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A101Wayz

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Posts posted by A101Wayz

  1. 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)

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  2. 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.

  3. I am so confused with the OnSpawnGroup callback, could i get some help please? I am trying to have a group of planes spawn and do a CAP mission and then respawn after engine shutdown. I am trying to use the example missions as templates, but i am confused, or confusing myself... I have a plane template with LA on the ME...

     

    CapPlane1 = GROUP:FindByName( "Plane1" )
    
    PatrolZone = ZONE:New( "Patrol Zone1" )
    
    AICapZone = AI_CAP_ZONE:New( PatrolZone, 15000, 20000, 350, 500 )
    
    EngageZoneGroup = GROUP:FindByName( "Engage Zone1" )
    
    CapEngageZone = ZONE_POLYGON:New( "Engage Zone1", EngageZoneGroup )
    
    AICapZone:SetControllable( CapPlane1 )
    AICapZone:SetEngageZone( CapEngageZone ) -- Set the Engage Zone. The AI will only engage when the bogeys are within the CapEngageZone.
    
    AICapZone:__Start( 1 ) -- They should statup, and start patrolling in the PatrolZone.
    

     

    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.

  4. Totally new to all this and going through the tutorials slowly

     

    I posted this up on the RAT thread, but perhaps it's more appropriate here as I'm not getting Moose to load, without an error

     

    However I downloaded Moose but setting up Moose in the Triggers before doing anything generates an error when I run the Mission

     

    Obviously a clutz but can someone tell me what I'm doing wrong

     

    KkCwv114Wos6VgOkv0tG-6n87leGhRC48i3aVtemsMFGUwzFkTh9P92ec5LDkHg2k0qvlzO-rMe1VhJlyrjHRlvxqMVzDjkY2EWTMTiSc2fQfTGWHk1NGB5f4BuipTkFx9cM3Cgv6Z3vBy0VLB8AzAAmZRt4BQiLgzxWcX59Dj-qYP7yFpEv7n3nBBzSm4OZAvcaJwDIf9yTqgdIASnDT8JGiVMYZat08BbHBkcEoL0sZga5m44ndBV91o3wOgheEhCk0UOkB7R89RB4kK6PZl1lDJ_QWzh0R1yJV1X71UqNzdE7hjXUeQDT-1TMDEzMt-rUAtWuEqVBbsewpvQCi_9NxzAZC8AtNpVKTiTZF94bcMqj9Ff7FEZo-vykf4wouBkhw8qtrCqq_6AJda-Tqaac5LA0sD8NiQphazfFdz9LcCtclW9luLH9QPWJkkF9rltfId-DPTCHfdEGp_GXJN86YrJWl1brBwL_tkmwg2ALwwcw9yE_2cfsfAOPs90OlCtPRf0edgfCYaoyH3wuj_G7DmXY9BsUMdFcuKeHqGNmkMaEAhWtEUuYkgkqCK2BB5wQOQ_V11nHKFwLM3lyWBIXAsvU8WmfLrhONQehxnNQWhlqzcvFo_nLwguopnccMRuf460U-uSFjBL67AALxjoSD5-VJiRZnyeXoPnn5B6-vnqLB5ZrAPI=w1748-h983-no

    CelLwNx1JUTvpucDaJz2lABspe8emvfRkl_k5j_VrwjK8ShaPFw-9n10QBYadRmYkob8dyjvvw54Z39-euFn4LFNrteb6eze-4WwDol04G1Di-aRpzr9otkCP0VB5MnMEUT2IZmMjBJfKGPaT3XgPVtIHWUhZ5cC3MkeOh5zU-_7Wwvi8exeXNiKye_Cc-rKh4BRP59ADkV7wGgAlRLtnjyPYj5mUIgSHPyertGXQexzsO1fd2m9eP5KhOsvtzzdFm3-qLuN_qi4kxjVSPbk3jytoKRds-nH2LrdZvBscWG_ucpv5als56sagbABuQm9d6PnyVNKTSgY8BOdV5cZKxAQmhWMDkZ9ctsNB8bOPsFNtTLVegG4ImudkYACRPoG49PMbev19DGEtuENGUXUhBMB_B8A_9BhVOxGpKm9si-ea2DxsBAKqvwyGIWov3aK_RoAcZOEYOk9y4rGh6GjVQ5LCkzB9dR5fZ-C9jZoLU0rm_Gh45MFw4XGHdsnA30Sh7ABkHNLQOfw-rvSU4E2eJKHxvIFpGqO2UWSQmNkb2C58T8l5rLgoKWSWriZiGcE0C7U05EHLAbPTM2kT9Pv8vD4ou4-ZW2BLUddcHiNw9IHlP2RvgeB-tdbClGj6BJKTaKDFFrj1SnPo2x6HV5YimEFJmNa1ePWreI8hSa44gNYasIa7I4Agzw=w411-h228-no

    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...

  5. 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.

  6. Is there a way in MOOSE to have get player name and unit then play a sound file when they join the unit? I see a way in MIST but would prefer to use MOOSE.

    cheers

     

    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.

  7. 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.

  8. 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)

  9. 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...

  10. 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.

  11. 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.

  12. I think there's a push function that you need to use, no?

     

     

    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.

  13. Create a GROUP object off of the SPAWN object with GROUP:FindByName("groupname")

     

    Create a ZONE at the concerned waypoint.

     

    and in a scheduler (or trigger in the ME) monitor for the presence of that group in the zone, then perform whatever action you want.

     

    That's how I'd do it.

     

    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...

  14. 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.

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