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Everything posted by Lineaxe
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still need some assistance , ideas ?
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solved LAND ON any CARRIER , REPAIR & REARM, TAKEOFF AND ROLLOVER !
Lineaxe replied to Lineaxe's topic in Bugs and Problems
heh ok the jets and missiles are taking me down for a bit , but I will get a good mission over to the Carrier Fleet and post the track !! I tried sneaking away from the Airfield but it didn't work ... OH , I have to rearm when I refuel I do the loadout before I shut down & park, then I startup fully loaded. I have looked into the payload issue while I fly & should be flying straight. In fact , a lot of missions I just land fully loaded and thus don't need to change the load and the problem still persists. -
solved LAND ON any CARRIER , REPAIR & REARM, TAKEOFF AND ROLLOVER !
Lineaxe replied to Lineaxe's topic in Bugs and Problems
There is weather and some wind , I did try switching directions to see if the wind affected anything . I could do a test without weather conditions to see if that clears up this weird roll . Just got a reply. Ok , I will run a single player version of the mission and get a Track up here after doing just a couple of Runs through the process to keep trk short. Didn't know I could use data from it as well, but that does kinda make sense! -
solved LAND ON any CARRIER , REPAIR & REARM, TAKEOFF AND ROLLOVER !
Lineaxe replied to Lineaxe's topic in Bugs and Problems
Well, the tracks get created with numbers in them instead of the actual Group:Unit name and then they don't play out . Now I was told this a info while ago and was also told to get Tacview to watch over the action. Now, A copy the mission is online here at ed forums under the name ChopU-H-Nightmulti.miz . That might help out with figuring out why the F18 Takes off with a Roll after landing on carriers. I am now tending to think it might be in part of the Auto Startup Procedure ? Would that create a Roll when the ailerons are centered & the joystick controls are centered ? I have noticed this particular problem for a few months now. ...well ever since I got better at landing on carriers anyhow -
solved LAND ON any CARRIER , REPAIR & REARM, TAKEOFF AND ROLLOVER !
Lineaxe replied to Lineaxe's topic in Bugs and Problems
Hi, I can't run track files as it is a Moose based lua mission. I can help with other types of troubleshooting as I have programmed in C++ for over 30 years now ( but it might also be a Lua code problem and I have just started programming in that language about 10 months or so ago, ** it won't be a bug in any of the Lua I have created). None of The Carriers are spawned and I don't know what might cause the jet to not restart with the correct parameters. I am thinking that the roll comes after I use Auto Shutdown and Auto restart it. (At which point I then communicate with the Carrier via ATC and get permission to takeoff ,etc). -
The F18 rolls heavily to the left and reset of the FCS switch does nothing . Pushing the Rudder trim button does nothing, of course since it it an elevator issue .. No idea how to stop the F18 from doing suicidal roll overs after 1) Landing at Carrier 2) getting repaired, refueled & rearmed 3) ReStarting up the F18 and getting cleared to takeoff from SO . All goes well , I am up in the air , and then the suicidal left roll over starts up. It does it every time I restart up and fly off of any of the carriers it seems. Flying 270 Degrees OR 90 Degrees makes no difference , it still constantly rolls to the left every time after I restart the F18 on a carrier. I just looked at the joystick and HOTAS controls on upper left of screen , they are all centered correctly. I then hit F2 and looked outside at the elevator & rudders positions , and they are centered . THUS , I have quickly deduced it as being a very frustrating SOFTWARE BUG!
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i too am having this problem after a carrier take off The F18 rolls heavily to the left and reset of the FCS switch does nothing . Pushing the Rudder trim button does nothing, of course since it it an elevator issue .. No idea how to stop the F18 from doing suicidal roll overs after 1) Landing at Carrier 2) getting repaired, refueled & rearmed 3) ReStarting up the F18 and getting cleared to takeoff from SO . All goes well , I am up in the air , and then the suicidal left roll over starts up. It does it every time I restart up and fly off of any of the carriers it seems. Flying 270 Degrees OR 90 Degrees makes no difference , it still constantly rolls to the left every time after I restart the F18 on a carrier. I just looked at the joystick and HOTAS controls on upper left of screen , they are all centered correctly. I then hit F2 and looked outside at the elevator & rudders positions , and they are centered . THUS , I have quickly deduced it as being a very annoying SOFTWARE BUG!
