0xDEADBEEF Posted September 26, 2016 Share Posted September 26, 2016 (edited) Partly reproduced on the tester version. Clients were producing the event but the player name was blank. I've reported it. Interesting, I am not getting the event at all from clients. I also noticed that if for instance a Mig-29 is hit by an Aim-7 (all clients), and the mig pilot stays in control of the aircraft, isExist() would return false. I think it should only return that if the unit is either exploded or crashed ... or both. Would make more sense scripting wise. Edited September 26, 2016 by 0xDEADBEEF shortened Link to comment Share on other sites More sharing options...
sunski34 Posted September 27, 2016 Share Posted September 27, 2016 Hi, There's a bug on Start and stop engine events too. When mission started, try to start engine... no event ! tested in multiplayer mode. Link to comment Share on other sites More sharing options...
0xDEADBEEF Posted November 11, 2016 Share Posted November 11, 2016 (edited) The _PLAYER_LEAVE unit event is back! Only noticed I am now receiving it, did not get to check yet if the data provided is also valid. Let's assume it is, this rather quick fix is very much appreciated!! :pilotfly: Edited November 11, 2016 by 0xDEADBEEF Link to comment Share on other sites More sharing options...
Grimes Posted November 18, 2016 Author Share Posted November 18, 2016 With the 2.0.4 patch and Nevada extension I am pleased to let you guys know that two Nevada specific scripting bugs have been fixed. Don't know why they weren't in the changelog. -AI will now find the nearest road when given on road waypoints. Previously you needed to place an on road waypoint precisely on a road for the AI to follow it. -world.searchObjects now returns world objects. You can stop counting the number of solar panels by hand now. There are 51702 solar panels The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
Coug4r Posted December 14, 2016 Share Posted December 14, 2016 Any chance this function could be used to find beacons and get their (active) state? - If man were meant to fly he'd be filled with helium. Link to comment Share on other sites More sharing options...
Redglyph Posted January 2, 2017 Share Posted January 2, 2017 Any estimation on when the 32145 - LUA PREDICATE bug will be solved? Lost quite some time today before finding this... System specs: Win7 x64 | CPU: i7-4770K | RAM: 16 GB | GPU: GTX 980 Ti 6 GB | Thrustmaster HOTAS | MFG rudder pedals | SATA3 SSD | TrackIR Link to comment Share on other sites More sharing options...
Pikey Posted January 5, 2017 Share Posted January 5, 2017 (edited) Crossposting by design. This seems different/new...https://forums.eagle.ru/showthread.php?p=3007246#post3007246 Getting huey or Mi8 with this code causes a CTD local groups = coalition.getGroups(coalition.side.BLUE) for i = 1, #groups do local units = groups[i]:getUnits() -- <- Will crash if the group has a MI-8 end Edited January 5, 2017 by Pikey formatting ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING * Link to comment Share on other sites More sharing options...
ESAc_matador Posted January 10, 2017 Share Posted January 10, 2017 I Fixed Unit.getRadar() to return correct information for ground units with radars Hello, Grimes. I am not able to make this function to work in SAMS batteries. But it works when we are using sa10 tor... i want to know when a plane is tra ked by a SAMs Any other sugestion? Link to comment Share on other sites More sharing options...
Grimes Posted January 11, 2017 Author Share Posted January 11, 2017 The Tor isn't an SA-10, it is an SA-15 :) Just tested it out in 1.5.5. It appears to only return the target from the tracking radar and when the target is actually locked onto and the sam is about to shoot it. In the case of the SA-15 (Tor) the tracking radar and search radar unit are one and the same. The Tor unit itself will turn its tracking radar toward the target and track it, but the target object is still nil. Once it gets in range for a hardlock/shooting, the target is correctly returned. For the SA-10 (S-300) only the tracking radar object returned a target value, and under the same conditions above. I added two targets for it to shoot at, the first target engaged was returned until it was destroyed, then it switched to the second. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
ESAc_matador Posted January 14, 2017 Share Posted January 14, 2017 So, it seems my script is not well configured because i check first if the unit has radar. And probably this return false. I think i know what is the problem then. I ll let you know if its fine. Thanks as always! Link to comment Share on other sites More sharing options...
