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Druid_

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Everything posted by Druid_

  1. CD. FYI the Vne (max speed) bar on the ASI stays fixed whereas in reality it moves according to altitude (or more specifically air density). The Airspeed indicator works as advertised.
  2. Time to buy an apple?:music_whistling: ... jk
  3. Mine is same patched 06 to 07 but I didn't release any munitions. Post your problem up with a .trk file in the tech support/performance section, lets the Devs take a look at it as I know they are looking at lag/stutter probs. Do you get the lag when either of you host this mission? Just a thought but maybe it just your PC if you are the only one hosting this miz. Cheers, sorry I couldnt be more helpful.
  4. TG505, I had a look at your .miz and ran it in single player and MP as testplayer and had NO lag when triggering flag 1. The only caveat is that I tested it on my own and therfore there were no other clients apart from myself. Do you get the same result when testing with 1 client?
  5. If you are ACTIVATING units/groups at any time during the mission then be prepared for big lag spikes. Known issue.
  6. Deadzones on a good joystick imho is a bad thing. Accurate formation flying involves small as well as large movements. If you have a deadzone those small movements get damped and a PIO can result. A buddy reckoned deadzones would be a good idea, 1 flight later and he's removed em.
  7. Yes, its in my Op Talisker mission. 'explode[unit, intensity]' Using the correct intensity on an airborne unit causes him to eject. I'd like more ground models. Specifically ground units that are dug-in or sandbagged, maybe also covered with cammo. (all we have now is 1 AAA unit). Improve the IR sig on the TGP/Mav though first pse.
  8. Its a known bug. Being worked on I believe. Maybe it will be fixed in the next 1.1.0.8 patch. For now start all AI aircraft airborne in MP.
  9. 1) Sound to country. You will only hear the sound if you are flying an a10c from Canada. i.e. You are playing a Canadian. 2) It might be your .ogg file is corrupt or not being recognised correctly. In your first post it does look like the trigger code is correct. Try changing the sound file from yours to one of the DCS files. I am away fm PC but search for it in your DCS subfolders, if I remember its in a folder called SOUND nested in amongst others. Select an ATC file. 3) Sound to Country might be bugged. Try Sound to coalition (Blue) BTW You can ADD the 'message to coalition' action directly above (or below) the sound to Country/Coalition. No need for two triggers. I.E 1 trigger condition with multiple actions. Let us know how you get on.
  10. Yep that works for Nine, gonna be a lot of triggers though if its 16 or more! This lua method is quicker to setup (once you've done it a couple of times admittedly) and very easy to add extra random flgs if you decide to change the mission slightly once you start editing.
  11. Nice to see more people delving into lua. nice code clutter. The reason I used a random table followed by a random pick from the table was because the first value returned by math.random (after os seeding) isn't really random. e.g. math.randomseed( os.time() ) x = math.random(1,100) print (x) If you run the code above for 1 minute, it will return the same number each time. Possibly because (os.time) doesnt seed milliseconds. math.randomseed( os.time() ) math.random(); math.random(); math.random(); x = math.random(1,100) print (x) A slightly better way above will return a different random number as long you don't run it within 2 secs. Obviously this doesn't matter if you are only going to generate a random list/table etc once at mission start and are not going to call the code several times in succession during the mission.
  12. I knew a Jaguar pilot who forgot to completely close the canopy before taking-off. His nickname from then on was 'Cabriolet'.
  13. Of course, I hadn't thought otherwise. Without complete knowledge however of the DTS, its strange dont you think to add-in random failures for DCS if they weren't in the DTS version?
  14. Built in random failures for those like myself who dont get to load up DCS A10c that often only serves to annoy (MFD & CADC failure in last MP mission meant I missed the finalé!). There are of course the die hards but I'm guessing that if they experienced enough failures in short order they'd get fed up too. Make it an option if possible please. p.s. A little surprised the military wanted built in failures, if this is being used as a training aid I would have thought they would want complete control over failures else unwelcome interruption to training time occurs.
  15. ALL done in ME (except I write the code in Notepad++ then copy and paste it into the ME). You can copy [CTRL C] and paste [CTRL V] the lua directly in the ME. Just highlight the script and copy & paste to your hearts desire. You can just create any unit (I usually use an infantryman and call him lua_man) then click on the units (e.g. lua_man) triggered actions icon (next to waypoint icon), then ADD --> PERFORM COMMAND --> RUN SCRIPT. In the box that appears enter or paste the desired lua code. To execute the code you click on Set Rules for Trigger Icon --> add a new trigger TYPE - CONDITION - ACTION where 'ACTION' must be AI TASK & select unitname / 1. Run Script "scriptname" from drop down box. e.g. ONCE - RANDOM(100) - AI TASK (lua_man / 1. Run Script "Init_random_activate_group" Sure, thats one way of doing it, but experiment and practice what I have said above, maybe even try creating a copy of the given .miz file. You should then just be able to easily add it to any existing missions. Also I have set two variables you can change, so go in and change them to values you prefer, other than 1 to 5 as I have set them. One thing, place the unit (lua_man or whatever you call him) that contains the lua script in a far corner well away from any action (or make him invisible/indestructable). I didn't in my .miz file as I wanted you to find him. You don't want him to get killed if any lua scripts are meant to run other than at mission start.