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I had been wondering if I am killing of the Spawn template and should be killing off the actual ship , by name, or something else?? Also, Now the ship objects that Tacview shows are very strange as well. You see, Tacview shows the others ships from the table that did not get selected-- and they are moving along some pathways. They even go through the mountains. hehehe. So , is that some kinda bug somewhere as well. But they do not show up while playing the game , so that doesn't really bother me , it's just something to note.
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Hi , I have spawned a couple of ships using MOOSE engine. I kill the ships off and a message comes up saying they are 70% 80% 90% and then it says the ship is destroyed. So after finding out the ship is still there after the message!! All of it works fine until I kill one off. Anyhow, here is the code that I use to spawn the ships . _____________________________________________________ redShipAsciiChrIndex = randmathORos(3, 2) redShipSpawnName = "RedShipSpawn" ..string.char(64+redShipAsciiChrIndex) Spawn_VehicleTemp = SPAWN:New(redShipSpawnName) :InitLimit( 1, 5 ) :InitRandomizeRoute( 1, 11, 550 ) :InitRandomizeTemplate(redShipTemplateTbl) -- the other choice is --:InitRandomizeZones( ZoneTable ) :SpawnScheduled( 3 + ii, .5 ) _____________________________________________________ I Now am trying to destroy the ship using a Handler to the unit . here is my code based on the examples I found based on Handlers. _____________________________________________________ -- here we are creating handlers to some enemy ships --needs to be declared ahead of their handler functions?? -- code below this came from eds forums, it is setup first for UNIT SET RedShip1 = UNIT:FindByName( "RedShipSpawnA" ) RedShip2 = UNIT:FindByName( "RedShipSpawnB" ) RedShip3 = UNIT:FindByName( "RedShipSpawnC" ) -- and Here we subscribe to the Dead events. So, if one of these Ships dies, the RedShip1 or RedShip2 objects will be notified. RedShip1:HandleEvent( EVENTS.Dead ) RedShip2:HandleEvent( EVENTS.Dead ) RedShip3:HandleEvent( EVENTS.Dead ) _____________________________________________________ -- the functions to kill of the ship are here (off the sample at ed forums) --- This function is an Event Handling function that will be called when Ship1 is Dead. -- @param Wrapper.Unit#UNIT self -- @param Core.Event#EVENTDATA EventData function RedShip1:OnEventDead( EventData ) self:SmokeGreen() self:Destroy() end --- function that will be called when Ship2 is Dead. -- @param Wrapper.Unit#UNIT self -- @param Core.Event#EVENTDATA EventData function RedShip2:OnEventDead( EventData ) self:SmokeBlue() self:Destroy() end --- function that will be called when Ship3 is Dead. function RedShip3:OnEventDead( EventData ) self:SmokeGreen() self:Destroy() --die die die go away !!!!! end _____________________________________________________ So what did I do wrong ,why aren't the ships being removed from the map after they are killed. I know I keep telling 'em to...!!! _____________________________________________________
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Hey, you guys are good . Right now I am coding away in C++ in another project and really don't have spare time at the moment to try and figure all the kind of stuff out. I am off to get the latest moose .. (do mooses go moo I have often wondered?) Thanks for your quick help , I thot I was a goner this xmas for any playing of the mission !
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THANK YOU for your quick replies & intesest in this . If needed I can supply more of the lua code , too much of it here would not be a good idea I think. To make it more readable I will break this into sections. here is the line of code which ran without error since April 2020 and that now seems to flag an error in the dsclog file : -------------------------------- A2ADispatcherRd:SetSquadron( "Al Minhad AB Squadron1", AIRBASE.PersianGulf.Al_Minhad_AB, { "MigMoo" }, 200 ) -- 200 aircraft max -------------------------------- here is the dcslog debug lines relevant to the problem it reports: -------------------------------- 2020-12-20 11:06:37.658 ERROR SCRIPTING: Mission script error: [string "C:\Users\jimru\AppData\Local\Temp\DCS.openbeta\/~mis000048F9.lua"]:115460: attempt to index field 'Airbase' (a nil value) stack traceback: [C]: ? [string "C:\Users\jimru\AppData\Local\Temp\DCS.openbeta\/~mis000048F9.lua"]:115460: in function 'SetSquadron' [string "C:\Users\jimru\Documents\LUA TOOLS\workspace\My_Missions\ChopU\main.lua"]:143: in function 'setupRedSquadranAirDefense' [string "C:\Users\jimru\Documents\LUA TOOLS\workspace\My_Missions\ChopU\main.lua"]:80: in function 'createRndRedTanks' [string "C:\Users\jimru\Documents\LUA TOOLS\workspace\My_Missions\ChopU\main.lua"]:861: in main chunk [string "assert(loadfile("C:\\Users\\jimru\\Documents\\LUA TOOLS\\workspace\\My_Missions\\ChopU\\main.lua"))()"]:1: in main chunk -------------------------------- No idea what stopped it from working . I tested the mission the night before for hours.
