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  1. So not something that is obvious to most people playing the game, but it seems the attributes given to units (fetchable in lua with getDesc()) are given out way too liberally. Specifically there is no distinction between a hummer and a proper APC like a LAV-25 The hummer's attributes: { 2, 17, 104, "Redacted", "APC", "ATGM", "Datalink", "Infantry carriers", "Armored vehicles", "All", "Ground Units", "Ground Units Non Airdefence", "Armed ground units", "Vehicles", "Ground vehicles", "Armed vehicles", "AntiAir Armed Vehicles", "NonAndLightArmoredUnits", "LightArmoredUnits" } The Lav { 2, 17, 26, "Redacted", "APC", "Infantry carriers", "Armored vehicles", "All", "Ground Units", "Ground Units Non Airdefence", "Armed ground units", "Vehicles", "Ground vehicles", "Armed vehicles", "AntiAir Armed Vehicles", "NonAndLightArmoredUnits", "LightArmoredUnits" } The only difference is the 3rd attribute which is provided as a index, not sure what they are but they vary between different "APC"s such that its not usable as a discriminator, and then in this case ATGM and DATALINK which are obviously not any use for distinguishing these two classes of vehicle This makes any kind of scripting that needs to be able to understand unit type difficult as we have to separately maintain a hard-coded list of vehicles vs their type I would propose removing the APC attribute from anything that isn't actually an APC (some of those light vehicles have some basic armour but they are not classed as APCs), the Infantry Carrier attribute works to tag things that can carry infantry so that discrimination is retained.
  2. Howdy, I have been working on making my first mod for DCS for the last 2 weeks, decided to go with the Nike Hercules launcher and Missile. So far I have been able to create the Missile and Launcher model within blender with animations on the launcher that works (roughly) and have been able to get those models exported in EDM format and working in game replacing the SA-2 models. I then started to work on creating the custom mod folder for my mod and getting the lua files set up working with other existing sam mods and their lua codes. All the lua code just to get it to run is done and in the mod folder but I am stuck at the game not wanting to launch if the mod is in the mod folder so somewhere the code is broke and I have not been able to get any help from the DCS forms or on modding discords. Because of that, I am releasing my models, blender files and broke mod file for anyone to work on and play around with. It's pretty basic but the missile still looks cool in game. Please let me know if you decide to work on it and get it working or are able to help me with the coding issue. Thanks! Nike Hurcules Mod BROKE.rar
  3. Hello, as the title says it would be very useful to have APIs to be used via mission scripting or Export.lua to send datalink messages directly to aircraft that support it, like the A-10C, the Apache, and so on. Thanks
  4. We have : trigger.action.outTextForUnit(number unitId , string text , number displayTime , boolean clearview) trigger.action.outSoundForUnit(number unitId , string soundfile ) But we don't have : missionCommands.addSubMenuForUnit(number unitId , string name , table path) missionCommands.addCommandForUnit(number unitId , string name , table/nil path , function functionToRun , any anyArguement) missionCommands.removeItemForUnit(number unitId , table/nil path ) trigger.action.addOtherCommandForUnit(number unitId , string name , string userFlagName , string userFlagValue ) trigger.action.removeOtherCommandForUnit(number unitId , string name ) Thoses functions are very important when we play in multiplayer, for making individual radio button. Ex : - For a missionmaker to manage the mission in flight - For script like CTLD to give Transport Helicopter the capacity to embark / Disembark trooper without beeing forced to make one helicopter per group Individual radiobutton will be much appreciated for all the community, especialy squadrons. That game more freedom for missionmakers. Can you add thoses function please (lua and triggers interface) ? Thank you!
  5. Hi there fellow aviators! I am new to mission editing and scripting in general and want to add extra nice features to one of my missions. Let me explain : Exhibit A (Warning shot) I want an enemy airplane (let's call him Red 1) to wait 5 seconds after a friendly airplane (let's call him Blue 1) fires its cannon past his nose before turning back to base. Here is what I have so far that doesn't work. I have set a 1000' moving zone around Red 1 (let's call it Red Zone 1) and called two triggers as follows: Trigger #1 Type: ONCE Event: ON SHOT Conditions: WHEN PART OF GROUP BLUE 1 IS IN ZONE RED ZONE 1 Actions: SET FLAG 10 = 1 Trigger #2 Type: ONCE Event: NO EVENT Conditions: TIME SINCE FLAG 10 = 5 Actions: AI TASK SET = SWITCH WAYPOINT 2 (the RTB point) The problem I encounter is that when I'm shadowing Red 1 (but have not fired yet), as soon as anybody in the mission fires he breaks away. ___________________________________ Exhibit B (Open bomb bay doors) I have a Tu-95 Bear loaded with anti ship missiles (Let's call him Red 2) and I want to have him open its bomb bay doors (argument 26 going from 0 to 1 gradually) while inside a moving zone around its target (let's call it CV zone 1). Without any triggers and/or scripting the Bear opens his bomb bay doors the second the weapon is launched, giving no chance for the ally aircraft (Blue 2) to react and shoot him down. Help is much appreciated!
