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A101Wayz

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Everything posted by A101Wayz

  1. Here's a sample mission that I used to test the script. If you don't have the F-18 module, you might want to change the F-18 at Kobaleti to an aircraft you do have, before you run the mission. FSM_BanditSpawnTest.miz
  2. Having issues with responding to PM's for some reason. Got you msg. Will get back to you after I've tested...
  3. Make sure you are using the Ground Unit (Tank icon on left of ME) and not the Static Unit (Bridge icon) When placing the train, it should automatically snap to the near set of rails. Once it's placed, you then have to "flesh out" the train selecting the number and types of engines and cars. This is done in the far right tab label "WAGONS" at the bottom of the group info pane. Adding waypoints is just a matter of clicking on the map, the waypoint should snap to the nearest set of rails and the waypoint path will follow the path of the rails (IF there is a path from waypoint to waypoint)
  4. One of the best and easiest ways I can think of to achieve your goal would be to use a Finite State Machine (FSM). It will allow for infinite starts and stops using any working trigger, requires only a single script file, and the script file only has to be called once. See Example Mission: FSM-100 Transition Explanation FSMs work great for the task you are describing.
  5. I've never done this without the use of MOOSE... However, MOOSE calls controller:resetTask() This should clear the tasks, then you can assign new tasks. You might want to give that a shot.
  6. In the demo mission (CAP_11...) the plane assigned CAP is not late activated. Since your 'Plane1' is late activated, you'll need to spawn it first. Replace the first line with this: CapPlane1 = SPAWN:New('Plane1'):Spawn() That SHOULD do the trick.
  7. airbossStennis is capitalized in that line, but not in the other lines. Variables are case sensitive.
  8. The link to your pics are broken... Are you sure you are loading the right MOOSE? There is a static version, and dynamic version. Static is the one you want in your final mission. It should be over 5MB in size...
  9. Close all open windows in the ME so that you are just looking at the map. Then open the triggers window back up and try to load the script again. Also, check the the script file has actually been given the .lua extension, and is saved in the correct folder.
  10. At the bottom of the editor screen, there is an icon with a tank on it... Click that.
  11. There's a lot of things that work flawlessly in single player, may or may not work with a client based server, and will not work at all with the dedicated server. I can't tell you how many times I've spent countless hours writing/debugging/testing something in SP, get it working perfect.... Only to have it not work at all in Multiplayer. Very frustrating.
  12. You can use EVENTS.Birth to check when a unit has spawned... Then check EventData for IniPlayerName... function OnEventBirth(EventData) if EventData.IniPlayerName then [insert logic for playing soundfiles here] end end Never used it for that exact purpose, but I see no reason why it shouldn't work. EVENTS.PlayerEnterUnit works in SP, but not in MP. EVENTS.Birth works in MP just fine.
  13. At the last waypoint in the loop, you need to set the Advanced Waypoint Action to: Perform Command | Switch Waypoint and select the first waypoint you want in the loop. i.e. Setting waypoint 5 to switch to waypoint 2 should result in a loop of 2,3,4,5,2,3,4,5
  14. In WP 1 (initial, takeoff waypoint), remove the (greyed out) refueling task. This tells the aircraft to fly to the nearest tanker and refuel, NOT start the refueling task. Simply remove the task and all should be well.
  15. With the HTC Vive Pro, I use the standard VR Preset on the Options|SYSTEM page, with a PD of 1.4 (default) and I leave the IPD off (HTC has a physical IPD adjustment built into the headset). I can see a fighter sized aircraft from about 7-8 miles away, if I know where to look and it's skylined. However, if it's below me and against the ground textures, and I'm scanning for it - I can't see it until it's within 1NM. (I'm 54 and wear glasses, which I don't wear while playing as the image in the headset is pretty sharp) As far as framerate goes, it's pretty smooth unless you snap your head from 3 o'clock to 9 o'clock. Then you miss a few frames in the transition, but it's extremely short lived. I can't really compare it to TrackIR as the only experience I have with that setup is from what I've been told by friends who use it. Note: I did swap the fresnel lens in the headset with convex lens from a cheap smartphone VR headset (samsung)
  16. That's kinda what I was thinking as well. Thanks.
  17. Is there a way to set/clear a server password from within a mission? Either by script or trigger? What I'm looking for is a way to set a password whenever a certain mission is running for testing. (We all know that there are numerous things in DCS that work flawlessly in SP, but in MP don't work at all) I'd like to be able to lock the server while running tests WITHOUT having to stop the server, change a config file and restart the server. Just simply run the mission and the server will lock...
  18. Try switching the TYPE of Trigger for the 2 RANDOMS from [1 ONCE] to [4 MISSION START]. It seemed to work for me... But I can't be sure if its the result you are looking for.
  19. Table equality does not work. Best way to check a table is to use an iterator loop, like Hardcard suggested. Something like this: for key, value in pairs(mytable) do ..code.. end If 'value' is ever nil, the code will not execute for that key, value pair, so something like: local mytable = { value1 = 3, value2 = nil, value3 = "a string", } for key, value in pairs(mytable) do print(key.." "..value) end Will produce the following results: value1 3 value3 a string If the table is empty, or all values in the table are nil, no code is executed. Hope that helps.
  20. If you are using the ME without any scripting for the sound files, just attach them to a trigger and they'll be included with the mission download when a client connects. If, on the other hand, you are using scripting to trigger/play the sound files... Attach all sound files to a single trigger that will never become true. Then just a matter of referencing the name of the desired sound file from within the script. Not sure on the skins, as I've never messed with them.
  21. You were absolutely correct! You need to use: GROUP:Route(route, delay) to push the changes to the waypoints, where 'route' is a table of ALL the waypoints. But I was getting DCS crashes or the GROUP just sitting on the tarmac and never starting up it's engines... Took me a few days of stepping away from the problem to finally figure it out... I was only passing the single changed waypoint to the Route() function. As soon as I passed the entire route, it worked flawlessly.:doh: Thanks for the response and the help. You definitely pointed me in the right direction.
  22. That would do the trick, but it would create a bit of a limitation to what my end goal is... I did, however, get something a little different to work. In the ME, I set up an advanced waypoint action Perform Command|Run Script, and set up the transition command in the script box: My_FSM:__Transition(1). This does require that the FSM object be global rather than local. But it does work. Now, if only I can get: function CONTROLLABLE:TaskWrappedAction( DCSCommand, Index ) and function CONTROLLABLE:SetTaskWaypoint( Waypoint, Task ) to work, I'd have the flexibility that I'm looking for, without the need for using the ME to set it up. TaskWrappedAction() seems to build the task correctly. However, SetTaskWaypoint() doesn't seem to actually APPLY the task, as an examination of the waypoints and tasks shows that the task did not get applied. Unless I'm missing a step in that process...
  23. I'm afraid I'm stuck again... Trying to capture when a SPAWN group passes an ME waypoint. Or, optionally, a way to capture the next waypoint in it's mission. I need to execute a state change in an FSM object at a particular waypoint. Any way to do this in scripting?
  24. It means a screen shot of your current point of view will be taken and sent to the server. The server admin can then browse thru the screenshots amassed and look for anomalies ( cheats/hacks that will appear in the shot )... It's really not worth the bandwidth required to transmit all the screen shots, as it will only show a very limited number of cheats.
  25. Aha! I knew it was something simple. Thanks! Guess I need to work on my grasp of sets. I thought that it would execute the proper function using sets. But, your suggestion works great!
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