylon. This could be an option you can turn off on the rearm screen, and If at any time during the rearm selection you manually change one pylon to something not symmetrical, the automatic symmetrical loadout turns off and you can continue loading each pylon same as it works now.
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Si tienes acceso a una impresora 3D, este diseño es muy bueno y se imprime de una pasada. Lo complejo es conseguir los conectores. https://www.thingiverse.com/thing:2854294 Y aprovecha de imprimir este mod que le agrega un switch para la elevación del radar tipo F-18:
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Flight Engineer gets mentioned in this video (54:55 aprox.):
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Hi, there is a script that does exactly what you want, check the link:
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Hi, As the title states, in a MP mission I can't jump into and control ground vehicles while being a pilot of any type of aircraft, the only way is from a tactical commander/jtac slot. In the mission I have "Pilot can control vehicles" ticked, the ground unit has "Player can drive" also ticked and "Game Master only" unticked. Some versions ago, while piloting any type of aircraft you could go into f10 map, choose a ground unit and press the command unit button to jump into it and start controlling it, the aircraft would go AI and return to base (as long as the mission creator enabled the "pilot can control vehicles option). Now pressing the Command unit button does nothing if you are a pilot, it only works as tactical commander. In SP it works ok and you can jump to ground units from airplanes. Attached is a very simple test mission with 4 blue planes and 1 blue tank. test.miz
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3D printed collective with AB412 head (huey head option available): Hall sensor for collective, regular pot for throttle. 2 arduinos in the head for controlling 2 mini sticks and 17 buttons (8 switches + 1 button) and 1 final arduino in the base (connected to head via 4 cable I2C) for the collective and throttle axis and final USB connection. http://hc625ma.org/single-engine-collective/
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Papi - UH-1 Reserve
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SWAPR - SWeet Automatic Player Replacement script
pacastro replied to Hardcard's topic in Mission Editor
They are supposed to sit there forever until that spot is used by a client, then the client spawns and takes control. What Swapr does is place planes in the spots (client slots) you define, in order to populate airfields with planes in the parking spots. They don't move. The AI setting lets the model "inherit" loadouts and settings like "hidden". If you want them to take off and perform tasks, you have to set them as AI with specific task in ME... but then they are no longer client spots. Or use MOOSE AI_Balancer module (https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/AI.AI_Balancer.html), I haven't used this module but it is supposed to use free client spots for AI that performs tasks (move), not sure if it works on single player though. -
Papi - Blue No Rain
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DCS World Dedicated Server
pacastro replied to USSR_Rik's topic in Multiplayer Server Administration
Similar but not exactly same problem (and started before last upgrade), I have a rig running dedicated DCS server and using another PC on the same local network (just a few inches away) I can not see it on the multiplayer servers list. I CAN manually login into it using its local IP address. Its a public server that connects ok through Web GUI and reports ok on "My Servers" section on the webpage. -
Script Function: Spawn - Respawn air-ground units Script Tool: MOOSE Spawn Notes: better, simpler and straightforward to implement than what is in DCS Script Function: Looping Air Trafic Script Tool: MOOSE RAT Notes: better, simpler and straightforward to implement than what is in DCS Script Function: Range function: count rounds on target, gives bomb impact point distance from target Script Tool: MOOSE Range Notes: not available in DCS Script Function: Have a recovery tanker flying a pattern over a moving carrier Script Tool: MOOSE RecoveryTanker Notes: better, simpler and straightforward to implement than what is in DCS Script Function: Have a rescue helo flying next to a moving carrier Script Tool: MOOSE RescueHelo Notes: better, simpler and straightforward to implement than what is in DCS Script Function: Event handler to monitor/detect different events and trigger functions Script Tool: MOOSE Event Notes: better, simple and more extensive than what is in DCS Script Function: Respawn air-ground units Script Tool: MIST Respawn Notes: better, simpler and straightforward to implement than what is in DCS Script Function: Cargo/troops transport for helos, ability to build/deploy units to the field Script Tool: CTLD (Requires MIST) Notes: better, simpler and straightforward to implement than what is in DCS, some features not available in DCS Script Function: JTAC autolase Script Tool: CTLD (Requires MIST) Notes: Simpler and straightforward to use (less real though) than what is in DCS Script Function: Have static planes placed in defined slots while client slot are not used (populates airfields with cold planes) Script Tool: SWAPR (Requires MIST) Notes: not available in DCS Script Function: Give helos Search&Rescue missions Script Tool: CSAR (Requires MIST) Notes: not available in DCS Script Function: Give players easy to read Early Warning Radar readings of enemy planes Script Tool: EWRS (Requires MIST) Notes: not available in DCS (simple text output) Script Function: Way to block client slots during missions (using flag settings) Script Tool: SSB (Simple Slot Block) Notes: not available in DCS Script Function: Auto-kick auto-ban feature for teamkillers, many server administrative tools Script Tool: SLmod Notes: not available in DCS
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Maybe set it to start on the deck instead of flying (the actual unit). Not sure if related, but I'm having an issue with my rescue helos, after some hours of mission time the rescue helo goes to refuel on deck to never respawn again, it juts stays cold on deck. Before last update they respawned ok on deck and went back to station. Now I have set it to :SetRespawnInAir() to get continued operation.