  6. Hi all .. I have been trying to get the Moose code working with the VsCode in fact it does very well (when you work with a started Mission and you make a on tha fly debbuging), but when you want to work stand alone (without a mision started), i have an env problem that i can not resolve yet, for wich i have a nil answer, i assume that the problem would be that you cant access (or you dont have set any kind of route in the json setting file) if some of you got any idea of how can i solve the issue to fully work with moose and vs code otside the DCS i'll be very gratefull. I atach 2 pics to show you what im just saying, i asume i have a good json file for the workspace. thx all Merlin
  7. Currently the scripting engine has hooks for dealing with map markers only in the mission scripting environment, and this has proven very powerful for dynamic multiplayer missions. An increasing number of aircraft use map markers as an interface to easily load in flight plans and mark points of interest, and I'd like the same information to be query-able via the Export API so I could use this in external tools - e.g. a dynamic VR kneeboard, or similar. And/Or the new dynamic flightplan feature - it would be great to access that via Export too.
  8. currently the lua api function land.getSurfaceType(table vec2 ) returns form the following enumerator land.SurfaceType LAND 1 SHALLOW_WATER 2 WATER 3 ROAD 4 RUNWAY 5 I would like to propose adding 1 or 2 new values first and most important, FOREST, not talking about like small treelines or anything custom placed, I mean the actual forest areas. These are part of the maps and should be already known by the sim, if we could have access to that it would enable a lot of features for lua scripters second, less important but would still be nice is a URBAN or CITY value, basically anywhere that is inside a town or city, for similar reasons, thugh unlike forest i dont know if this information is as accessible so it is not the primary ask cheers
  9. Hi guys! Do you want to dynamically spawn, respawn and despawn groups in your DCS mission? Do you want to have sub folders in the F10 menu? Did they tell you you'll need to learn LUA coding and the DCS scripting environment to do it? Well, I learned LUA so you don't have to. This script will create submenu's in the F10 menu based on the names of groups. It will create a sub menu for every group that has within a spawn and despawn button, these do exactly that. For now it's possible to go 1 submenu deep and also to add multiple groups to 1 spawn/despawn button. An example: If I have the following groups: !! Red 1 !?Wave 1?! Red 2 !?Wave 1?! Red 3 !?Wave 2?*BULK 1*! Red 4 !?Wave 2?*BULK 1*! Red 5 The following F10 menu will be created (not accounting for the random order it will be in): Red 1 Spawn Despawn Wave 1 Red 2 Spawn Despawn Red 3 Spawn Despawn Wave 2 BULK 1 Spawn Despawn As you can see Red 4 and 5 are not shown as they are a part of BULK 1 and both will be spawned or despawned by the buttons. To learn more check it out on GitHub: https://github.com/Markoudstaal/DCS-Simple-Spawn-Menu Need help? Join this Discord: https://discord.gg/8VbKnKvN5r
  10. DCS is actively trying to bring in more players / pilots. As mission writers and story tellers, the Mission Creation community is constantly looking to make more exciting and engaging content to be flown.. This "wishlist item" could be taken as an opportunity to review the API for known and reported defects and enhance it in a phased approach. This could include more event handling which will allow creators to embellish their ideas further and draw more attention to the DCS product: F7 troop management events (not limited by zone) embraking disembarking Cargo events (dynamic and classical "F6sling-load) including unhook (pure unhook, not limited to zone) Effectively any task to be paired with start/end events Review of existing events to identify those never raised and either remove or correct why they are not being raised Feel free to comment to suggest other API fixes, with links to the relevent forum post describing it and i will update this list
  11. WirtsTools - LUA Library for Mission Makers So I have been considering posting this for a while, figured it was time to finally do it. I have been slowly building out a collection of features written in lua, almost entirely from running into various things that either cannot be done or are incredibly arduous to accomplish through normal triggers etc while building missions. The entire library is designed to be loaded and then have the individual features enabled/triggered with a one-liner function call, so while you technically have to 'write' lua to use it, it is quite trivial to do. Indeed within the group I fly with there are now several people using it regularly to various extents that otherwise have no programming or scripting background or knowledge. so WirtsTools, you can find it here: https://github.com/WirtsLegs/WirtsTools/ The info you need to use all the features is there as the readme, but I will quickly go over the various functions here as well FEATURES: popFlare: This gives your players radio options for popping signal flares, great substitute for aircraft that should have a flare gun and don't, or just as a easy aid if you are flying with new players and want a nice visual option to help them find you impactInZone: This lets you pick a zone and give a flag name, that flag will be incremented whenever a weapon (you can define specific munitions with name or characteristics) impacts the ground within that zone. This exists because the only weapon in zone trigger options don't have any way to detect impacts, will trigger from a weapon flying through the zone at 20k feet, also it works with quad point zones impactNear: Similar to impactInZone, increment a flag when a weapon impacts within a defined range of a specific unit or any unit in a specific group weaponNear:Updates a flag to be equal to the count of weapons that are currently near a given target (eg missile flying by), weapons that count are set based on your criteria weaponInZone: Like weapon Near but in zones, works for quad point or circular zones weaponHit: increment a flag for each time a given target is hit with a weapon that meets your filter criteria (note this one can have issues in multiplayer read the readme