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pakfront

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Everything posted by pakfront

  1. I believe this thread is not a request to add a VietNam map, but to add VietNam to the list of available countries in the ME, and add skins,.
  2. Lookin' good! Needs an Ernest Hemingway-like pilot model. ;)
  3. From my tests, if you define the templates by hand in lua, you can have multiple types in a template, and they will load into the ME as expected. The mechanism for defining such a template in the ME GUI is lacking though.
  4. Contacting DCS support via the main website, I was able to resolve this issue. Please contact them if you have similar problems.
  5. When I try to update DCS or install a purchased module, I get an error box that says: [DCS Updater] Digital signature verification failed. I am running 8.1 I am able to log in and out of my account in the modules page of DCS. I reinstalled to the latest DCS version, did not help. A repair brings up the same window. Deactivating Firewall also does not help Deleting my Saved Games\DCS folder does not help I also get this when attempting to update another computer (XP) which has vanilla DCS - not linked to an account Thanks
  6. For a higher level overview of GCI and radar at this period, check out Instruments of Darkness: The History of Electronic Warfare by Alfred Price http://www.amazon.com/gp/aw/d/068415806X/ref=mp_s_a_1_2?qid=1410552866&sr=8-2&pi=SY200_QL40
  7. The P-38 is a beaut, but if I was looking for a two engine fighter-bomber that fits in with the current mix, I sure wouldn't mind a Mosquito. Given that we may have multi-seat working soonish, it would really shine if some effort is put into nightfigter radars and searchlights.
  8. It's been awhile sine I've used the ME. Tu-142 does not seem to have a ground attack or bombing task, though it does have an anti-ship task. Do any multi-engine prop planes have a land attacking task?
  9. sorcer3r, I will try to test this myself this weekend, but meanwhile, try changing to 1 to a much larger number 10, 100, or 1000, and see if that works. Also, try printing the value of height to the log with env.info() and see if the value is reasonable. \edit : yes, min height for the huey when landed is 1.5, so testing against 1 was always false. I fixed the example.
  10. Good guess. : function UnitInZone(unit, zone) local unitpos = unit:getPoint() -- note that getLand uses y for East West instead of z -- IIRC height will be in meters, -- when landed, Huey height is about 1.5 units. local height = unitpos.y - land.getHeight({x = unitpos.x, y = unitpos.z}) if unit:inAir() and height > 3 then return false end local triggerZone = trigger.misc.getZone(zone.ZoneName) local group = unit:getGroup() local groupid = group:getID() local xDiff = unitpos.x - triggerZone.point.x local yDiff = unitpos.z - triggerZone.point.z local dist = math.sqrt(xDiff * xDiff + yDiff * yDiff) if dist > triggerZone.radius then return false end return true endas an aside, I did not find any docs on unit:getPoint(). Is it documented or is it an addon from a custom library? Seems really useful shortcut for getPosition. Or is this only available here because the unit is passed from an event?
  11. you have to register the event handler with MIst so will run your function periodically. So, make sure you have done a doscriptfile on the mist lua, then in your script, after the code you have above, make sure to add: mist.addEventHandler(shotHandler)
  12. You probably want an world EventHandler that responds to S_EVENT_SHOT. Inside the handler function, you can check what type of weapon was fired, and where, and if it is a threat to the SAM site, you can set your flag True. I hhtink you will find this post helpful: http://forums.eagle.ru/showpost.php?p=1623759&postcount=39
  13. Besides these excellent examples from MBot, are there other scripts that add high level AI to a mission? Maybe we should keep a sticky list? Suppression by Fire - http://forums.eagle.ru/showthread.php?t=107635 Fully Autonomous AI Indirect Artillery Fire Support - http://forums.eagle.ru/showthread.php?t=107609
  14. If you are a bit comfortable with programming, I suggest downloading Grimes' Mist and sct utility libraries and looking through them as well as trying to use them in lua. Very informative, much better examples than the basic ED docs. Also, there are a few recent Huey mission examples that have been posted on this board that are very helpful.