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There is a trigger.action.outText line I that sent in the post I started. In the mission file I wrote and tested for over 9 months ,It is the top line of the code and it does not work anymore at all and neither does the rest of the code. Very frustrating , and especially no way for me to figure out why this happened after I did the latest update. So looks like over xmas we won't be playing. Like I mentioned , very frustrating after all that work and time spent coding. and All of it was difficult to do because there are no resources to go to when stuff like this happens.
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Well I played the mission for hours last night with no problem. I update today and now I get the following error. attempt to index field 'Airbase' (a nil value) Now, the line(s) that it refers to has always worked ,there is no syntax error and the code ran for almost a month now. I have no idea what to do to fix this . it also does not display any trigger statements anymore and so on. trigger.action.outText will not display anything , I don't know if it has anything to do with the fact it can't find the AIRBASE table anymore. I really could use some help getting this fixed!!!
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Hmm, what does Need track replay mean I am wondering ? Since there is much Lua code and spawned units of all types, the normal track data will not recognize the numbers used for units and won't play. So, we use Tacview to record and observe the missions. No other way of doing it ,as far as I have learned anyhow. Did you want to see the Tacview recording , since it is the only thing that will play after the mission has completed?
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Hi, we were playing a mission I have created for a few hours last night. The EWR would not display the enemy ship symbol on his display but other the other ground based symbols were showing up normally. Since I did not write any code that would affect the EWR , I am wondering if others flying the F18 have had this problem with their ships not showing up on the EWR display? Or perhaps he did not have something set right? Since he was, at one point, right on top of the ship I don't think that it was any kind of range type of problem.
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Well, I want to use it for Refueling in Air since my throttle on my Joystick is nowhere near accurate enough to hold any airspeed. I can see it being very useful in that situation.
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I just landed on a Carrier now as well. When I hit F5 I only have the Auto Arrival.Parking option, (which I want to cancel since I have refueled and rearmed and want to catapult out again). But now it is forcing me to park it only. And So to Park I have to shut the Aircraft Down ? then Start it up again so that I can get the permission needed to take off on the catapult ?? Heh , I think I takes my chances taking off using the length of the carrier. Clear the Decks! Well, I chickened out and just shut the F18 down .. Looked way too short for my liking ...Water looked cold, you know...