for full details) playerNear: Will increment a flag for every second that a player (any player or specific groups) is within a defined range of a target unit or any unit in a target group, great for triggers detecting intercepts etc coverMe: Sets the players invisible if there are AI near them so if you have ai following or escorting the players close the AI will focus fire the AI first before engaging the player invisAlt: Toggles players invisible if they are below a defined altitude (AGL), this works great with the later stormtrooperAA feature for warbirds and helicopters suppression: A basic suppression mechanic, hits on units in a group will set them to hold fire for a moment, more hits extends the time and kills extend it further, will always be quite short and there is a limit so you cant permanently suppress a group missileDeath: Ensures hits from missiles are kills every time, good for time travel missions as warbirds are weirdly resilient to missiles, or any situation where you want any hit to be a for sure kill killSwitch: This one is for larger PvE missions with many players, it allows you to define radio items that are attached to a player name, idea being that regardless of what slot you take only your group will see them, that way backup radio options for when triggers break or a flight fails or other issues that you may have wont be seen and accidentally (or deliberately) used before they should tasking: lets you define 'taskings' as late activated groups then you can give that groups mission (all its waypoints) to another group on demand, waypoints can be given relative or absolute stormtrooperAA: Im a fan of this one in my missions, it takes control of the units you designate and tasks them with fire at point every few seconds based on location and velocity and a basic lead calc for blue players nearby, this way you can get some decent volume of fire, players feel like they are being shot at and indeed it can hit if they really fly straight and lazy, but doesn't slaughter the players, can mix some of these with some that do their own thing to up the threat, or couple with invisAlt to make it so when the players are super low the AA shoots but has a hard time hitting them, as they climb it becomes more dangerous shelling: Simple alternative version to the base-game shelling zone, no quad zones yet unfortunately (if anyone has a performant way to generate random points in a polygon let me know), but it lets you pick a zone and define a rate, once started it will persistently shell that zone in random places, can go a long way to giving the appearance of a war going on without needing piles of units etc, also supports safe zones where it will not drop any explosions. MLRS: We all love seeing them shoot we all hate the lag spike when they strike, this allows you to have MLRS rockets deleted mid-flight (after the smoke trail has stopped), so you can get the cinematic effect without murdering FPS percentAlive: Will persistently update a flag with the percentage of units that are alive in any number of groups(you give it a list of groups) ejectionCleanup: Pretty simple one, just deletes 50% of pilots that eject immediately and all others after a minute, this is specifically targeted at missions with large bombers etc where you end up with 10+ pilots in the sky for every one of them downed and can really hurt framerate IRStrobe: This places a blinking IR strobe on units in a group, can do it(turn them on or off) in a normal trigger or easily as a advanced waypoint action Anyway that's what I have for now, always more coming and sometimes existing features are revisited and enhanced, just please note I am not a developer type, im confident in this script thats why I am sharing it but im sure plenty of people could find "better" ways to do it that are more in line with LUA standards or whatever, im not too worried about that....but if anyone wants to steal this and run with it making some new thing go for it you have my blessing. Also no promises but feel free to voice feature requests here, I'll happily include any that make sense to me, are viable, and that I have the time to develop, and love taking a stab at new and crazy ideas. Finally the user community so far is fairly small so its not uncommon for some features to go unused for several DCS patches, this means there is definitely a chance there are some bugs I've not seen and squashed yet, so please let me know if you run into issues using any of these features thanks, Wirts
  12. I propose some small improvements to ME that are easy to implement and would add a lot of value for users. General QOL Option to leave values in waypoint options blank to be populated with value from earlier waypoints. This would allow altitude/speed of a whole route to be changed with a few clicks, instead of needing to edit every waypoint Better randomization options All editor fields that accept numbers should accept basic syntax for random min-max between two numbers, so that airspeed, altitude, timed conditions, etc. could easily be randomized by typing in a range instead of single value All editor fields that accept numbers should also accept variables / flags as well as simple equations (f.e.: varA*varB-varC) Random placement circle option for every asset and waypoint (would choose position randomly on mission start within defined radius) Multiple possible routes per group within the UI, without scripting (f.e. option to create "dummy-objects" and make a route for them and allow proper units to switch to those routes by advanced "switch waypoint logic" with probability option to have multiple possible paths Nested mission files / smart dependencies Ability to open a mission file in another mission as "smart dependency" without hard merging. This would allows mission designers to make variations of missions based on template missions that could be edited later and thereby update all missions that use said template. A template could f.e. hold most AI and static objects, where the "active" files could hold setups for different player aircraft, friendly AI, additional AI for balancing or simply different weather and time of day... If users want to edit assets from the template file, the editor would load that file as active template If you like the proposed improvements, please rate this thread 5 stars: Thanks!
