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Mano

ED Translators
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Everything posted by Mano

  1. Ma comunque l'aquila non è mica il distintivo di pilota in Aeronautica? Quindi di che stiamo parlando? Ad ogni modo ognuno è libero di scegliere dove volare e con chi...e non è neanche necessario dichiarare al mondo dove si voglia o non voglia andare... Cieli aperti...
  2. For practising with missiles you can use the moose script "missile trainer" that shows you the hit with text but without effects; however cannon shots still are "live" and kill the target. If you want to use live weapons instead you can spawn your plane already in mid air by setting it to client (and not player) in the me. However to be able to spawn ai infinite times you still need some scripting language (ie moose) and use the spawn function. At last to avoid being chased to death by the ai, the most simple way is to insert (with the me) a radio command that changes roe to weapon hold of the ai. On the ai advanced commands put the options roe: weapons hold, then "condition" check with a flag corresponding to the flag activated with the radio command. In cockpit, when you have enough you can call the radio via f10 and request a weapon hold. If everything is OK the ai should stop firing at you. Inviato dal mio CPH1877 utilizzando Tapatalk
  3. Hi all, I've prepared a mission for my group and unfortunately we weren't able to conclude it because at a certain point it freezes and crashes. I've made a second version reducing the static models present (in order to improve fps if it was the issue), but it crashed almost at the same mission time. First try: we were 20+ pilots // .miz file Second try: we were around 8 pilots // .miz file // ACMI Third try: we were around 11 pilots - "light" version of the mission // ACMI Server was the same all the time. No logs were published by the server (hard crash) No use of external scripts (only Editor triggers) I believe the issue is related to the Ticonderoga that tries to defend against the AI Su-34, or, viceversa, the Su-34 that fire antiship missiles. Any hint on what can be the cause of the crash? Any helpful people who want to try the mission? Thanks in advance
  4. I think static scenery items can't be really considered destroyed as targets... This is a long term missing thing in dcs imho. However I've seen that for static scenery items there are arguments and variables to assign. I've never tried them but I can assume they can be used to verify whether a building is destroyed or something else. Inviato dal mio CPH1877 utilizzando Tapatalk
  5. I think it's possible via moose scripting. On dcs editor I managed to do that on groups Inviato dal mio CPH1877 utilizzando Tapatalk
  6. Per sincronizzare i giri motore l'istruttore deve entrare dopo l'allievo e dopo che il velivolo ha completato la ramp start. Tutti i sistemi di volo come carrello, flaps, aerofreni, cupolino, manetta, trim, ecc non sono sincronizzati e devono essere comandati da entrambi i piloti.
  7. Not that I'm aware of. However you can set it that it has to takeoff from the runway and if you reduce the detection range of the ewr network it may not have the time to takeoff before you get to the strike. Inviato dal mio CPH1877 utilizzando Tapatalk
  8. You can set the total number of planes available for each squadron. And how many planes will be spawned for each blue planes. You just want a single enemy? You can simply put 1 plane spawn for each blue and 1 plane available from the squadron. Only that plane will be spawned and if killed won't spawn again. Inviato dal mio CPH1877 utilizzando Tapatalk
  9. Moose has an entire class that does that. A2a_ai_dispatch You can create an ewr network and scramble squadrons that commit ai aircraft to intercept any hostile entering the detection radius. You can also create a border to reproduce a cold war situation. Inviato dal mio CPH1877 utilizzando Tapatalk
  10. When you define the squadron assigned to the airport and that you will use for the gci, just put 1 as the number of available planes. A2ADispatcher:SetSquadron( "Mozdok", AIRBASE.Caucasus.Mozdok, { "SQ CCCP MIG-31" }, 1 ) Inviato dal mio CPH1877 utilizzando Tapatalk
