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  1. First half of mission was fine, launch the talds and got the SA8 first time round, then as i circled back, we were getting words for the oil pumps etc a windows box came up (with error chime), was too quick to read but i thought i seen the word "script" or "schedule", then vanished. Me being the naval aviator that i am, i continue... There was no F10 option to tell wingman to attack the targets either (as he was the only one with bombs). So i tried 'wingman 2>attack my target' nothing, then tried 'flight>engage mission & rejoin' to which he broke off, but instead of attacking targets he just started heading south (i think?!) and just kept flying away. asking for rejoin etc had no effect. Then after some time it came up with "tell devil you are unable with F10" so i went to that but "player" just said "engagement complete" and the dialouge played as if i hit the targets (but they were still fine in tgp), wingman still heading south, but he then also said "another gecko popped up near the city". At this point i conceded something was fubar and quit. Tbh, not a fan of the half in built menu for orders and half F10, i just find it confusing and when i use inbuilt orders at the wrong time in earlier missions, it just breaks the wingman, forcing me to quit & restart, i'd suggest going all F10 orders if its not too much work. Sorry didnt get a better look at the error, so may not be much help but wanted to report Otherwise, great campaign, i like the simplicity, i did have to learn the simrate function though haha theres some looong transits
  2. Hiya! When building multiplayer missions having runway strikes being done and available always adds quite a thrill. However, when it succeeds it's hard to continue to adapt the balancing. Currently runways are only repaired after 60 minutes (hardcoded) as far as I can see. What would be awesome if would for example be something like: ---repair the given runway for operations ---@param runwayName string @the name of the runway, as also specified in Airbase:getRunways() function Airbase:repairRunway(runwayName) end ---OPTIONALLY ---sets whether or not DCS will automatically repair runways after 60 minutes ---@param autoRepair boolean @true or false function Airbase:setAutoRepair(autoRepair) end The idea is that in bigger dynamic missions it would be awesome to balance the runway repairs ourselves. (eg. faster when the resources/personnel at the base are higher and slower when certain resources are lower). The second function would be to disable automatic repairs. This would be in line with the logic of airbase captures, where you can also enable/disable the automatic capture and then force the capturing yourself. PS. Removing the craters itself doesn't repair the runway it seems via world.removeJunk() as AI doesn't want to take off even when the runway is pristine after that. PPS. To all those having the itch commenting underneath here that it wouldn't be realistic. Please just don't. This would just add options, and options are what us mission makers can use.
  3. Howdy folks! Born from the desire to create a realistic SEAD/DEAD mission, I've realized DCS (or any other sim for that matter) is lacking in one of the most crucial elements of the modern battlefield, ELINT. so I've decided to pick up this glove and do my best. Introducing Hound ELINT system for DCS. MP oriented, realism in mind, ELINT system. it uses allocated assets (Air, ground and static units) to realistically estimate position or active enemy radars. Available for download in Github https://github.com/uriba107/DCS-Hound Current version: 0.4.1 Questions regarding mission building and scripting? Join the Skynet discord Group, Hound has a small section there: https://discord.gg/pz8wcQs Hound Feature Highlights: MP Oriented Text-To-Speech centered information delivery, using SRS provides both position and positional error estimation for radars physics based location accuracy Compatible with MOOSE, MIST and Skynet I firmly believe less words is more, if you like words, the readme in the repo is at your services! So cinematic introduction Video Special thanks to @tigair - for Skynet which inspired Hound. @Grimes- for MIST and the hoggit wiki @Ciribob - For SRS and