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Everything posted by nebuluski
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or a Porsche 911 even!
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The Armata T14 MBT did look impressive when it was shown at the VE70 march past in Moscow (1" 04ish)!
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I would like/love to see: Chieftain Mk11 http://en.wikipedia.org/wiki/Chieftain_tank Chieftain ARV/ARRV FV4204 Chieftain AVRE Chieiftain AVLB FV4205 FV432 http://en.wikipedia.org/wiki/FV432 FV438 Challenger CRARRV http://en.wikipedia.org/wiki/Challenger_2 Saxon http://en.wikipedia.org/wiki/Saxon_(vehicle) Landrover WMIK http://en.wikipedia.org/wiki/Land_Rover_Wolf Alvis Stormer HVM (Starstreak) http://en.wikipedia.org/wiki/Alvis_Stormer M3 Bridge http://www.army.mod.uk/equipment/23257.aspx Scorpion (CVRT) http://en.wikipedia.org/wiki/FV101_Scorpion Scimitar (CVRT) http://en.wikipedia.org/wiki/FV107_Scimitar Fox FV721 http://en.wikipedia.org/wiki/Fox_armoured_reconnaissance_vehicle Ridgeback http://www.army.mod.uk/equipment/23821.aspx ASCOD 2 SV family http://en.wikipedia.org/wiki/ASCOD Would be nice to see some love given to soldiers with uniforms representative of the countries ie DPM for UK troops and the addition of Javelin or NLAW as opposed to only RPG!
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It would be great to see the addition of some of the iconic ground vehicles both Soviet and NATO and of course further a field too! It is good to see the SS21 being included in the Unofficial Roadmap (Silver_Dragon) thread http://forums.eagle.ru/showthread.php?t=116893 What would you like to see added to the DCS World, with the addition of all these WW2 era aircraft I guess we should also consider ground vehicles from this era as well as modern day! Have fun adding to this thread and hopefully ED will be invigorated to bring some of these to the DCS World in which we all live! Thanks Tony
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New Site Layout Up...Nice new look!
nebuluski replied to Eight Ball's topic in Forum and Site Issues
I quite miss the old style site, I am not too fussed with this new style.:( -
I too need the Front extension cut layout 4x8 file as it is corrupt.
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MIG 21 is installed in DCS World but not in DCS World Open Beta
nebuluski replied to nebuluski's topic in General Problems
Thanks for the suggestions. The key is added as Mig 21 installed OK into the release version of DCS. The Key is already bound to my account, I have checked and Mig 21 would not have installed in the released version of DCS World if this was not already the case. Unfortunately, it is not added to my open beta release! -
It was activated. Tried the repair fix but this did not work. As you suggested to me I deleted the saved games|DCS folder having saved my inputs and missions folder together with anything else I wanted to keep and this fixed the issue for me. Thanks Newy - Your Awesome ®
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I have a mission with F86 only flyable and DCS crashes when I try to enter cockpit!
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Public inquiry. What is your PC video card?
nebuluski replied to Chizh's topic in DCS World 1.x (read only)
AMD HD 7870 Eyefinity 6 2Gb -
OK, I changed the Group Dead to Unit Dead and it now works!
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Hi Guys I am having problems detecting when a static is being destroyed eg "Comms Twr". I have tried using: mist.flagFunc.mapobjs_dead_zones{ zones = {'Comms Twr'}, flag = 51 } where Comms Twr is a zone within which is the Comms Twr static. This does not work. I had originally tried Group Dead, but this does not work for statics. Any other ideas greatly appreciated?
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There are certainly 2 Russian subs (SSK 648 and SSK 877) in 1.2.7 and Ukraine has SSK 877. They only operate on the surface.
