Jump to content

ADHS

Members
  • Posts

    377
  • Joined

  • Last visited

Everything posted by ADHS

  1. Hello. Yes, i have the same "falling" impression.
  2. It works. This one is tracking just clients, but i've found BIRTH much more accurate. I think differs according the way that everyone is checking the events. I am using an if elseif block with a custom event variable to catch them all and continue. But, i always checking at MP enviroment as ME is not the best to rely that all is working. f.e: If your script starts at 5th second, ME won't get nothing before as it is waiting for you to enter and then start time running.
  3. Hello. At BIRTH, somehow, seems that they are "falling". I think that is not a bug but a miscalculation at their .p altitube PARENT POINT. Anyways, this is enough to trigger S_EVENT_LAND and give a false event. Thank you.
  4. I will try to send something but i may be late because i am away. Till then i meant that getPosition.p is under the same principal for every type or category or object in DCS, but is not in the same position for every object's ZERO PARENT(Local Axis).
  5. No but i mean that your idea may fail if you are not set the propper condition check for your units, according the DCS standards. As i did in my example. Good luck.
  6. Let me explain: You want to move a point in your screen. You drag it and you move it. Now, you have a 3D object that you want to drag and move. Here is the trick: Instead to calculate all points of the object to update with the new position, you assign a new 4rth POINT that is the ZERO POSITION for your object. So if you assign correctly all object's AXES to this point, and then you drag THIS point, the object will follow. This called PARENT. X,Y,Z that we can get with getPosition.p is This ONE's POINT cordinates in DCS world. Hope this helps. This POINT may have been set to: Helicopter: 0,25 cm above AGL Planes: 1,80 meters above AGL Infantry: 0,5 cm above AGL etc
  7. It's weekend my friend. You may need to wait As for the position: In 3D programs there is always a PARENT drag point. If you drag this, the rest of the the object is following. Means: all object's axis are refering to this ONE point and they are not changing. The POINT is changing X,Y,Z. Seems that not all DCS objects have the PARENT point at the sameplace. F.e. i was checking the speed and altitube of planes and helicopters in ground level. Helicopter was fine LOWER than 1 but planes need LOWER than 2 (pilot's height). Keep this in mind to check the infantry's PARENT (at shoes level) in your example.
  8. Hello. Switching with F2 view between 10+ planes almost all the time i've got a black screen and after this, the brightness is very low. Thank you
  9. jackmckay Thank you very much for your answer in details, my friend. function grouACT(dcsGROUP) Group.activate(Group.getByName(dcsGROUP)) end Works PERFECT in MP (i don't have random nil errors) but still ME: puls ldown a hudge list full of NILs. Thank you.
  10. Hello. Is something change ? Recently i've noticed that ME, once i am caling this function: function grouACT(dcsGROUP) local group = Group.getByName(dcsGROUP) trigger.action.activateGroup(group) end is giving me an error and no groups are getting active. But, in MP is working fine with no errors and all the LATE ACTIVATION groups are activating. Any help ? Thank you. PS: I remember there was a similar command in MIST...
  11. Hello. It will be good to have this ability. It may save especially the HOST of a server from headaces. Thank you.
      • 1
      • Like
  12. Hello. This tiny little frame is just for Copy/Paste and i personally find it not handy especially if you want to make changes/fixes. It will be better if we can browse for a file.lua. Thank you.
  13. FC3, KA-50 1, and A-10 1 where using ME as an external application. Indeed was very handy, even without UNDO
  14. Thank youfor the info. Once finish downloading i will check and come back. EDIT: Yes, it's fixed. Tested online with SU-27 standalone and FC3 module. Good job , thank you
  15. Thank you very much for the code. I really appreciate it my friend. I have to study/analyze it because for me, this comes from the future! Yes, i understood what Grimes meant. But after his reply i've setup something like this that will detect on the fly any number that have change without notice: (Haven't make it work yet but this the basic skeleton. I think the string is hidden somewhere near the world.event field but i couldn't find a way to get it so to campare both fields.) LeCONST = 'world.event.S_EVENT_' _EVENTS = { [PLAYER_LEAVE_UNIT] = { o_VAL = 20, n_VAL = 0, eve = '_LEAVE', dia = _LEAVE} } for key,value in pairs(_EVENTS) do LeKEY = key LeEVENT = LeCONST..LeKEY _EVENTS[LeKEY].n_VAL = _Event.id LeID = _EVENTS[LeKEY].n_VAL if (world.event == LeEVENT and LeID ==_Event.id or world.event == LeEVENT and _EVENTS[LeKEY].o_VAL == _Event.id ) then .... As for the multi-event handler check, this is a draft that i have in mind to use in conjuction with the above basis, to shorten the typing: LeCONST = 'world.event.S_EVENT_' _EVENTS = { ['BIRTH'] = {eve = '_BIRTH', dia = _BIRTH}, ['PLAYER_ENTER_UNIT'] = {eve = '_ENTER', dia = _ENTER}, ['PLAYER_LEAVE_UNIT'] = {eve = '_LEAVE', dia = _LEAVE}, ['UNIT_LOST'] = {eve = '_LOST', dia = _LOST}, ['LAND'] = {eve = '_LAND', dia = _LAND}, ['CRASH'] = {eve = '_CRASH', dia = _CRASH}, ['PILOT_DEAD'] = {eve = '_PDEAD', dia = _PDEAD}, ['BASE_CAPTURED'] = {eve = '_CAPTU', dia = _CAPTU}} Thank you(always) PS: Yes, i've noticed that S_EVENT_DEAD is simply "dead"! UNIT_LOST is what i use as the replacement.
  16. Hello. Indeed the S_DEAD is still 'dead'. I have replace it with UNIT_LOST with a check for client or ai.
  17. Hello and thank you both (Grimes for the printout). Hmm, so it's better to check for both cases at the same time: if Event.id == string or number. I am trying to setup a custom multi-event handler check and i am facing many problems (overlaping alarms etc) so i wanted to be sure that this is working. And now i am : i am defenetly doing something wrong that need to be fixed. Thank you very much. PS: I am experimenting with both MIST and DCS Event Handlers. Can you please give me a draft of the propper way to call them ? Others calling them directly, others with a local var, others with equations, so i've got confused.
  18. It's OK. Thank you, i will try it.
  19. Hello. I tried to check events with both ways: IF..THEN..END IF..ELSEIF..END if Event.id == * I've noticed that ENTER and LEAVE worked ONLY with string world.event.if Event.id == S_EVENT_PLAYER_ENTER_UNIT instead others (CRASH,BIRTH,DEAD, etc) with event numbers world.event.if Event.id == 5 Is it my side effect, or indeed each event needs number/string ? Thank you.
  20. Thats great. Can you upload a draft mission or code to check/experiment with ? Thank you.
  21. Hello and thank you very much for the xplanations and your time my friend. Yes, class function "Unit.*(someUnit)" check & assignement from now on. Thank you, thank you. I had never pay attention to UNITs before, but in this mission i forced to reconcider many ways and thinking. I thought that just with GROUP functions all was fine till stucked with LATE ACTIVATION that assumes a GROUP: ALIVE. So now, i have to re-code all of my functions.
  22. Country Number 14 is vacant.....
×
×
  • Create New...