Jack McCoy Posted January 16, 2017 Share Posted January 16, 2017 Any estimation on when the 32145 - LUA PREDICATE bug will be solved? Lost quite some time today before finding this... +1 :helpsmilie::doh: i7-7700K@4.8GHz, 16Gb-3200, GTX-1080Ti-Strix-11Gb, Maximus IX Hero, Oculus Rift, Thrustmaster Warthog+F/A-18C, Logitech G940 Pedals. Link to comment Share on other sites More sharing options...
ESAc_matador Posted January 16, 2017 Share Posted January 16, 2017 Hello again... so here is my headache. I want to make a script, where... If a unit called "Misty1" which is a sabre aircraft, is advised when it is being tracked by a radar.... So it is a homemade RWR. The problem is as mentioned to you, with a Tor it works perfect, I hear the alarm and I can read the message, but when I use a SAM battery SA3, SA10, etc... I cant make it work. sabres = {'Misty1','Misty2','Misty3','Misty4'} function checkEWR(samunit) local UnitObject = Unit.getByName(samunit) if UnitObject ~= nil then local status, target = UnitObject:getRadar() -- main function. if status == true then -- to see if the Radar is working if target ~= nil then -- to see if it is engaging a target, this seems to be the problem. It works with Tor but not with other battery SAMs with SR, TR and LN units in it. local targetname = target:getName() for k, v in pairs(sabres) do -- to see if a unit from the list "sabre" is detected local sabrename = sabres[k] if targetname == sabrename then local targetID = target:getGroup():getID() trigger.action.outSoundForGroup(targetID, "alert.wav") trigger.action.outTextForGroup(targetID, "ALERT SAM!",20) end end end end end timer.scheduleFunction(checkEWR, samunit, timer.getTime() + 8) end Link to comment Share on other sites More sharing options...
Grimes Posted January 17, 2017 Author Share Posted January 17, 2017 Which object is the samunit when using a battery? It has to be the tracking radar in order for you to see a result. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
ESAc_matador Posted January 17, 2017 Share Posted January 17, 2017 I tried all units from the group of SAM. I put a SR a TR and the LN (SA3)... I give them the name and I call the function chekEWR('unit') And only works with Tor... Link to comment Share on other sites More sharing options...
ESAc_matador Posted January 17, 2017 Share Posted January 17, 2017 find attached the mission file. If I work with SA15 Tor it works, however... for an SA3, I execute the function with both the SR and the TR, and nothing happens. Let see if we can find out why..!!!EW vietnam.miz Link to comment Share on other sites More sharing options...
Grimes Posted January 18, 2017 Author Share Posted January 18, 2017 Because the radar value on the tracking radar is returning false even when it is returning a target object. That right there is a bug. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
ESAc_matador Posted January 18, 2017 Share Posted January 18, 2017 (edited) For once! I did it ok!!! May be I can remove that line... I ll see, and let you know. Edit: it works by removing the line " if status== true..." with "if target different nil..." is enough. Great!! Edited January 18, 2017 by ESAc_matador Link to comment Share on other sites More sharing options...
gunterlund21 Posted February 20, 2017 Share Posted February 20, 2017 Grimes is this bug still there 30528 - Group.isExist() returns true if group is dead Does this affect isAlive() I was in Art of the Kill D#@ it!!!! Link to comment Share on other sites More sharing options...
FlightControl Posted February 26, 2017 Share Posted February 26, 2017 getPlayerName() Just want to let all know that it seems in a multi-player environment, the Unit:getPlayerName() bug seems to be solved ... This bug caused the Unit:getPlayerName() method to return a nil or an empty string on a Unit containing a logged in player as a client. Now it seems this method is returning correctly a player name. So all good. [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE] Link to comment Share on other sites More sharing options...