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This was the original announcement for the Map: https://forums.eagle.ru/showthread.php?p=2172667 It was announced as DCS: Strait of Hormuz Keeping the story short, while in development people where asking to expand it to include more of the Persian Gulf. It seems current engine/map technology limits the amount of detailed areas in a map, so finally they decided to expand the map to current extents but because of those limits all areas outside the original Strait of Hormuz have no detail, and will remain like that: https://forums.eagle.ru/showthread.php?t=269520
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Lua Predicates in conditions of advanced waypoints actions start to get executed once the unit arrives at the waypoint, and continue to get evaluated every second or so until the condition is met and then the action gets triggered. Its like they are pushed into a run once trigger with the condition you set. I have had waypoints actions get executed hours after the unit reached the waypoint that had them because the lua predicate condition was met hours after that waypoint was passed. Not sure if this as intended or a bug. Check the attached small mission, I have set 1 unit with a waypoint action (text output in Do Script) at startup waypoint that has a lua predicate condition (flag 11 = 2), in mission triggers I start with flag 11 set to 1, and 30 seconds into mission I set it to 2. Unit moves to waypoint 2 (20 seconds onto mission) and there it has another waypoint action that outputs "test 3" text without conditions.... 10 seconds later the flag is changed to 2, the lua predicate condition for first waypoint action is met and "test 1" and "test 2" are outputted. condition_bug2.miz
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Thanks, so the Moose commands I'm using are used in the correct way? UPDATE: Got this sorted out, Moose AIRBASE commands were OK, and as Delta99 pointed out my problem was in the trigger.action command. I needed to put in there the actual object and not the name of it. This is the correct code if someone find it helpful in the future: local group = Group.getByName("DRONE_1") if AIRBASE:FindByName("Krasnodar-Center"):GetCoalitionName()=="Red" then trigger.action.pushAITask( group, 1) elseif AIRBASE:FindByName("Maykop-Khanskaya"):GetCoalitionName()=="Red" then trigger.action.pushAITask( group, 2) elseif AIRBASE:FindByName("Sochi-Adler"):GetCoalitionName()=="Red" then trigger.action.pushAITask( group, 3) elseif AIRBASE:FindByName("Gudauta"):GetCoalitionName()=="Red" then trigger.action.pushAITask( group, 4) elseif AIRBASE:FindByName("Sukhumi-Babushara"):GetCoalitionName()=="Red" then trigger.action.pushAITask( group, 5) elseif AIRBASE:FindByName("Senaki-Kolkhi"):GetCoalitionName()=="Red" then trigger.action.pushAITask( group, 6) end Thanks Delta99!
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I'm trying to use MOOSE AIRBASE wrapper to identify the closest enemy (red) base (reference to drone at krymsk) and set an AI Task for the "DRONE_1" group. Tasks are defined for the group and works OK when pushed through ME triggers. I'm using the following code, but its not pushing the AITask: local krasnodar = AIRBASE:FindByName("Krasnodar-Center") local maykop = AIRBASE:FindByName("Maykop-Khanskaya") local sochi = AIRBASE:FindByName("Sochi-Adler") local gudauta = AIRBASE:FindByName("Gudauta") local sukhumi = AIRBASE:FindByName("Sukhumi-Babushara") local senaki = AIRBASE:FindByName("Senaki-Kolkhi") if krasnodar:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 1) elseif maykop:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 2) elseif sochi:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 3) elseif gudauta:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 4) elseif sukhumi:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 5) elseif senaki:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 6) end Any idea what is my mistake?? Thanks
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Seems to be solved on latest beta patch for me.
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Hi, I'm trying to use MOOSE AIRBASE wrapper to identify the closest enemy (red) base (reference to drone at krymsk) and set an AI Task for the "Drone_1" group. Tasks are defined for the group and works OK when pushed through ME triggers. I'm using the following code, but its not pushing the AITask: local krasnodar = AIRBASE:FindByName("Krasnodar-Center") local maykop = AIRBASE:FindByName("Maykop-Khanskaya") local sochi = AIRBASE:FindByName("Sochi-Adler") local gudauta = AIRBASE:FindByName("Gudauta") local sukhumi = AIRBASE:FindByName("Sukhumi-Babushara") local senaki = AIRBASE:FindByName("Senaki-Kolkhi") if krasnodar:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 1) elseif maykop:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 2) elseif sochi:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 3) elseif gudauta:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 4) elseif sukhumi:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 5) elseif senaki:GetCoalition()==coalition.side.RED then trigger.action.pushAITask("DRONE_1", 6) end Any idea what is my mistake?? Thanks