supporting changes to the SRS TTS engine that made Hound viable. Changelog: v0.4.1 - 31/03/2025 Key Change - MIST is no longer a required dependency for Hound (Thanks @Grimes) Key Change - Emitter frequencies are no longer fixed values. Each unit will generate a random frequency from its defined frequency range. DCS Data is used to determine frequency range when possible. New - Updated platform list. Added Su-24M,Su-24MR, Su-25TM. Blue ground unit is now the Patriot Communication relay. (Thanks @LongShot) New - Hound instances are now accessible via a global HOUND.INSTANCES table. (Thanks @Special K) Bugfix - Fixed issue memory leak when drawing polygon uncertainty markers. Bugfix - Menus are not drawn for dynamic slots. (Thanks jefferson) Bugfix - Attempt to fix issue where controller returns NaN radar position. (Thanks @Revientor) Bugfix - Hound will override STTS.DIRECTORY only when default value is in use. (Thanks @Drofseh) v0.4.0 - 04/11/2024 Key Change - Sites have been introduced to group radars, simplifying reports and allowing users to better pick their targets. Key Change - Radars can now have two frequencies: one for search and another for track (if applicable). New - Added "TV Tower" and "Command Center" static objects as valid Hound platforms (in addition to the existing "Comms Tower M"). New - Callsign override now accepts '*' in the target callsign, forcing Hound to use the group name as callsign. New - Reworked README for improved readability. New - RAZBAM's F-15E gets correct coordinates format New - Added site markers and reworked marker order (please check README for details). New - Added ability to add a custom message to the Notifier queue (transmit via controller was already implemented). New - Added ability to specify transmission priority for custom messages (Controller and Notifier). New - Introduced priority 0 for messages. Priority 0 messages will be the next to be transmitted. New - All High-Digits SAMs will show up as their basic form since the real world difference is usually just the missile employed, and radars are interchangeable. New - Updated CurrentHill Units. New - Added support for the P-14 Mod. Bugfix - Adjusted antenna size value for static objects to reflect their actual model height. v0.3.5 - 23/12/2023 Bugfix - fix for Scripting engine changes in DCS 2.9.1 Bugfix - Better Readme thanks to @Apple v0.3.4 - 24/5/2023 New - Added support for CurrentHill Millsim units New - support to SA map naval assets New - Added support for multiple units as platforms CJS EF-18G prccowboy's Tu-214R prccowboy's P-8A Military Aircraft Mod P-3C New - Added DCS radars added since Hound 0.3.3 New - Refactored DB to separate DCS units from community modssupport to SA map naval assets New - Added per instance DCS callsign override (thanks @apollonaut for suggesting) New (Experimental) - Added support for DCS-gRPC TTS Bugfix - Fixed radar position calculation when only two static platforms detect the radar (thanks @SkyPirate17 for reporting) Bugfix - Fixed PreBriefed radars being dropped from tracking Bugfix - updated Demo missions to work on DCS 2.8.x v0.3.3 - 31/8/2022 Feature - support to SA map naval assets Bugfix - fix SE crash related to dead unit handling (thanks @RexAttaque) Bugfix - fixed typo related to HighDigitsSam unit (Thanks @Bones1775) v0.3.0 - 12/6/2022 Some refactoring was required. Feature - Refactoring of all subclasses. Hound is now mostly in one (giant) table NOTE: Main effect of this change is that HoundEventHandler is not called HOUND.EventHandler please make sure to update your scripts Feature - New method of managing dead units. This allows Group.destroy() function to be called for decluttering the mission. New - Added support for Secret Squirrel Studios SPECIAL MISSION AIRCRAFT and Operator's AI Mod (RC-135W and EC-130) New - Added support for the upcoming Aerges Mirage F1 module. NOTE: This does not mean that the Mirage F1 module will have native ELINT capabilities. Aerges did not provide any information on this subject! However, they were kind enough to provide the information required to add the modules to Hound. Note that the F1.CE is not ELINT capable IRL, but was added for the duration until EE and M variants are shipped. New - MGRS default was changed to 10 digits New - BDA settings only effects dead contact detection. New - Mission builders can now mark radar as dead. this will trigger death notification regardless of BDA settings. bugfix - PreBriefed contacts will no longer trigger new contact alert when configured before hound is initiated bugfix - more CPU friendly default detection intervals bugix - C-17 is RC-135 stand-in. Tuned platfrom parameters to reflect that Bugfix - Better comm checkout handling when player disconnects. v0.2.2 - 22/3/2022 some feature creep was observed Feature - Position estimation algorithm was replaced Feature - Datapoints management, should improve performance and responsiveness to moving radars Feature - Added Option to force Hound to track markers ID using internal counter (rather then using MIST/MOOSE) Feature - export to csv functionality New - Added C-47 as platform New - AH-64D added with correct LAT/LON format New - Tuning system intervals and allowing user to fine tune them New - Internal Refactoring and grouping of functions in HoundUtils class. Bugfix - E-2 was not a valid platform Docs - Updated to reflect new features, added some tips for performance tuning v0.2.1 - 7/1/2022 Bugfix - Triangulation of radar with only two static receivers now works as expected. Bugfix - Fix script crash when trying to get ships radar detection range. Bugfix - Fix script crash caused by destruction of a radar that had been detected but not yet triangulated. Feature - H-6J and JF-17 has been added as a valid platforms (JF-17 should be carrying SPJ) - thank you @foogle. Docs - Updated some typos and inaccuracies in README (Thanks @hbjonsson) Thank you @Toumal for finding these bugs. v0.2.0 - 4/12/2021 This first Major Hound update which required a massive rewrite of code. Reworked comms system. 3 Communication Entities available. Controller - Interactive on-demand Targeting information and automatic High priority alerts (pop-up and destruction) ATIS - Automated Threat Information System, Automatic broadcast of general information on all relevant threats Notifier (New!) - High priority alerts only. Pop-up or Destruction. Intended for alerting on non-SEAD channels New! Hound now Support for multiple Sectors with optional Geo-fencing. Each sector can contain all (or some of the communication options) Reworked Comms Menu interaction Less text message clutter Correct Lat/Lon format for each Aircraft New! Event Handler. Allows mission builders to trigger custom scripts on Hound events. New! Allow adding "Pre Briefed" radars into the system. (for sites you give your users the actual position anyway) Fine tuned parameters and added HTS equipped F-16s as platforms. (not that due to DCS limitation, pod presence is not checked) Many Many more customizable settings for mission Builders. v0.1.2 - 23/7/2021 Better location accuracy Updated Radars list with radars introduced with DCS 2.7.3 & 2.7.4 Added support for "SAM asset pack" mod Uncertainty ellipse now supports more display option (Thanks to @davidp57) Hound Instance can now be created with coalition so it will start correctly without assigned platforms. Multiple bugs squashed v0.1.1 - 28/6/2021 Multiple bugfixes Added Support to Anubis' C-130 and VSN EA-6B Mission Editor Tutorial Grimes Grimes
  4. Я скачал скрипт, засунул его в Макс 12, делал все по инструкции, указываю путь к папке Shapes а модельки не открывается, приложу видео для просмотра проблемы более понятно, заранее спасибо большое за помощь VID_20250110_190403_802.mp4 I downloaded the script, put it in Max 12, did everything according to the instructions, I specify the path to the Shapes folder, but the models do not open, I will attach a video to view the problem more clearly, thank you very much in advance for
  5. 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
  6. Hello, help me find a script to add a missile guidance TV screen to a custom cockpit, or tell me how it can be implemented э. Здравствуйте, помогите пожалуйста найти скрипт для реализации в кастомной кабине в игре Lock on flamming cliffs 2 этого ТВ экрана для наведения ракеты таких как Х-29Т или Х-29ТЕ, если не скрипт, то подскажите как этот экран можно реализовать
  7. 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.)
  8. 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!
