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Everything posted by Joyride
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I feel lucky that we have TARS at all, and can't imagine DCS MP life without it. Of course, would love to see it integrated someday - even better.
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Been using this...simple and brilliant. Thanks Grimes.
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Operation Talon's Reach (MP, Co-Op 4, A-10C)
Joyride replied to Joyride's topic in User Created Missions General
Thanks, Markeebo. Recorded using Audacity with some filter effects (a few threads about that on this forum). I convert the files to GSM 6.10 .wav at 8kHz which is a very small file size (average of maybe 20kb per radio call). At that compression, the quality naturally degrades, with helps even further making it sound radio-grainy. -
Operation Talon's Reach (MP, Co-Op 4, A-10C)
Joyride replied to Joyride's topic in User Created Missions General
Thanks, Demo. I haven't tested it with the latest updates...but haven't heard of anything not working right. -
Murphy87...what you use as an example format above "LoadTransport("unitName", number)" is referring to a function code in his .lua file specific to that mission, that is much longer and not as simple/user-friendly. That short script you show needs geloxo's specific .lua file loaded to work - it does nothing on it's own. So in essence, that one-liner is not "the script" to achieve the desired in-mission action. This is why it would be very difficult to combine all of the useful scripts people have been creating into one "cheat sheet". The functions described like geloxo's are only specific to the individual script file each author has made, and the functions can sometimes be quite complicated to create or follow without some .lua/programming experience.
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There's been quite a few threads/discussions on the mission building side (in the mission builders forum) regarding CSAR over the past couple of months. The scripting engine has made it possible to run various types of scenarios around where a pilot ejects/goes down. A few have created CSAR missions which open up on their server missions when a pilot ejects over enemy territory. However, per the topic, these are done within the limitation that others can't see the ejected pilot moving around once they land.
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Awesome, work Mbot, as usual. Many thanks for sharing!
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Menessis - I don't think there is any way around having to dive in and learn it like everyone has. Everything you want to do in this mission idea is readily available in this forum. It does take a bit of time and effort but it'll start clicking eventually, and its rewarding when it does. I would start with breaking down and understanding non-scripted (ME) missions first, before you try to create a fully scripted (dynamic) mission. What you want to do can easily be done with a combination of both. I would set up a handful (say, a dozen) APC groups approaching whatever airfield you want in the ME, and then use randomization (various methods discussed in this forum) to spawn only one at mission start. OR, you could use scripting to dynamically spawn the group(s) - a little more complicated but TONS of examples how to do that here. Benefits of pre-made groups in the ME is that you would know the possible spawn coordinates ahead of time and could create custom voice radio messages for each possible location with actually verbal coordinates. If dynamically spawning via script, much better randomization of course, but you would only be able to generate text coordinates. Either use the ME triggers, or (more complicated) use scripting (if using dynamically spawned APC groups) to detect the attack. Then, use the dismount script to send out the enemy troops. At some point, you'll have to understand the lua of the dismount script or the script that someone else would create for your idea would be equally confusing. Good luck!
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Operation Talon's Reach (MP, Co-Op 4, A-10C)
Joyride replied to Joyride's topic in User Created Missions General
Thanks for the feedback, guys. -
Thanks, Grimes. I can't believe I went this long without knowing that (going to stick cold salad fork in my eye now)
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"error in error handling"
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I rolled in both suggestions (except checking the spawn point before putting units there...could still leave an outlying unit in the group on a different surface), but still getting errors. Here is where I am at...really trying to get the hang of Lua but it's a slow process!... function checkSpawnLand(group) repeat local grouptocheck = Group.getByName(group) local spawnunits = Group.getUnits(grouptocheck) for k,v in pairs(spawnunits) do local pos = v:getPosition() local posVec2 = {x = pos.p.x, y = pos.p.z} local spawnSurface = land.getSurfaceType(posVec2) if spawnSurface == 3 then spawnGroup(group) -- separate function to spawn the group end end until spawnSurface ~= 3 end
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Basic lua question... I understand that the Group.getUnits returns an array of the unit name and number, but unsure how to run an iterative process using that array. In this example, what I'd like to do is spawn a group but check to make sure that all of the units in that group have NOT spawned on water. If any unit is on water, it respawns the group and tries again. So, there needs to be a "land.getSurfaceType" check on each unit. I highlighted in red my poor attempt just to show what I want to do, although I know that's very wrong. :D Do I need to use the lua pairs function? How exactly would I achieve this?? Many thanks for any tips... function checkSpawnLand(group) repeat local spawnunits = Group.getUnits(group) for i = 1,#group do local pos = Unit.getByName(group):getPosition() local posVec2 = {x = pos.p.x, y = pos.p.z} local spawnSurface = land.getSurfaceType(posVec2) if spawnSurface == 3 then <have a function here to respawn and try again> end end until spawnSurface ~= 3 end
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Mbot - impressive work, and indeed thanks for sharing!
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wolle: have been very interested in this as well. seems like there'd be a way to make it work, but no luck here either.
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Operation Talon's Reach (MP, Co-Op 4, A-10C)
Joyride replied to Joyride's topic in User Created Missions General
Thank you guys. What I lack in ME & scripting savvy (which is a lot) I attempt to make up for in blood, sweat, duct tape, and hours upon hours testing. :-) It's a lot of time invested as you know so positive feedback is awesome. IADC - callsign was "Bone". B-1's do use that often, from what I've read. -
Excellent! Thanks for sharing, Mbot.
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Operation Talon's Reach (MP, Co-Op 4, A-10C)
Joyride replied to Joyride's topic in User Created Missions General
Thanks, einstein_84. I may do that. -
I've been setting my scenario up for A-10 CSAR and the A-10 in the sim can't ADF like the Huey and KA-50, so no. My ultimate plan is to have the unit transmit calls on guard but will simulate the position coming from a CSEL transmitter (so comm sat GPS coordinates related from AWACS) vs. ADF. Wish it could work though for the A-10...would be cool.
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I would think you could use the mist 2.0 functions "mist.goRoute" and "mist.ground.buildWP" to build a loop for a ground unit. Haven't tried it yet, though.
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Use "SWITCHED CONDITION" as the trigger type.
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Same here. You'll get the "eye can't detect beyond XX fps" argument, but I think due to Track IR and how that affects "smoothness", the added FPS is clear to me, too.
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Yeah, can't think of any way to to do it in the absence of a physical target.