  13. Pretty simple request, currently there is a trigger action called "UNIT AI SET LIFE" if this function could be exposed to the LUA api that would be incredibly useful for a variety of scripts/scenarios
  14. Hello everyone, Just wanted to present the "Autonomous Ground Force Tasking" project to the forum. Project goal Download here Getting started Visit project repository https://www.youtube.com/watch?v=Cqv3Mj-Ss58 Any feedback is highly appreciated. If you have any questions or want to see more usage examples, feel free to ask. (WARNING: The code is under development. The various links, code snippets, and discussions found throughout this thread will be subject to change. The project repository, the examples found there and this (initial) post will be kept up-to-date.)
  15. Greetings All, I was making a script that will allow specific groups access to given options for the F10 Menu in multiplayer. In this example there are 4 groups, (e.g. XX-DRAGON-1-1-XX, ...) as seen in the code below. When the mission starts, I 'DO SCRIPT FILE' and run the following code to no avail. ------------------------------------------------------------------ -- CustomLUA F10 Menu for Specific Groups -- ------------------------------------------------------------------ ------------------------------------------------------------------ -- https://wiki.hoggitworld.com/view/DCS_func_addCommandForGroup -- https://wiki.hoggitworld.com/view/DCS_func_addSubMenu -- https://wiki.hoggitworld.com/view/DCS_func_addSubMenuForGroup ------------------------------------------------------------------ local function successSound() -- Run when called trigger.action.outSound("1-success.wav") -- Play sound end local function failureSound() trigger.action.outSound("2-failure.wav") end local tbl = {"XX-DRAGON-1-1-XX", "XX-DRAGON-1-2-XX", "XX-DRAGON-1-3-XX", "XX-DRAGON-1-4-XX"} -- List of group names to get menu access for i = 1, #tbl do if Group.getByName(tbl[i]) then local groupId = Group.getByName(tbl[i]):getID local adminM = missionCommands.addSubMenuForGroup(groupId, 'ADMIN MENU') local soundM = missionCommands.addSubMenuForGroup(groupId, 'Play Sounds', adminM) missionCommands.addCommandForGroup(groupId, 'Success', soundM , successSound, tbl[i]) missionCommands.addCommandForGroup(groupId, 'Failure', soundM , failureSound, tbl[i]) end end This code is based off of several links and I'm not quite sure why it does not work. When run in game, after joining the unit of said group, the menu never even shows up... Any ideas?
  16. Hello, I wanted to report an issue with the external cargo and event handler that I discovered while working on a game mode and some related lua code. This error occurs when a piece of external cargo is lifted and then destroyed, by either being dropped or damaged mid-air. When this situation occurs, and an instance of the event handler has been called in the mission, the following error is prompted: [string "..."]:10: attempt to call method 'getName' (a nil value) stack traceback: [C]: in function 'getName' [string "..."]:10: in function 'onEvent' [string "Scripts/World/EventHandlers.lua"]:13: in function <[string "Scripts/World/EventHandlers.lua"]:11> null null I have also seen this error in the forementioned game mode be prompted with a getPosition or getPlayerName call; but always occurred when the external cargo was picked up and then destroyed. I have slimed the conditions of the error down to its most basic state, involving an external-cargo capable helicopter (in this case a CH-47), a piece of external cargo (in this case a small ISO container), and a 'Do Script' trigger calling the event handler, in the attached mission file. I have also attached my DCS log for the instance and a video of the error occurring with this mission: https://youtu.be/Jlano9twZQ0 (Please excuse the delay in hooking the cargo, it's more stressful when recording ) Lastly, here is the event handler code I used in the mission. For simplicity's sake, it is a slightly modified version of the event handler code found on the DCS hoggitworld wiki here: DCS func addEventHandler - DCS World Wiki - Hoggitworld.com Code: local e = {} function e:onEvent(event) local m = {} m[#m+1] = "Event ID: " m[#m+1] = event.id if event.initiator then m[#m+1] = "\nInitiator : " m[#m+1] = event.initiator:getName() end if event.weapon then m[#m+1] = "\nWeapon : " m[#m+1] = event.weapon :getTypeName() end if event.target then m[#m+1] = "\nTarget : " m[#m+1] = event.target :getName() end if event.id == 30 then m[#m+1] = "idx " m[#m+1] = event.idx end trigger.action.outText(table.concat(m), 10) end world.addEventHandler(e) As a closing remark, I am quite new to Lua coding. As such, when this error began occurring, I did believe it to be a mistake from myself; especially given the complexity of my game modes code. However, after doing an extensive amount of testing, I became more confident in the idea this may be an actual bug. I look forward to learning more about the issue and hearing other's thoughts. Thanks! EventCrash.miz dcs.log