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Chop-U mission to be released soon
Lineaxe replied to Lineaxe's topic in User Created Missions General
1010- this update was just a minor adjustment in Arming the F18's found at Liwa - the GBU's needed to have the Litening pod installed - at this time One Jet was set up with Mavericks & the other one still has Cluster bombs. - also Aim7s were replaced on both F18's with more accurate Air to air missiles (testing) 1015- found a bug in a Mi-8 mission, it was at the Munitions dock and in the code that gives the Orders to the Pilots . I don't know how I missed that syntax error. Also found out that I had to set the Roosevelt's Freq back to 129.500 after using it while doing the experiments with random paths (lost TACAN control using random paths) 1018 - got all Tanks & infantry paths to go back to the first waypoint & start looping over again. fixed enemy Tank searches so that they also search around for all the new tanks/paths included . Replaced Vulcan at Al Dhafra since it never seems to fire anymore.(After a few tests I switched it to the Shilka, I didn't want anything over - or under-powered at the Airbase.. heh , ok , even the Shilka proved to be too good even though it has a long acquisition time of 8s , so it's back to the Vulcan with it's lower ceiling of 4500ft but is slightly quicker at 6s) 1020- worked on code that allows you to change what Chop-U says for each Player name(s) by making a simple edit and save to the mission file (where you can re-input the Player's name ogg files --which you have already renamed from your desired name ogg Files(s) over to the Player1Name.ogg & Player2Name.ogg names ). These newly revised names will then be used throughout Chop-u. 1028- Wahoo! Sale on now and so we got two new choppers: The SA342 Gazelle & The Ka-50 Blackshark II . I added them in and wrote more missions for them. I then edited the Briefing for the new missions and started looking around it for run-on sentences and dangling modifiers (kinda like an adjective without its noun) .These appear to be among my worst writing errors & which seem to keep on cropping up time after time ..(even in that last sentence) . Bear with me as I try to hunt them all down !!! 1029- Added more tank paths & a couple more Tanks at the Practice Range & have increased some of the enemy Aircrafts Radar range (more chance they will pounce on you) ... 1101- well I went over the code and made quite a few changes to it. These efforts resulted in several things: -The capability for Some of the enemy Aircraft to respawn to help protect Tanks stationed in the Practice Range. -I moved the Practice Range closer & closer to FARP5 until I figured it was about the right distance away. - added a couple more tanks there - I found a couple of minor bugs along the way -I finally ran the 'Briefing' through another online Spell & Grammar checker... sheesh , I dunno what it wants sometimes! 1109 - After shooting all of enemy Air down over Al Dhafra OR all of the 3 Defenders at the Practice Range they will Respawn again (after a random length of time). - Each time you start up a game session a Random level is selected between two levels of enemy Tank threats. (now I am getting a bit better at flying them Jets I will aim to make their missions more challenging as well) - working on the code for the Enemy's Su 25 attacks on our Airbase, I think it needs to be modified but haven't really had a chance to test that area out as much as I should. 1113- another carrier was put on Patrol. Enemy Air has had its range(s) increased to make it more challenging. More enemy Tanks at the Practice range to Defend its FARP & other Tank Paths were modified. some code changes were made ( a table that wasn't needed got replaced and so on). 1115- Practice Range Tank Paths modified for speed and direction towards the rearming Vehicles now stationed around that location. So bombing the Resupplies now is always a good idea as well I would think 1116a - Both Player's real names will now Play through speakers in all of the mission slots (required a few changes to the booleanizm !) -found yet another Online Spell/grammar checker and ran the 'Briefing' through it. Even after all the other errors that it found it then told me that I still have 29 compound/complex sentence punctuation errors somewhere in there. EEK! -More editing of the enemy Tank's paths at Al Dhafra. They were modified for speed and direction towards the rearming Vehicles. - a coupla bugs being hunted down & fixed ... --1117 increased the difficulty level of all enemy Tanks and put them All on Red Alert /Weapons Free -- wow this latest spell/grammar checker even goes into the text right here and tells me what to do. And lets me fix it on the fly. This ought to get interesting... --1118- going over code chasing down bugs, old code, redundancies, and found that since I was using multiple lua files the Moose engine couldn't display any tracing information anymore so I had to make a lot of changeovers in the code related to that new problem. (I dunno how I got that last sentence by the new spell checker!?) -- 1119 - added in refueling Tankers for both blue & red to use as needed. -If the Harder level is selected (50% random chance) I include the Practice range into the overall EWR network which means that you may also attract enemy jets that will get launched from enemy airfields. - ok just tested KC 135 and like many others here who have tried, I got no communications to it. I am sure they are working on that somewhere(s)! Just Replaced it with the KC 130 after I found that I got communications to this tanker going. -- 1120 final test of the refueling