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Everything posted by ADHS
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mist.teleportToPoint - map coordinates.
ADHS replied to ADHS's topic in Scripting Tips, Tricks & Issues
DCS is updating often. Forum hasn't been updated since the dinosaurs. -
Thank you all but no need. It worked
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Hello. At the end of this file there is a description of how you can setup a function for each module. I did setup one but it doesn't detect which module i am using, it works only if i manually pass a specific string module name in the variable. Did anyone managed to make it work ? Thank you.
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All of us have LOTS of Imagination of how to code. Personally i would like to answer to a specific question to an uploaded draft of specific code, and not to make assumptions in a hypothetic riddle of a school or an employer's type of examinations. Sorry man, but you haven't uploaded nothing of your own code, hense to get even a tip as an answer.
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Hello. I've managed to get the required result with a custom short function full of variables. My knowliedge doesn't allow me to know the ONE and single core group.ID variable so to avoid 40 lines of code.
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Hello. I've found Excel most helpful with columns and rows, than Notepad . If i undestood correctly: for now you can pass the condition values to be checked in a redireted function from actions field. Flags mostly.
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Hello . In "Advanced commands" usually after waypoint 1 add a HOLD with the time delay that you need in seconds, or (in there) add a condition once a FLAG comes true (you can get the delay of a flag with time since flag, in conditions), the group will start moving.
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Hello. I am collecting examples and reading of how to use it. Haven't tried anything yet but any help will be great. A starting tryout idea is to: (off course) clone the primary group to another fixed location. My question(s): Once i need to pass constant terrain coordinates so the group to appear in this location, how/where can i get/read those coordinates ? Once it will be cloned, will it keep all of it's atributes (waypoints, advanced commands, etc) ? Thank you in advance.
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Mist respawn stop to work after last update (?)
ADHS replied to kira_mikamy's topic in Mission Editor
Hello. Good idea. Upload your mission as you have set it up for Mist. and we will make it work. I think the problem is not the script but how you check it. As for your PS: Yes, there is an order that you have to follow to use scripts. f.e: You have to load MIST first, and then to use it's functions. DO SCRIPT is a fast way to PASTE a condition/redirect to a function/execute a command etc DO SCRIPT FILE if you have a large file with functions or events etc For unlimited respawns, use SWITCHED not once. If SWITCHED check leads you CONDITION to be true (fe GROUP IS DEAD) then it doesn't matter if in ACTIONS you DO SCRIPT or DO SCRIPT FILE the command " mist.respawnGroup('groupname', true) ", as long as your script is correct. Thank you FYI: I am using MIST, not MOOSE. -
Hello and thank you for your reply cfrag. (i always appreciate your comments in details) I will study your guideline(s) and i'll report back any findings. Sure we've given enough, but there is more hidden in there. Some people know but they are not talking. Thank you
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Hello. This is why i am asking. Sure i can do it by a similar way as you said. But, if indeed there is a shortcut to do it more efficient, why not to choose this instead the long way ?
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Hello. I was wondering if: once we have set menus/options for a group, if we can change the receipient group, so: the menus to be visible to the new one without having to reconstruct the menus/options again. Thank you
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Mist respawn stop to work after last update (?)
ADHS replied to kira_mikamy's topic in Mission Editor
You are welcome. Sure, It will work with Ground type. Try ONCE and TIME MORE THAN 1. If doesn't work, check the PS below. Further i can gladly setup a mission for you, if you stucked. PS: From the scratch: Mist will respawn the group only AFTER it has been destroyed by you or by ACTION (Explode). So: if it is with LATE ACTIVATION, you have 1st: to kill/destroy it and then have the script to CHECK if it is ALIVE so THEN Mist to respawn it. if it is NOT LATE ACTIVATION and you kill it, respawn will happen anyways. The problem is that DCS assumes "LATE ACTIVATION" groups as "ALIVE". So, just your 1st check: "if not Group.getByName('groupname')" may fail, hense you won't have it respawned ever. Once it is a practice target, i suggest: better have it start with the mission normaly and kill it with weapons (respawns will happen for ever). -
Mist respawn stop to work after last update (?)
ADHS replied to kira_mikamy's topic in Mission Editor
Hello Tested yesterday, with Airplane and Helicopter groups as single line command through a custom function with LATE ACTIVATION and GROUP DEAD: it works. Haven't check with STATICS. Mist, recomended to be loaded with ONCE and TIME AFTER 1. -
solved FC3 planes, at BIRTH are triggering S_EVENT_LAND.
ADHS replied to ADHS's topic in Mission Editor Bugs
Hello. Seems that after the latest fix (S_EVENT_LAND behaviour.) FC3 planes are acting differently, but in some occassions. Give me some more time to re-check my multi-event routine, as i thing i've made it "too sensitive" while it is still reporting more alerts and more info than a single-specific event check. (Just to clarify that is not coming from my side) Thank you all EDIT: Double false event BIRTH+LAND is comming from my side. Common-single BIRTH event check is not givin a LAND event anymore. Assume it as non DCS problem. Thank you. -
Hello. It's "right" and "works", but as i said before: is how each one of us is checking it. F.e: For this one, you can easily go through (avoiding pointless UNIT and NAME checks) if you just include or exclude DCS structure objects IDs CATEGORIES: VARIABLE = Event.initiator:getGroup():getCategory() AIRPLANE = 0, HELICOPTER = 1, GROUND_UNIT = 2, SHIP = 3, STRUCTURE = 4 if VARIABLE ~= 3 or VARIABLE ~= 4 then .... (you are excluding SHIP and STRUCTURE birth) or better : if VARIABLE == 0 then .... (you are interesting JUST for airplane birth, excluding ALL the rest CATEGORIES)
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solved FC3 planes, at BIRTH are triggering S_EVENT_LAND.
ADHS replied to ADHS's topic in Mission Editor Bugs
Hello Flappie. At the moment, i am away from PC. Once i return back, yes off course.