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I am getting this error after updating to 1.2.7 (not the Open Beta and not Update 1). If I launch using SP Launcher it crashes with this error: Problem signature: Problem Event Name: APPCRASH Application Name: Launcher.exe_DCS Application Version: 1.2.7.23097 Application Timestamp: 52b97dcf Fault Module Name: DXRenderer.dll Fault Module Version: 1.2.7.23097 Fault Module Timestamp: 52b97863 Exception Code: c0000005 Exception Offset: 0000000000024c8b OS Version: 6.1.7600.2.0.0.768.3 Locale ID: 2057 Additional Information 1: 2df6 Additional Information 2: 2df67ce17c6b1fa82ac0fbe2816907f6 Additional Information 3: 6a8a Additional Information 4: 6a8ade99616fb6ede5ebaff24d514c63 When I launch using MP I can get onto a server and use sim. Any ideas how to fix this? Please Note I have a separate install of 1.2.7.Open Beta Update 1 which works fine on same PC so prerequisites must be OK (DX9c and C++ etc)
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@ENO Thanks for the pointers. I thought I recognised that bit of the code you put up, it was taken from one of my earlier posts. I had already updated CTTS with the mist.dynAdd(group) call in the ConfigGroup function. I have now managed to detect troops disembarking in zone by modifying the CTTS script, by using the CTTS function UnitInZone. In the function UnitTroopsCommand I have added this: local zone1 = {ZoneName = "Ambush 1 Red LZ"} if UnitInZone(unit, zone1) then trigger.action.setUserFlag(2081, true) end So by combining this with the helicopters in zone above Post #11 it now gives me what I was after. See the full revised UnitTroopsCommand function in CTTS below. function UnitTroopsCommand(unitName) local radius = maxDistDrop local unit = Unit.getByName(unitName) if unit == nil then return end local unitpos = unit:getPoint() local unitId = unit:getID() local group = unit:getGroup() local groupName = group:getName() local groupside = group:getCoalition() local newGroup = nil local destination = nil local gid = group:getID() local flying = unit:inAir() local playerName = unit:getPlayerName() if playerName == nil then playerName = "Ground Commander" end local pickupZone = UnitInAnyPickupZone(unit) local nearestGroup = FindNearestGroup(unit, groupside) local extgroup = nil UnitAutoAction[unitName] = false -- disables auto load/unload for AI when action has been activated by player if pickupZone ~= nil then if UnitLoadTable[unitName] == false then trigger.action.outTextForCoalition(groupside, playerName .. " loaded troops at pickup zone", 5) UnitLoadTable[unitName] = true UnitCargoCount[unitName] = defCargoNum if nearestGroup ~= "NONE" then -- if there´s a spawned group nearby deletes it extgroup = Group.getByName(nearestGroup) UnitCargoCount[unitName] = #extgroup:getUnits() UnitCargoName[unitName] = nearestGroup extgroup:destroy() end else trigger.action.outTextForCoalition(groupside, playerName .. " returned troops to base", 5) UnitLoadTable[unitName] = false destination = FindNearestEnemy(unitpos, radius, groupside) newGroup = DropoffGroupDirect(UnitCargoCount[unitName], 15, unitpos.x, unitpos.z, destination.x, destination.y, groupside, UnitCargoName[unitName]) -- spawns a group end else if flying == false then if UnitLoadTable[unitName] == true then trigger.action.outTextForCoalition(groupside, playerName .. " dropped troops", 5) UnitLoadTable[unitName] = false destination = FindNearestEnemy(unitpos, radius, groupside) newGroup = DropoffGroupDirect(UnitCargoCount[unitName], 15, unitpos.x, unitpos.z, destination.x, destination.y, groupside, UnitCargoName[unitName]) -- spawns a group [color="Red"]local zone1 = {ZoneName = "Ambush 1 Red LZ"} if UnitInZone(unit, zone1) then trigger.action.setUserFlag(2081, true) end[/color] else if nearestGroup ~= "NONE" then -- if there´s a spawned group nearby deletes it trigger.action.outTextForCoalition(groupside, playerName .. " extracted troops", 5) UnitLoadTable[unitName] = true extgroup = Group.getByName(nearestGroup) UnitCargoCount[unitName] = #extgroup:getUnits() UnitCargoName[unitName] = nearestGroup extgroup:destroy() else trigger.action.outTextForGroup(gid, "You don't have any extractable troops or pickup zone nearby", 5) end end end end end
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Thanks WC. I will try removing the subtraction of the other units/groups for testing. I am already testing for specific helicopters in the zone, using: mist.flagFunc.units_in_zones{ units = {'[g]HeliAssault1 (Red)', '[g]HeliAssault2 (Blue)', '[g]HeliAssault3 (Green)', '[g]HeliAssault4 (White)'}, zones = {'Ambush 1 Red LZ'}, flag = 81, stopflag = 3081, zone_type = 'sphere' } Which works OK. Unfortunately, it only detects if a helicopter flies into the zone and not if it successfully landed and disembarked troops.