  17. Hello guys! I'm actually coding for our private server a script who load a submenu for changing the running mission. It will give the possibility to all players to choose a mission registered on a table, and load it. Exemple of the submenu's : local Mmenu= missionCommands.addSubMenu("LOAD MISSION MENU") local subMn1= missionCommands.addCommand("RESTART MISSION", Mmenu, Restart, {MissNumb = 0}) local subTRG1 = missionCommands.addSubMenu("TRAININGS PACK 1", Mmenu) local subTRG11= missionCommands.addSubMenu("NEVADA", subTRG1) local subTRG111= missionCommands.addCommand("GOOD WEATHER", subTRG11, LoadMiss, {MissNumb = 1}) local subTRG112= missionCommands.addCommand("MID WEATHER", subTRG11, LoadMiss, {MissNumb = 2}) local subTRG113= missionCommands.addCommand("BAD WEATHER", subTRG11, LoadMiss, {MissNumb = 3}) However, i'm unable to run the command net.load_mission(my_mission.miz). The function run properly (all the debug text appears except the last) but the net.load_mission() doesn't execute. the load function : local function LoadMiss(val) trigger.action.outText("**Launching LoadFunc...**",5 ,0) --debug text Missval = val.MissNumb trigger.action.outText("**Missval = "..tostring(Missval).."**",5 ,0) --debug text trigger.action.outText("**Changing mission... **"..tostring(MissTBL[Missval]).."**",5 ,0) --debug text net.load_mission(lfs.writeDir() .. "Missions\\SERVEUR\\" .. ""..tostring(MissTBL[Missval]).."") trigger.action.outText("**Load command sent...**",5 ,0) --debug text end Accord to the documentation found on wiki.hoggitworld.com, it seems that I have to use a hook to enable this function. My level on lua coding is quite poor, so how can I do this hook? And what I have to write on this hook? Thanks for your help!
  18. Hello everyone, I want to create triggers that will activate when any kind of weapon is in the zone - any missile, any bomb. What I want to do is activate the trigger whenever a runway is hit with a bomb or missile, but I don't want to create triggers with a gazillion lines. I'm hoping there's an easier way to do this than I know of. I don't fully understand all the trigger options, although I've been reading through the documentation. I considered LUA scripting but if you knew me you'd know I should stay away from that - I could very well start a real war. So does anyone have a direction they can point me? I'm happy to do the work as long as I can get a general idea of what options to use. Thanks, Dave
  19. I would just want the lua coding window in ME to be bigger. It would make working with lua much easier.
  20. Hi friends, I have been working on creating a mission. All goes well up untill a moment of action/explosion. A windows error pops up in the back ground about a ~mis00004830.lua file. Now i have searched my pc but there is no such file to be found. I have included a picture of the issue. It seems it is looking for this ~mis00004830.lua string in the mission that is using DCS default scripts on the C drive , but only the saved games is on there. The base installation is on my D drive. Does anyone know what this means and how to fix it ? Thanks in advance RWC
  21. Hi, I'm currently working on a A2A training mission, using lua and MIST, and would like to be able to spawn units in a position between 9 and 3' o clock in front of a given unit. I got the spawning and all that figured down, but I'm struggling with the math to determine the new unit position. Something like this: -- positionVec3: reference unit getPosition().p function cloneGroup(groupName, positionVec3) ... transform position to a place point between 9 and 3' o clock in front of the reference unit local teleportVars = { groupName = groupName, newGroupName = newGroupName, point = positionVec3, action = "clone", innerRadius = 4000, radius = 5000 } local _group = mist.teleportToPoint(teleportVars) local group = Group.getByName(_group.name) group:activate() return group end I'd truly appreciate if anyone could provide an example or point me in the right direction. Thanks!
  22. Hi, i have been looking and tying to figure out how i can get the name of the unit or group that runs a F10 menu radio item i created ? Only thing i can find is how to get all units or a unit in a zone, coalition etc., but nothing how to identify the unit that is starting the actual script. This to get the position of the player who ran the script. I know how to get the position of a unit to, but not the actual player. I'm not using any of the frameworks like MIST or MOOSE. (Not that i found any helpful functions there) Any ideas ?