Wunderwolf Posted April 23, 2017 Share Posted April 23, 2017 (edited) world.searchObjects() I've searched the forum for this kind of bug. Since in this thread "world.searchObjects()" is called "fixed" at some point i'll post the error i found here ... world.searchObjects() is always returning a nil object as first entry. (So always one Object will be missing ... only exception is if none objects were found ... ) I found this error first some patches ago in the 2.x version. Now it'S in 1.5.x too. I attach a little script to show this behaviour. It works with any kind of "Object.Category". Well ... in case of "UNIT" you have to place some units in the mission first .. ^^ In my script Beslan is missing. Regards, WW Edit : Well ... that one was from the beginning an error on my side ... wow ... i still have the tendency to start counting at 0! :D Edited February 1, 2018 by Wunderwolf My fault! Twitch : https://www.twitch.tv/wunderwolfx YouTube : https://www.youtube.com/channel/UCQLu0V_6GGqJYiwQf3gvmUw DCZ Discord : https://discord.gg/ytmqYqZ DCZ : https://www.digitalconflictzones.net Link to comment Share on other sites More sharing options...
FlightControl Posted April 27, 2017 Share Posted April 27, 2017 Just want to let all know that it seems in a multi-player environment, the Unit:getPlayerName() bug seems to be solved ... This bug caused the Unit:getPlayerName() method to return a nil or an empty string on a Unit containing a logged in player as a client. Now it seems this method is returning correctly a player name. So all good. This problem appeared again ... After this last release... [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE] Link to comment Share on other sites More sharing options...
Wunderwolf Posted May 28, 2017 Share Posted May 28, 2017 (edited) With the 2.0.4 patch and Nevada extension I am pleased to let you guys know that two Nevada specific scripting bugs have been fixed. Don't know why they weren't in the changelog. -AI will now find the nearest road when given on road waypoints. Previously you needed to place an on road waypoint precisely on a road for the AI to follow it. -world.searchObjects now returns world objects. You can stop counting the number of solar panels by hand now. There are 51702 solar panels Since this was posted here (in 1.5 sub-thread) i report the re-introduction of this bug here ... 'world.searchObjects' doesnt work for Object.Category.SCENERY. This bug got back into 2.0.5 but i wanted to wait for the 2.1 release. Unfortunately it's still there. I've added a little script for coordinates in normandy. (The result with correct nevada coordinates is in nevada the same.) No SCENERY-Objects get returned at all. In 1.5.x caucasus this still works correctly. (Of course the coordinates has to be correct for the box/sphere ... ) Regards, der Wolf Edited February 1, 2018 by Wunderwolf The one-entry-is-nil error was nonsense! Twitch : https://www.twitch.tv/wunderwolfx YouTube : https://www.youtube.com/channel/UCQLu0V_6GGqJYiwQf3gvmUw DCZ Discord : https://discord.gg/ytmqYqZ DCZ : https://www.digitalconflictzones.net Link to comment Share on other sites More sharing options...
Grimes Posted May 30, 2017 Author Share Posted May 30, 2017 Thats a bummer. It was working when I tested it last. I will check it again. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum Link to comment Share on other sites More sharing options...
BlacleyCole Posted January 27, 2018 Share Posted January 27, 2018 where to find tutorials on creating missions by scripting BlackeyCole 20years usaf XP-11. Dcs 2.5OB Acer predator laptop/ i7 7720, 2.4ghz, 32 gb ddr4 ram, 500gb ssd,1tb hdd,nvidia 1080 8gb vram New FlightSim Blog at https://blackeysblog.wordpress.com. Go visit it and leave me feedback and or comments so I can make it better. A new post every Friday. Link to comment Share on other sites More sharing options...
HiJack Posted January 27, 2018 Share Posted January 27, 2018 where to find tutorials on creating missions by scripting https://forums.eagle.ru/forumdisplay.php?f=210 Link to comment Share on other sites More sharing options...
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