TEMPEST.114 Posted March 3, 2023 Posted March 3, 2023 Is the only option to run a world.searchObjects for all other aircraft, save all the found callsigns and then write a routine to find one that hasn't been used? That seems like a lot of work. If you don't care about the callsign, is there no way to, like Group and Unit ID's to get DCS to pick it for you?
Grimes Posted March 3, 2023 Posted March 3, 2023 You can re-use callsigns no problem. Its just a issue if they are both talking and knowing which one is which is actually important. I don't recall if the game picks a standard callsign if spawned without one. It is easy enough to test. 1 hour ago, Elphaba said: Is the only option to run a world.searchObjects for all other aircraft, save all the found callsigns and then write a routine to find one that hasn't been used? No because it would be more efficient to use coalition.getGroups by limiting it to aircraft and helicopters. Could also iterate env.mission.coalition and figure out which units have callsigns set in the editor. 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
TEMPEST.114 Posted March 3, 2023 Author Posted March 3, 2023 12 minutes ago, Grimes said: You can re-use callsigns no problem. Its just a issue if they are both talking and knowing which one is which is actually important. I don't recall if the game picks a standard callsign if spawned without one. It is easy enough to test. Is this something that I can negate with the ['communication'] = false? I'm guestimating that that turns off the radio for the unit right? So then the fact that I've spawned an aircraft with no radio means no-one will see or hear it's callsign right? So it doesn't matter if it's duplicated?
Recommended Posts