  23. Hi. I'm trying to learn some mission scripting. I'm currently trying to write a function that will update groups' routes dynamically, for things like a formation of ships or CAP over a moving carrier. Please could someone confirm the following assumptions I've made based on testing and the docs: 1. There is no way to access current tasks for a Controller, and therefore no way to update waypoint locations not stored in script. 2. A sensible way (in terms of ease, precision, and resources) to create dynamic routes is to have three waypoints: [1] current location, [2] predicted target position for one minute from now, [3] predicted target position for two minutes from now, with a waypoint WrappedAction at [2] that calls the function again ([3] being only included for smoother turns). My current attempt at this produces a crash every time, with no scripting error in the log. I know it's something silly that I've missed, but the CtD with nothing logged makes normal debugging harder. I also have the following unsolved questions about mission tasks that may or may not be contributing to the problem: 3. What is the reference point for waypoint ETA vales in LUA? 4. Do ongoing tasks and options (e.g. RoE and CAP) need to be cancelled if not intended in the new mission task, or reapplied if they are? 5. Does the group's current waypoint index need resetting after setting a new mission task? Apologies that I can't answer these through testing, but I'm fed up with the long CtD cycle. test.miz waypoints.lua
  24. Hi, I was wondering if someone can help me shed light on how to use setCommand() and setTask() / pushTask() properly. I have spent may hours on this but cannot make it work. Specifically, I am trying to use the SwitchWaypoint/GoToWaypoint commands. All of the following examples have no effect on the unit/group in question: 1) via group local g = Group.getByName("Aerial-1") local c = g:getController() local switchWaypointCommand = { ["id"] = 'SwitchWaypoint', ["params"] = { ["fromWaypointIndex"] = 2, ["goToWaypointIndex"] = 5, } } -- the following has no effect c:setCommand(switchWaypointCommand) 2) via unit local u = Unit.getByName("Aerial-1-1") local c = u:getController() local switchWaypointCommand = { ["id"] = 'SwitchWaypoint', ["params"] = { ["fromWaypointIndex"] = 2, ["goToWaypointIndex"] = 5, } } -- the following has no effect c:setCommand(switchWaypointCommand) 3) using a WrappedAction task local g = Group.getByName("Aerial-1") local c = g:getController() local wrappedActionTask = { ["id"] = "WrappedAction", ["params"] = { ["action"] = { ["id"] = "SwitchWaypoint", ["params"] = { ["goToWaypointIndex"] = 5, ["fromWaypointIndex"] = 2, } } } -- neither of the two following work or do anything c:pushTask(wrappedActionTask) c:setTask(wrappedActionTask) All of the above equivalently do not have any effect when GoToWaypoint is used for ground units. ----------------------------- As a side note, the following similar, and possibly related issue puzzles me: a) consider I create a series of LandingReFuAr waypoints for a plane unit in the mission editor b) if I run the mission at this stage, everything runs fine, i.e. the plane flies from airport to airport and lands, refuels, and rearms c) however, if I - via triggered script - then deepcopy the plane's mission task (as defined from within the mission editor) and reassign it using setTask(), the plane will keep flying along the route of waypoints, but not land anymore. I have checked the original mission (extracted from the .miz file) against the one that I set and confirmed that they are 100% identical Can someone help me better understand the inner workings of setTask() and setCommand()? Thanks.