  15. If you are still collecting suggestions: sct.teleportToPoint takes a groupName as an argument. This is a great convenience, and generally what the user will want. However, I have been playing with randomizing the groups a bit (applying casualties) and would like to optionally pass my own table in the format that sct.getGroupData returns, rather than a group name. thanks again for your work.
  16. I'm curious too, and I was hoping someone with more knowledge than me would reply. However, since nobody did, II assume you looked at the pdf here? http://forums.eagle.ru/showpost.php?p=1291732&postcount=1 This covers adding a 3d object. But I take it you just want to skin an existing tent and have it show up as a new object in the mission editor. I'm sure you could follow the directions in the pdf, and just copy the existing tent EDM model to one with a new name, and create a new texture to work with it. I think everyone will have to have your EDM and texture, plus custom db_countries.lua, db_units_ground.lua, and StructTable.sht. If that is the case, it hardly seems worth the hassle. /edit I think you could to put the MASH skin in Bazar/TempTextures, but then all tents would have it. I don't think you can just add a skin for one instance of a static object. Actually, I may be wrong (good!). There is a static object here that does not seem to require hacking lua files: https://www.digitalcombatsimulator.com/en/files/218172/ you might be able to use that as an example, using the existing FARP EDM file and your own texture. http://forums.eagle.ru/showthread.php?t=96165
  17. I vaguely remember seeing a function tthat, given a position, returned the type of land there (water, ground, etc.). But I can't seem to find the documentation for it again. Is there such a function? I have searched quite a bit and vaguely remember it being a method on the land singleton , but it is not documented.
  18. http://forums.eagle.ru/showpost.php?p=1734829&postcount=6
  19. I higly recommend this one: Shorts hops, lots of pickups and dropoffs and a bit of a tactical puzzle. http://forums.eagle.ru/showthread.php?t=106294
  20. This may be helpful: http://en.wiki.eagle.ru/wiki/Part_2#Controller I don't think it is currently possible.
  21. I set up a test case and I don't think it's a bug, just an unfortunate side-effect of how names are used by DCSW. When you 'respawn' you are actually deleting the original group then creating an identical one in it's place (or in a new place). Even though the name of the group and units are the same, they aren't really the same unit to DCSW. So the moving trigger does not recognize the unit that enters the zone as the unit it should respond to with 'Unit inside Moving Zone'. Maybe grimes can recommend a way to make all triggers that where looking for the old unit named UnitA now look for the new unit named UnitA. I did not see anything in the scripting docs that appeared to give a list of triggers, but I may be missing it.
  22. 1) Are you sure 'apcpos' is updating correctly? 2) does groupToRandomPoint append or replace the last added waypoint? It uses goRoute, which uses setTask().
  23. Yes, it is possible by using addGroup() or better yet using the functions Grimes has been working on: http://forums.eagle.ru/showthread.php?t=106234
  24. Wow, that is weird. Do you get the same problem if you turn anti-aliasing off?
  25. Hi Robert, Your criticisms are valid; unfortunately it does not seem likely that we will get any major improvements to the ground AI for some time. I think this is particularly true for the infantry. I agree that is a limiting factor for convincing helicopter operations, but we will just have to work with what we have for the moment. Infantry AI is actually quite difficult to do well and the 'open world' of DCS makes it even more challenging. You might notice that most games that have good infantry AI are working with a limited number of soldiers. Now imagine if you put a limit of even 100 on DCS... that is a very small number in such a big world. In addition, most infantry-centric games have small, customized maps where AI pathing, line-of-sight and cover have been partially precomputed. There are probably even human placed hints provided to the AI per map as to what it should do. Imagine again doing the same thing for a world the size of DCS! I have not tried this, but have you looked into Combined Arms at all? Having a human commander for your infantry might lessen their stupidity a bit. oh, I would love to see faster loading of missions for editing; even better would be realtime changes and resets.
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