  9. Hi all Here is a simple dismount script for ground units in DCS. I really like the potential of Combined Arms and wanted to make APC's more useful and similar to how they work in the Wargame series by Eugen. I was 50% successful.. With this, Transports can be preloaded with infantry compositions in the mission editor and dismount their troops at any time during the battle via the f10 menu. Some use cases could be transporting infantry groups to clear out towns or forests, establish a defensive line, transport MANPADS to strategic locations and so on. It would even be possible to use it for transporting armor and logistics via aircraft. Setup consists of loading MIST and the script at mission start, and making a radio (f10) item calling the dismount function with a transport group name. Detailed explanation how to set up is given in the script, and there is also a demo mission for examples of use. It requires the Mission Scripting Tools (MIST), so you need to read up on how to load that in your mission. I would have liked to make infantry loading during mission possible as well, but that is a bit beyond my LUA skills unfortunately.. dismountScript01.lua zz_scriptTemplate_dismount.miz
  10. Greetings chaps and chapeses, I'm creating this thread rather to share info about my struggle with HOTAS Warthog joy setup with T.A.R.G.E.T script editor and primarily to share the solution/workaround I found to work for me. I'd appreciate if someone more insightful explained/confirmed the reason for such behavior. My HW: HOTAS Warthog Throttle HOTAS Warthog Magnetic Base HOTAS Warthog F/A-18 Grip (? is this problem F/A-18 Grip specific ?) My T.A.R.G.E.T + HOTAS Warthog setup procedure: clean win10 install install HOTAS Warthog drivers (devices plugged first time after shut down system | unplug devices | - reboot probably unnecessary boot system | install target plug devices run script The problem: Running basic or advanced GUI profile works without problem, but running script from GUI or Script Editor either did not see the Warthog Joystick at all or generated the following error: Running script: C:\T.A.R.G.E.T\marbe's_profiler.tmc *** Allocated ProcInstances found from the previous run: use FreeProcInstance() *** Mapped plugin module "C:\Program Files (x86)\Thrustmaster\TARGET\Plugins\sys.dll" Compile Succeeded. Physical USB HID devices managed by script! Currently plugged USB HID devices[2]: 1: "Joystick - HOTAS Warthog" - "USB\VID_044F&PID_0402&REV_0100" 2: "Throttle - HOTAS Warthog" - "USB\VID_044F&PID_0404&REV_0100" USB HID device "Throttle - HOTAS Warthog"(USB\VID_044F&PID_0404\6&E264243&0&1) selected USB HID device with hardware id "VID_044F&PID_0402" cannot be found USB HID device "Joystick - HOTAS Warthog"(USB\VID_044F&PID_0402\5&357A1272&0&9) selected USB HID device with hardware id "VID_044F&PID_b351" cannot be found USB HID device with hardware id "VID_044F&PID_b352" cannot be found USB HID device with hardware id "VID_044F&PID_0400" cannot be found USB HID device with hardware id "VID_044F&PID_B10A" cannot be found USB HID device with hardware id "VID_044F&PID_B10B" cannot be found USB HID device with hardware id "VID_044F&PID_B687" cannot be found USB HID device with hardware id "VID_044F&PID_B679" cannot be found USB HID device with hardware id "VID_044F&PID_B68F" cannot be found USB HID device with hardware id "VID_044F&PID_0405" cannot be found USB HID device with hardware id "VID_044F&PID_0406" cannot be found USB HID device with hardware id "VID_044F&PID_0407" cannot be found USB HID device with hardware id "VID_044F&PID_0408" cannot be found Virtual HID devices managed by script! Connecting virtual joystick...Done Device name set to Thrustmaster Combined Connecting virtual keyboard...Done Connecting virtual mouse (absolute axes)...Done The 'Thrustmaster combined' virtual device is crated. Device analyzer shows it is consists of the throttle and the stick. The device analyzer shows all physical device interaction (both throttle and stick), but only throttle gets captured and transferred to the Combined virtual device.
  11. Hi guys, I don't know where to post this question, but I'll just start here I'm trying to export info from LoGetTWSInfo() export function yet it keeps being Nill. LoIsSensorExportAllowed() // returns true in my case (it's single player anyways) There is other functions that get Sensory data that work. So I'm curious why this one isn't. I've been testing with the F-16. Anyone got some pointers?
  12. Hello! How do i via File in "Do script file" change a Game Flag's value? I have a simple script that counts Kills for both sides, Players and AI... But my script dies on it, it only shows the totals but it don't interact with game itslef... I tryed to imput totals to a Flag but every time a kills happens a scritping error is thrown... I tryed the following: local Temp = Event.initiator; if Event.id == 5 then if Temp then _ = Temp:getCoalition(); if _ == 1 then Blue=Blue+1 trigger.action.setUserFlag('10000', flag_value + 1) end if _ == 2 then Red=Red+1 trigger.action.setUserFlag('10001', flag_value + 1) end return end end And i get the error in attached image. I'm not sure if this is the correct approach... So i'm open to new ideas! Thanks in advance!