  25. Hi guys, How can I remove board number on plane? Do i have to do some changes in description.lua? I made userskin but can't remove the board number as in the photo. Which part of the lua file below should I change? name = "MiG-21JP" --[[ countries = { "USA", "RUS", "FRA", "UKR", "SPN", "NETH", "TUR", "BEL", "GER", "NOR", "CAN", "DEN", "UK", "GRG", "ISR", "ABH", "RSO" } ]]-- custom_args = { [1000] = 0, -- Change to 0.1 when using Set 2 Nose Numbers } livery = { -- Separate Textures {"MIG21BIS_FUSE_F", 0, "MiG21Bis_Fuse_F", false}; {"MIG21BIS_FUSE_F", 1, "MiG21Bis_Fuse_F_NMp", true}; {"MIG21BIS_FUSE_F", 13, "MiG21Bis_Fuse_F_RoughMet", false}; {"MIG21BIS_FUSE_M", 0, "MiG21Bis_Fuse_M", false}; {"MIG21BIS_FUSE_M", 1, "MiG21Bis_Fuse_M_NMp", true}; {"MIG21BIS_FUSE_M", 13, "MiG21Bis_Fuse_M_RoughMet", false}; {"MIG21BIS_FUSE_R", 0, "MiG21Bis_Fuse_R", false}; {"MIG21BIS_FUSE_R", 1, "MiG21Bis_Fuse_R_NMp", true}; {"MIG21BIS_FUSE_R", 13, "MiG21Bis_Fuse_R_RoughMet", false}; {"MIG21BIS_FUSE_T", 0, "MiG21Bis_Fuse_T", false}; {"MIG21BIS_FUSE_T", 1, "MiG21Bis_Fuse_T_NMp", true}; {"MIG21BIS_FUSE_T", 13, "MiG21Bis_Fuse_T_RoughMet", false}; {"MIG21BIS_WING_L", 0, "MiG21Bis_Wing_L", false}; {"MIG21BIS_WING_L", 1, "MiG21Bis_Wing_L_NMp", true}; {"MIG21BIS_WING_L", 13, "MiG21Bis_Wing_L_RoughMet", false}; {"MIG21BIS_WING_R", 0, "MiG21Bis_Wing_R", false}; {"MIG21BIS_WING_R", 1, "MiG21Bis_Wing_R_NMp", true}; {"MIG21BIS_WING_R", 13, "MiG21Bis_Wing_R_RoughMet", false}; {"MIG21BIS_GEAR_01", 0, "MiG21Bis_Gear_01", false}; {"MIG21BIS_GEAR_01", 1, "MiG21Bis_Gear_01_NMp", true}; {"MIG21BIS_GEAR_01", 13, "MiG21Bis_Gear_01_RoughMet", false}; {"MIG21BIS_MISC", 0, "MiG21Bis_Misc", false}; {"MIG21BIS_MISC", 1, "MiG21Bis_Misc_NMp", true}; {"MIG21BIS_MISC", 13, "MiG21Bis_Misc_RoughMet", false}; -- Tac Number Nose Set 1 {"MIG21BIS_SER_NOSE_0001", 0, "MiG21Bis_Fuse_F", false}; {"MIG21BIS_SER_NOSE_0001", 1, "MiG21Bis_Fuse_F_NMp", true}; {"MIG21BIS_SER_NOSE_0001", 13, "MiG21Bis_Fuse_F_RoughMet", false}; {"MIG21BIS_SER_NOSE_0001", 3, "empty_ser", true}; --{"MIG21BIS_SER_NOSE_0001", 3, "MiG21Bis_Ser_Nose", true}; {"MIG21BIS_SER_NOSE_0010", 0, "MiG21Bis_Fuse_F", false}; {"MIG21BIS_SER_NOSE_0010", 1, "MiG21Bis_Fuse_F_NMp", true}; {"MIG21BIS_SER_NOSE_0010", 13, "MiG21Bis_Fuse_F_RoughMet", false}; --{"MIG21BIS_SER_NOSE_0010", 3, "empty_ser", true}; {"MIG21BIS_SER_NOSE_0010", 3, "MiG21Bis_Ser_Red-Stencil", true}; {"MIG21BIS_SER_NOSE_0100", 0, "MiG21Bis_Fuse_F", false}; {"MIG21BIS_SER_NOSE_0100", 1, "MiG21Bis_Fuse_F_NMp", true}; {"MIG21BIS_SER_NOSE_0100", 13, "MiG21Bis_Fuse_F_RoughMet", false}; --{"MIG21BIS_SER_NOSE_0100", 3, "empty_ser", true}; {"MIG21BIS_SER_NOSE_0100", 3, "MiG21Bis_Ser_Red-Stencil", true}; {"MIG21BIS_SER_NOSE_1000", 0, "MiG21Bis_Fuse_F", false}; {"MIG21BIS_SER_NOSE_1000", 1, "MiG21Bis_Fuse_F_NMp", true}; {"MIG21BIS_SER_NOSE_1000", 13, "MiG21Bis_Fuse_F_RoughMet", false}; {"MIG21BIS_SER_NOSE_1000", 3, "empty_ser", true}; --{"MIG21BIS_SER_NOSE_1000", 3, "MiG21Bis_Ser_Nose", true}; -- Tac Number Nose Set 2 {"MIG21BIS_SER_NOSE2_0001", 