Jump to content

Recommended Posts

Posted

It was not recognizing the health of it before either. I was doing tests on it a few weeks ago and could not get it to trigger any of the messages and indicators that it recognized anything other than the initial "alive" state.

[sIGPIC][/sIGPIC]



YouTube ~ Twitch

  • 5 months later...
  • 3 months later...
Posted

Any update on this issue?

__________________________________________________

Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked

 

Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators

 

RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051

  • 3 weeks later...
Posted

Can anyone confirm if today's patch fixes this issue?

__________________________________________________

Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked

 

Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators

 

RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051

  • 5 weeks later...
Posted

bump. any news?

MB: Asus ROG Strix Z390-E \ CPU: i9-9900K NZXT Kraken X52\ DDR4: 3000MHz G.SKILL Trident Z Royal 32Gb RAM \

VID: MSI Nvidia RTX4070 12GB \ MON: Samsung ue49ks8000 49'', Lilliput 8'' x2

CNTRL: Thrustmaster HOTAS Warthog \ Saitek Combat Rudder pedals \ TrackIR 5 \ Thrustmaster MFD Cougar Pack

Posted (edited)

I recognize the demotivation in the word "unwilling". The frustration is caused by determination and thats a good thing. :)

 

Demotivated I would say: The calls for this bug repair is silenced to death by now, come back in 2017.

 

Nevertheless, I can understand the subordinate position of the script engine due to the development of DCS 2.0. But an answer to this question might fuel our motivation: Is there a rough estimate when the scripting engine gets some preferential attention?

 

 

 

 

 

 

 

.

Edited by piXel496
.
  • 2 months later...
Posted (edited)

hi all, I'm not an expert in scripting with the editor, so sorry if stupid questions or misunderstanding some pieces of code...

but I am not totally newbie at programming stuffs, and trying to understand how to adapt to DCS 1.5 or 2 Spinter's mission. therefore I finally searched the forum a lot and found some things.

 

first, it seems that the static object destroy() function is no more working and buggy in the editor script, true ?

 

consequence : Is there not any other option than destroying the statics objects ?

And finally I stil have one first question, why is it absolutely necessary to destruct the objects in Spinter miz ? to avoid too many instances of hooked objects visible and duplicates ? (we can do with that if messaging system is working, waiting for better soluce)... I suppose it ain't only to check mission is complete (in that case, a simple new flag could do the job) neither to count loads remaining...

I suppose there's something else I still didn't understood ? therefore I would be pleased to have it explained in that case... eg : I don't understand the need of destroy() in the first lines of creacargo function...

EDIT : found the answer in FlightControl thread below : about bugs anyway in editor, have to recreate cargo every new cargo....

 

second : I found this other thread : http://forums.eagle.ru/showthread.php?p=2690289#post2690289 in which they speak about using MIST....

Can't we create/use moving objects (like a jeep to transport, with no move on ground) from the static ones, and avoid use of static objects, only changing mass pos and so on as in local static{} table in creacargo to avoid the problem and proceed like explained in that thread ?

 

 

third : reading and trying to understand how to use MIST, I have an idea I can't test because of my lack of mastering lua very efficiently and quickly to test it efficiently. But maybe someone can try or comment, that's why I am posting.

Can't we try to proceed the whole table containing the static object we want to delete, having a deepcopy (MIST funciton) of it, then erasing or updating to nil the content we want to delete, then deepcopy again the edited table back in the static objects one ? (maybe sorting problems ?), or it may crash the game ? I have doubts because of commented lines in GoWriteDrop function... is it no way ?

 

I'm only trying to understand and help finding a soluce, my objective remaining the use of sounds orders for hovering help from copilot or soldier on ground via radio trans in other missions I'd like to develop.

 

finally found a lot of problems coming from buggy editor system not working as it should for cargos....

 

EDIT : that one too is interesting... http://forums.eagle.ru/showpost.php?p=2782350&postcount=7 Script is too buggy to have it working OK ? only one real cargo at a time ? that's the reason for the destroy ?

But If you do a clean miz with nothing in it else than statics to sling, it is working as it should... (I 'm mainly on 2 alpha version).

 

 

EDIT2 : well, MOOSE http://flightcontrol-master.github.io/MOOSE/ seems promising, check the moose/cargo.lua in moose install folder for a way to counteract lack of destroy() function...