  13. Hi, I've been having issues where AI aircrafts do not fly at the altitude I gave them through the task mission in scripting. I have a mission with two fighter groups (Rafale C), an AWACS (E-3A) and a Tanker (KC-135MPRS). At first, I make them start from parking. I then give them this task : local on_the_way = { id = 'Mission', params = { airborne = true, route = { points = { [1] = { type = "Turning Point", action = "Fly Over Point", x = coordinates_plane.x, y = coordinates_plane.y, alt = args.altitude, alt_type = "RADIO", }, [2] = { type = "Turning Point", action = "Fly Over Point", x = coordinates_racetrack_start.x, y = coordinates_racetrack_start.y, alt = args.altitude, alt_type = "RADIO", } } }, } } local orbit = { id = 'Orbit', params = { pattern = "Race-Track", point = coordinates_racetrack_start, point2 = convertCoords(args.point2), speed = args.speed, altitude = args.altitude, } } local controller = Group.getByName(args.group_name):getController() controller:resetTask() controller:pushTask(on_the_way) controller:pushTask(orbit) The aircrafts all go to their zones and perform their race track orbit so I know that it works. The issue I have is that my AWACS flies close to ground level despite the altitude of 20000 feet I give them (I checked this altitude by printing it). When I change the AWACS plane to any other plane it then works and the AWACS flies at the right level. Things get weirder with the fighters, when starting from parking, my Rafales fly at the right level. But when they start from the runway, they fly at ground level as well. And when I change their type to Mirage 2000C, they work again and fly at the right level, even when starting on the runway. So what I thought to be a plane issue seems to also be an issue with their starting zone. But I tried changing the start of the AWACS and none of my changes made it work. I'm also thinking the issue could come from mission scripting as the altitude works when I set the planes routes from the mission editor and not from scripting. I was wondering if anyone had encountered the same issue in the past. And if so, is there a solution to these issues. Thanks a lot for your help.
  14. 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 ?
  15. 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
  16. Hello everybody. I am not sure this is the right spot to post my questions, but I am quite new both to DCS and the forum. Leveraging on 30 years of Air Force experience, I have been contacted to develop BFM/AFM and BVR training scenarios. Mission Editor helps, but I am still struggling with some controls. Cutting to the chase… Is there a way to: - Make red air (AI) notch (turn approx 90 degrees off the initial heading) at a pre-determined distance? I get the trigger/moving trigger zone, the problem is the specific action - Make red air (AI) commit on condition (eg. X many seconds after the notch or at a specific distance) - Make red air (AI) resume CAP if blue air “strays” I have been dabbing with Combined Arms (it CAN control Air Assets as well as Ground) but it becomes a challenge with multiple units (it’d be easier to play the Flight of the Bumblebee on a piano!) Thanks for your help. By the way: I have zero scripting skills. P.S.: I might repost this in other pages, as I attempt to discover more suitable Topics headers, digging in the forum.
  17. Hello fellow DCS World players, For some reasons, I am trying to find a way to make the helicopter flight model in the game easier for some kids to learn with. Specifically, I would like to reduce the movements around the yaw axis so that the helicopter is more stable at low speeds for exemple . I have a few ideas for how this might be achieved and I was hoping to get some feedback on their feasibility: 1. Using a script to modify the behaviour of the aircraft in real time (it would act like a kind of auto-pilot, modifying the axis if they go under a certain value). I know how to export the different flight data thanks to the Export.lua file and I was wondering if we could use this data to modify the behavior of the aircraft. 2. Editing the .lua files (like the fm or the general configuration of the game etc). Also, is it possible to set a minimun altitude wich the helicopter cannot go below ? If anyone has experience with moding or scripting in DCS World, or if you have any other suggestions for my project, I would greatly appreciate any help or guidance you could provide. I understand that it might not be possible to make significant changes to the flight model, but I would still be grateful for any insights or advice you might have. Thank you in advance for your time and help!
  18. I want to start a mission on air or ground at random position, altitude and heading. How can I spawn a non-AI unit like player/client using MOOSE?
  19. I'm trying to save a table to a file, just to analyze it. Path = 'd:\\' Filename = 'table.lua' Data = table UTILS.SaveToFile(Path, Filename, Data) However I get the following log message: I believe the path has to be de-sanitized. But how?