0, "MiG21Bis_Fuse_F", false}; {"MIG21BIS_SER_NOSE2_0001", 1, "MiG21Bis_Fuse_F_NMp", true}; {"MIG21BIS_SER_NOSE2_0001", 13, "MiG21Bis_Fuse_F_RoughMet", false}; {"MIG21BIS_SER_NOSE2_0001", 3, "empty_ser", true}; --{"MIG21BIS_SER_NOSE2_0001", 3, "MiG21Bis_Ser_Nose", true}; {"MIG21BIS_SER_NOSE2_0010", 0, "MiG21Bis_Fuse_F", false}; {"MIG21BIS_SER_NOSE2_0010", 1, "MiG21Bis_Fuse_F_NMp", true}; {"MIG21BIS_SER_NOSE2_0010", 13, "MiG21Bis_Fuse_F_RoughMet", false}; {"MIG21BIS_SER_NOSE2_0010", 3, "empty_ser", true}; --{"MIG21BIS_SER_NOSE2_0010", 3, "MiG21Bis_Ser_Nose", true}; -- Tac Number Fuselage {"MIG21BIS_SER_FUSE_001", 0, "MiG21Bis_Fuse_M", false}; {"MIG21BIS_SER_FUSE_001", 1, "MiG21Bis_Fuse_M_NMp", true}; {"MIG21BIS_SER_FUSE_001", 13, "MiG21Bis_Fuse_M_RoughMet", false}; {"MIG21BIS_SER_FUSE_001", 3, "empty_ser", true}; --{"MIG21BIS_SER_FUSE_001", 3, "MiG21Bis_Ser_Fuse", true}; {"MIG21BIS_SER_FUSE_010", 0, "MiG21Bis_Fuse_M", false}; {"MIG21BIS_SER_FUSE_010", 1, "MiG21Bis_Fuse_M_NMp", true}; {"MIG21BIS_SER_FUSE_010", 13, "MiG21Bis_Fuse_M_RoughMet", false}; {"MIG21BIS_SER_FUSE_010", 3, "empty_ser", true}; --{"MIG21BIS_SER_FUSE_010", 3, "MiG21Bis_Ser_Fuse", true}; {"MIG21BIS_SER_FUSE_100", 0, "MiG21Bis_Fuse_M", false}; {"MIG21BIS_SER_FUSE_100", 1, "MiG21Bis_Fuse_M_NMp", true}; {"MIG21BIS_SER_FUSE_100", 13, "MiG21Bis_Fuse_M_RoughMet", false}; {"MIG21BIS_SER_FUSE_100", 3, "empty_ser", true}; --{"MIG21BIS_SER_FUSE_100", 3, "MiG21Bis_Ser_Fuse", true}; -- Tac Number Tail {"MIG21BIS_SER_TAIL_000001", 0, "MiG21Bis_Fuse_T", false}; {"MIG21BIS_SER_TAIL_000001", 1, "MiG21Bis_Fuse_T_NMp", true}; {"MIG21BIS_SER_TAIL_000001", 13, "MiG21Bis_Fuse_T_RoughMet", false}; {"MIG21BIS_SER_TAIL_000001", 3, "empty_ser", true}; --{"MIG21BIS_SER_TAIL_000001", 3, "MiG21Bis_Ser_Tail", true}; {"MIG21BIS_SER_TAIL_000010", 0, "MiG21Bis_Fuse_T", false}; {"MIG21BIS_SER_TAIL_000010", 1, "MiG21Bis_Fuse_T_NMp", true}; {"MIG21BIS_SER_TAIL_000010", 13, "MiG21Bis_Fuse_T_RoughMet", false}; {"MIG21BIS_SER_TAIL_000010", 3, "empty_ser", true}; --{"MIG21BIS_SER_TAIL_000010", 3, "MiG21Bis_Ser_Tail", true}; {"MIG21BIS_SER_TAIL_000100", 0, "MiG21Bis_Fuse_T", false}; {"MIG21BIS_SER_TAIL_000100", 1, "MiG21Bis_Fuse_T_NMp", true}; {"MIG21BIS_SER_TAIL_000100", 13, "MiG21Bis_Fuse_T_RoughMet", false}; {"MIG21BIS_SER_TAIL_000100", 3, "empty_ser", true}; --{"MIG21BIS_SER_TAIL_000100", 3, "MiG21Bis_Ser_Tail", true}; {"MIG21BIS_SER_TAIL_001000", 0, "MiG21Bis_Fuse_T", false}; {"MIG21BIS_SER_TAIL_001000", 1, "MiG21Bis_Fuse_T_NMp", true}; {"MIG21BIS_SER_TAIL_001000", 13, "MiG21Bis_Fuse_T_RoughMet", false}; {"MIG21BIS_SER_TAIL_001000", 3, "empty_ser", true}; --{"MIG21BIS_SER_TAIL_001000", 3, "MiG21Bis_Ser_Tail", true}; {"MIG21BIS_SER_TAIL_010000", 0, "MiG21Bis_Fuse_T", false}; {"MIG21BIS_SER_TAIL_010000", 1, "MiG21Bis_Fuse_T_NMp", true}; {"MIG21BIS_SER_TAIL_010000", 13, "MiG21Bis_Fuse_T_RoughMet", false}; {"MIG21BIS_SER_TAIL_010000", 3, "empty_ser", true}; --{"MIG21BIS_SER_TAIL_010000", 3, "MiG21Bis_Ser_Tail", true}; }
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