  16. The code is placed in the triggered actions (icon next to waypoint) of a unit. The code is run by putting ONCE / RANDOM(100) / AI TASK "scriptname" in your trigger list. Here is a .miz with exactly what you want (lua_man) has the code, check it out. -- In the lua you can change the values in the 2 variables , lowest_flag and highest_flag to the flag values you wish to use in your mission e.g. local lowest_flag = 300 local highest_flag = 310 will randomly set ONE flag in the range 300 to 310 to TRUE random activate groups lua.miz
  17. Yes, but it involves the use of ACTIVATE GROUP which causes pauses unless of course you intend to do it at MISSION START. You will need to place 10 groups of objects on the map with a day delay on start and then by a process of randomisation selection ACTIVATE only two. You can use my lua script here -- Change the values in the 2 variables lowest_flag and highest_flag -- to the flag values you wish to use in your mission local lowest_flag = 100 local highest_flag = 105 ---------------------- DO NOT EDIT BELOW THIS LINE ------------ local total_flags = 1 + (highest_flag - lowest_flag) local flag_table = {} for x = 1, total_flags do flag_table[x] = lowest_flag + (x-1) end function randomiseTable(tableName) local temp_table = {} local index = -1 math.randomseed( os.time() ) while #tableName > 0 do index = math.random(1,#tableName) table.insert(temp_table,tableName[index]) table.remove(tableName,index) end return temp_table end function randomiseGpActivate(rgroup) local spawnrandom = 0 math.randomseed( os.time() ) math.random() spawnrandom = math.random(1,5) return(spawnrandom) end flag_table = randomiseTable(flag_table) local rgroupindex = randomiseGpActivate(rgroup) local rgroup = flag_table[rgroupindex] trigger.setUserFlag(rgroup,true) Then in ME ONCE flag 100 set activate group aa activate group bb ONCE flag 101 set activate group cc activate group dd . . ONCE flag 105 set activate group kk activate group LL If you want more than 5 groups or different flags set then change the values in the variables lowest_flag & highest_flag e.g. (300,310) will set a flag between 300 and 310.
  18. multiple JTACs all using same frequency & callsign with AI ON and AI OFF based on triggers might work but you'd have to be damn careful not to have more than one similar JTAC active at same time. Careful planning req'd.
  19. Usually, when my MWS goes off, its followed by a 'thwmmphh', a small aero sequence and manual reversion. I can live with it, helps in MP with all on TS calling 'rifle'. I do find however that there can be up to a 5 sec delay between said 'rifle' call and the MWS illuminating !
  20. Hey Badger, looking forward to trying out your mission, havent got the time atm due to work. Just a thought on messaging which is true to life. Rather than just display the message after an event (e.g. unit/group destroyed), display something like "Hawg_XX message/tasking ready to copy?". Add a line to your F10 radio menu along the lines of "Hawg_xx, go ahead", 200 where 200 is the flag set when used. You can then go ahead on flag set and clear the radio menu and display/ogg the message. Could also add a "Hawg_xx say again" to get him to repeat last message along with maybe an "Hawg_xx copied" which when used allows you to clear all radio calls in F10 and any messages/flags etc. Anyway, just a thought. Keep up the good work.
  21. I couldn't agree more. ClearDark has put a lot of time and effort into HawgTouch and for NO commercial gain. Its a rare thing to see these days and I for one am very pleased with his efforts. Helios will be the solution for some, whereas HawgTouch will be the solution for others.
  22. Output size should be 512 x512. Destination - doesn't matter where you store it on your HD as when its uploaded its stored in the .miz file itself.
  23. Patches are becoming a mission Builders nightmare. Would be nice if the testers tested with a few community missions too. The campaign missions were built with less ME functionality methinks.
  24. Speed, 1 knot is hardly noticeable between waypoints especially if you only want him to appear to hover for a short time. In BS I had a mission where the U.S. attacked the airfield followed by a special forces helicopter assault, the good thing is that if you get them to Hover over certain terrain they kick up a lot of Dust. If you time it right you can activate or deactivate units in that dust and no-one is the wiser. I do remember something about ED looking at non-farp heli take-offs and landings though, probably low priority though.
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