  20. Hallo, ich möchte mein Saitek x55 Throttle für DCS open Beta programmieren. So das ich den Mode Schalter nutzen kann um die Tasten dreifach zu belegen. Wahrscheinlich bin ich zu blöd. Das habe ich zur Probe versucht: - x55 Profil programmiert und eine Taste in Mode 1 und Mode 2 mit jeweils einer Tastatur Belegung versehen (Mode 1, Taste V, Mode 2, Taste B), gespeichert und Software geöffnet gelassen. In DCS (F18 Sim) den Flaps Schalter Auto in den Tastatur Befehlen auf V gesetzt und Full auf B gesetzt. Funktioniert nicht, bewegt sich gar nichts. - Versucht in DCS ein Modifier ein zu fügen, in Modus 1 erkennt er Taste 6, in Modus 2 erfasst er ebenfalls Taste 6 und beschwert sich das die doppelt belegt ist. Was mach ich falsch?
  21. Hello Community, I tried to find a function or command to autockick all players from a multiplayer server but without success. In the specific I want to kick all player from the server before the server restart that is scheduled every 4 hours beacause server dosn't restart automatically if find a connected player. Could you please help me for this? Thank you very much in advanced.
  22. In the mission editor, we can see yellow and red circles indicating respectively the maximum detection range and the maximum firing range. There is also a minimum range for some models. It would be interesting to create lua functions to return its information, as well as a function indicating if a point or a unit are "within range" of fire. This can be used in particular for artillery script, or dca... Function we needed : - unit:getMinRange() return minimum range of unit in metter - unit:getMaxRange() return maximum range of unit in metter (red circle) - unit:getDetectionRange() return maximum detection Range in metter (yellow circle) - unit:pointInRange(vec3) param point (vec3) of a position. Return boolean (true/false) if a param "point" is between min and max range.
  23. Github link to download: https://github.com/Fallen-Technologies/OutofmyZone The formatting of the post is better visualized over on the Github page, I recommend reading there! Out of my Zone! A simple DCS Script for creating No-Fly-Zones for each coalition. Rather than creating an individual trigger for each aircraft, checking if they're in enemy air space, and exploding just that one unit. This script will do it with just 1 trigger per zone! REQUIRES mist.lua! Can be found here: https://github.com/mrSkortch/MissionScriptingTools HOW TO SETUP: 1. Create a ONCE trigger with a TIME MORE (1) and DO SCRIPT FILE mist.lua 2. Create a ONCE trigger with a TIME MORE (2) and DO SCRIPT FILE outofmyzone.lua 3. Create a zone to cover the area you want to protect. HOW TO USE: 1. Create a REPETITIVE trigger 2. Conditions: PART OF COALITION IN ZONE [enemy coalition, zone name, ALL] 3. Actions: DO SCRIPT outofmyzone('coalition to protect', 'zone name') [Ex: outofmyzone('blue', 'Zone-1') ] 4. Repeat for as many zones as you want! WHAT WILL HAPPEN: When an enemy unit crosses over the border of the zone, the script will create a 100 size explosion to destroy it. Then it will have pop up text saying "(Unit-Name) (Player-Name) entered enemy territory and has been eliminated" for 15 seconds EXAMPLE:
  24. I've been working on a mission file with an A10, yet every time it wont load the DSMS page. I've been in the files, there is no DSMS folder being created, and I've never used the "prepare mission option". I even went in and made a copy and used the "prepare mission" to see if it would make one, and it did not create a DSMS folder I am using MIST 4.whatever (newest release) any help would be really appreciated. Attached is a copy of the mission tryagain2.miz
  25. Moin zusammen! Ich brauche mal Eure Hilfe bei einem vermutlich lächerliches Problem, dass ein ScriptNoob wie ich jedoch nicht lösen kann. Ich habe versucht ein Script mit Notepad++ zu erstellen um eine Textdatei im Verzeichnis XY zu löschen. Wenn ich es mit Notepad++ teste, funktioniert es einwandfrei. Wenn ich es jedoch in einer Mission in DCS lade, kommt nur ein Script Error Fenster und das wars. Könnt Ihr mir bitte sagen, wo der Fehler liegt. Folgendes Script: local fileToDelete = "C://test//test.txt" function deleteFile(filePath) os.remove(filePath) return "Datei '" .. filePath .. "' wurde gelöscht." end local resultMessage = deleteFile(fileToDelete) print(resultMessage) Vielen Dank im Voraus
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