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I am having trouble getting this to work for me. I am trying to detect when a helicopter unloads infantry in a zone and set a flag. This only needs to detect this once. As far as I can see this can only be achieved using scripting, as the infantry group being tested for do not exist until spawned by CTTS. Here is what I am trying to use: mist.flagFunc.units_in_zones{ units = {'[blue][vehicle]', '[-g]Convoy 1 #001', '[-g]Convoy 1 #002', '[-g]Convoy 1 #003'}, zones = {'Ambush 1 Red LZ'}, flag = 2081, stopflag = 3081, zone_type = 'sphere' } The only reason, I am assuming, it does not work is because the mist.flagFunc.units_in_zones function is looking for the units crossing the zone boundary, which never happens as they are created inside the zone (so never cross the zone boundary). Either this or the units when the function is called do not exist so will not be in the units table. I have even tried putting this function call into the CTTS script after the units are spawned in the UnitTroopsCommand function where the troops are dropped/created. Any ideas or suggestions would be most welcome?
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Detecting Helicopters Landing in a Zone and disembarking troops
nebuluski replied to nebuluski's topic in Mission Editor
OK so I have made some progress, thanks to suggestions so far. 1. I have used mist.flagFunc.units_in_zones to set a flag when one of helis is in the LZ zone. do mist.flagFunc.units_in_zones{ units = {'HeliAssault1 (Red)', 'HeliAssault2 (Blue)', 'HeliAssault3 (Green)', 'HeliAssault4 (White)', 'HeliAssault5 (Red)', 'HeliAssault6 (Blue)', 'HeliAssault7 (Green)', 'HeliAssault8 (White)'}, zones = {'Ambush 1 Red LZ'}, flag = 81, zone_type = 'sphere' } end 2. I have also used ENOs suggested ST3v3f LUA Predicate code :thumbup: combined with condition for flag 81 to ascertain when heli is on ground in a zone. However, this fires as soon as skids or wheels hit the ground in the LZ zone and not when the heli is stationary or after troops are disembarked. Any suggestions for achieving this last bit of the puzzle? -
Detecting Helicopters Landing in a Zone and disembarking troops
nebuluski replied to nebuluski's topic in Mission Editor
@Suchaz: I will look to see if this helps. Thanks:thumbup: -
Detecting Helicopters Landing in a Zone and disembarking troops
nebuluski replied to nebuluski's topic in Mission Editor
@ENO: Thanks for this. I think the LUA Predicate code you are referring to is this: I really need this to test for any helicopter in a defined list of helicopter groups so not sure how to get this to work. I have already modified CTTS with that fix thanks. -
Hi Guys I am trying to find an easy way to detect when a helicopter (from any number of helicopters) has landed and disembarked troops; without using lots of OR conditions! I am using both extracted troops and picked up troops (from a pickup zone) using CTTS v1.4 in 1.2.7 Open Beta. Any suggestions, would be greatly appreciated?
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Open Beta Multiplayer Stress Test Session - TODAY - 20:00 Zulu
nebuluski replied to Groove's topic in Community News
We in Shrek squadron, who took part in this, were certainly seeing a lot of warping together with low FPS (down to 5 FPS at some points). -
[How To] Export ALL Indicators like MFCD via ViewPorts
nebuluski replied to icemaker's topic in Multi-Display Bugs
1.2.7 Having problems with getting this to work for 1.2.7 OpenBeta. Any ideas? -
Gun ranges The following thread should help answer your question? http://forums.eagle.ru/showthread.php?t=18097&highlight=Naval+gun+range