shows that it is working properly. -I relocated the Tanker to a more useful location for any Aircraft in the vicinity that needs refueling. Note that the Tanker does not use 'Orbit' but will fly in a straight line for quite a while then make a tight 180-degree turn and will repeat this until it runs low on fuel (in which case it will return to the airport and land). Strategic intercepting/flying with the Tanker will be needed. --1121 this revision was the lightest I think I have ever done! Just a changed the F18's (stationed at Liwa) Armament to include the Litening Pod. Note: the other Chop-u payload created just uses the F version of the Maverick. Right now, we are trying both Mav's provided in the default setup. --1123 spotted a bug in the lua code. this one was an EWR syntax error & it seemed to shut quite a bit of the code down. Oh well, spotted quick enough -- reworking the code for the Red Air to ground attacks seems some of the CAS planes got distracted away. Had to recheck the mission samples to get the attacks working again. Working in this section of the code ... -- 1204 added in a mission to the YAS island racetrack. cleaned up some code and added into the Briefing... Tested it all out ! The latest version can be downloaded by going to the start of this thread and downloading from there. -
Chop-U mission to be released soon
Lineaxe replied to Lineaxe's topic in User Created Missions General
Chop-u & counting my score --1006 .. small change ... Just added in random enemy Carrier paths --1008 .. added in more Blue Team Tanks & paths so I can test them out ----1008+ -- Blue Team Tanks seem to be spawning inside of buildings & so I did a check of all their waypoints. So far none doing this anymore. They will get stuck when they spawn inside a courtyard & so I added in a couple more controllable Tanks for the one or two that might do that. It seems that I should be putting my Mission versions that have small changes of this type here in the Forum instead of where I had thought they should go (to DCS user files). So I will place the latest fixed up version with no Tanks spawning inside of buildings here at the top of the message thread. Maybe do a monthly update to DCS user files or something. I have heard others are doing it this way. So,in short, the 3 new chop-u mission files shall be found here ! uhh , heh, unless the moderators decide this whole thread should go into another Forum or something like that :) -
Chop-U mission to be released soon
Lineaxe replied to Lineaxe's topic in User Created Missions General
Chop-u & counting my score :surrender: I kinda keep a bit of a tally in me head while Flying the Jet's mission tasks. :surrender: -
Chop-U mission to be released soon
Lineaxe replied to Lineaxe's topic in User Created Missions General
1005 - Well we just got the new A10 II module (on sale at the moment) & so I put a couple of those planes into Chop-U and setup a couple of missions for them as well. -- we took out the new A10's last night... had much fun with them! -
Chop-U mission to be released soon
Lineaxe replied to Lineaxe's topic in User Created Missions General
Beacons file changed This file is modified from the PersianGulf/Beacons.lua file. Back the original up & replace with this one which just adds in CILS support for two airfields on the map. I am testing this out right now, however code is already in place in the latest version of Chop-u. 0926- added in TACON and ICLS systems for the Carrier fleet found West of Al Dhafra. 0928- AI generated planes would land and just sit there on the RUNWAY !!! Now this stops any Defending planes from Taking off. It seems to be a bit of a common DCS bug & I thought that some CLEANUP code I found online here would fix it. After testing it I had No luck with that code and so now I have them despawn outside of Airfield (until that kind of bug can be fixed up). 0929- eek , thank god for Tacview ... it wasn't an AI plane despawning after landing , it was one taking off from runway in the wrong direction. Now , I have them Taking off from Parking.. Which used to BLOW some of them up in the Hangers for some reason but works so far again as I keep testing it. 0930- betaTested with my bro last night & decided to change over the TACAN Channels to the actual Carrier numbers. Also put a Carrier on patrol & finally updated the Briefing with more instructions on how to complete the new F18 missions. whew!! hope it's last update for a bit :) uhh.. heh, ok well, I decided to give the carrier random paths. Also I now have orders on which Carrier to fly to -- which get issued to the F18 pilots stationed at Al Dhafra (126.500 AM) .. 0930a Ok ,don't try Spawning the SuperCarriers , the TACAN won't work. No Random Carrier movements for the moment..( uhh that don't sound right?... ). Anyhow ,Time to FLY this thing !! Beacons.lua -
Chop-U mission to be released soon
Lineaxe replied to Lineaxe's topic in User Created Missions General
:) 0921= UPDATE HAS MORE TYPES OF TANKS , MANY MORE PATHS & ALSO NOW HAS RANDOM ENEMY HQ LOCATION. 0922- I converted some ILS airports over to the Blue team (for F18 and Warthog , if they can make it there alive of course)..Havadarya and Shiraz Have ILS are are now Blue Team Airfields. I will be beta testing this part out now :) --I did research and added in CILS for the F18 . If you want to have this available as well Beacon.lua inside of PersianGulf directory needs to be updated with the data.This section is being designed and tested at the moment. ** I already had 2 migs on my tail this last play of the mission. Anyhow I am looking for ideas from those who fly F18's, as I am just learning to fly it as I write the mission code.