 

Edit 3 : the mission helicopter war (on DCS site/user file) seems to work good on 2 alpha with helo script and mist, with vocal announcements and cargo load unload.

Edited by C6_Hellfrog
update
Posted
That was supposed to be fixed. But it would not surprise me if cargo objects are still having issues.

 

 

 

This was written in March... Let me help: Cargo is a mess in DCS. Lots of functions are not working properly. The destroy() on a cargo object is still not working after 2 years ( since dcs 1.2.6!!!! ).

[TABLE][sIGPIC][/sIGPIC]|

[/TABLE]

Posted
hi all, I'm not an expert in scripting with the editor, so sorry if stupid questions or misunderstanding some pieces of code...

but I am not totally newbie at programming stuffs, and trying to understand how to adapt to DCS 1.5 or 2 Spinter's mission. therefore I finally searched the forum a lot and found some things.

 

first, it seems that the static object destroy() function is no more working and buggy in the editor script, true ?

 

consequence : Is there not any other option than destroying the statics objects ?

And finally I stil have one first question, why is it absolutely necessary to destruct the objects in Spinter miz ? to avoid too many instances of hooked objects visible and duplicates ? (we can do with that if messaging system is working, waiting for better soluce)... I suppose it ain't only to check mission is complete (in that case, a simple new flag could do the job) neither to count loads remaining...

I suppose there's something else I still didn't understood ? therefore I would be pleased to have it explained in that case... eg : I don't understand the need of destroy() in the first lines of creacargo function...

EDIT : found the answer in FlightControl thread below : about bugs anyway in editor, have to recreate cargo every new cargo....

 

second : I found this other thread : http://forums.eagle.ru/showthread.php?p=2690289#post2690289 in which they speak about using MIST....

Can't we create/use moving objects (like a jeep to transport, with no move on ground) from the static ones, and avoid use of static objects, only changing mass pos and so on as in local static{} table in creacargo to avoid the problem and proceed like explained in that thread ?

 

 

third : reading and trying to understand how to use MIST, I have an idea I can't test because of my lack of mastering lua very efficiently and quickly to test it efficiently. But maybe someone can try or comment, that's why I am posting.

Can't we try to proceed the whole table containing the static object we want to delete, having a deepcopy (MIST funciton) of it, then erasing or updating to nil the content we want to delete, then deepcopy again the edited table back in the static objects one ? (maybe sorting problems ?), or it may crash the game ? I have doubts because of commented lines in GoWriteDrop function... is it no way ?

 

I'm only trying to understand and help finding a soluce, my objective remaining the use of sounds orders for hovering help from copilot or soldier on ground via radio trans in other missions I'd like to develop.

 

finally found a lot of problems coming from buggy editor system not working as it should for cargos....

 

EDIT : that one too is interesting... http://forums.eagle.ru/showpost.php?p=2782350&postcount=7 Script is too buggy to have it working OK ? only one real cargo at a time ? that's the reason for the destroy ?

But If you do a clean miz with nothing in it else than statics to sling, it is working as it should... (I 'm mainly on 2 alpha version).

 

 

EDIT2 : well, MOOSE http://flightcontrol-master.github.io/MOOSE/ seems promising, check the moose/cargo.lua in moose install folder for a way to counteract lack of destroy() function...

 

Edit 3 : the mission helicopter war (on DCS site/user file) seems to work good on 2 alpha with helo script and mist, with vocal announcements and cargo load unload.

 

 

hello sorry I read now.

the problem of removing the cargo is a big deal!

in my use scripts to create and remove primarily to take height measurements for carico.potrei avoid this by replacing it with another object I need a bit of time.

but the problem is when the mission is on multiplayer and a player by mistake or out or dannaggia a load would remain in the points and would give fastidio.mi came an idea I could move to a side of the map I have to try. be patient this week I try!

====VIAF====

Spinter 155° "Pantere Nere"

 

TsSimComms

 

My Site aiupgrade.net

 

 

 

  • 2 weeks later...
  • 11 months later...
  • 10 months later...
Posted (edited)

In DCS 2.5, using StaticObject.destroy() will destroy a cargo object. I mean, it will EXPLODE!!!

 

Is this normal. Anybody has experience with using destroy() on cargo objects?

 

It generates an S_EVENT_DEAD when destroy is called. This is highly unusual. ...

Edited by FlightControl

[TABLE][sIGPIC][/sIGPIC]|

[/TABLE]

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...