  11. Nice setup HDMI to usb then how to interface the video to USB? Edit: the displays are just connected via USB to the pc? No need of video ports or something else? Inviato dal mio CPH1877 utilizzando Tapatalk
  12. Work in progress... Inviato dal mio CPH1877 utilizzando Tapatalk
  13. Il gazelle è affascinante ma troppo facile da pilotare....talmente facile che è evidente che il modello di volo non è del tutto completo e rifinito. Sembra quasi pilotare un elicottero su Arma... Per fare tour della mappa o passare un po' di tempo online con gli amici è anche divertente, perché non devi sudare troppo per fare manovre anche da airshow, ma non è sicuramente un modulo all'altezza del ka50 o dello huey. Inviato dal mio CPH1877 utilizzando Tapatalk
  14. oh now it is really clear! I didn't have idea of this difference and was having hard time reffering to objects in my scripts! that's great. this is another thing I was looking for, how to format text messages. The script works perfectly and is exactly what I wanted. Guys, thank you so much for your help and infinite patience with noobs like me...Now I think I have some things clearer that should ease my study. (Discord joined! :thumbup: )
  15. Thank you again Hardcard for your unvaluable help. So, the first hint works and I get the p.x, p.y and p.z . But as you commented they are quite useless for my scope. I tried the GetHeading() method but apparently it doesn't work. Maybe is required a very recent version of Moose? I'm running with the 2.4.13. Indeed I don't have any suggestion for that method from intellisense... My code is: local function getCarrierPosition() -- carrierPos = carrier:GetHeading() posMessage = MESSAGE:New(carrier:GetHeading(),25,nil,true):ToAll() end However I get this error from the logs:
  16. I'm having a try at working with unit class but I have lot of difficulty clearly understanding the classes documentation when there are limited examples... I'd like a client be able to call the carrier via F10 command and get its BRC... here's my script so far: carrier = Unit.getByName("Stennis") local function getCarrierPosition() carrierPos = carrier:getPosition() posMessage = MESSAGE:New(carrierPos,25,nil,true):ToAll() end MenuTop = MENU_COALITION:New( coalition.side.BLUE, "Stennis" ) MenuPosition = MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Position", MenuTop,getCarrierPosition) issue #1: the script return nothing and from the logs I get a Moose error...I also tried with calling a single value of the "carrierPos" table as "carrierPos[0]" but it doesn't work... It is clear I don't understand how the position structure works... issue #2: I'd like to address the message only to the client actually asking for it but I don't know how to do it and I'd like to keep it free of specific group naming criteria if possible (due to the fact the mission will be used for multiplayer) for the moment thanks in advance...I will probably need help to understand how getting the orientation of the carrier (heading) from the Position table...
  17. Hey I tried again and it worked as you said...probably I inserted some typo in my first try. this is for sure a better solution. thank you again!
  18. In mission 1 I'm not able to change the loadout of Hinds and Su-25...If I click on Mission Planner I don't see any unit available to edit...how to?
  19. Thank you Hardcard for your help. Actually I did try only the first solution adding the { } brackets. It kinda worked but only for 2 GRPs. If I added a third group it didn't work properly. So, as I should've done before, I've looked at the docs and found that FilterPrefixes only accepts a string type. I modified the filter to check only for the "GRP" text (at this moment the numbers are only for spawning identification: SPAWNSET = SET_GROUP:New() :FilterPrefixes("GRP") :FilterStart() MIG21 = SPAWN:New("GRP1-1") TU160 = SPAWN:New("GRP1-2") MIG29 = SPAWN:New("GRP1-3") F15C = SPAWN:New("GRP2-1") F18 = SPAWN:New("GRP3-1") Now it works! thank you again Hardcard for your help without which I couldn't get to the solution.
  20. Thank you Hardcard and Itzo. @Itzo: your solution works but at the time when I can call the variable:destroy() I don't have created it yet so it can't work. @Hardcard: your solution works well, however it seems that the iterator "ForEachGroupAlive" works only for the first item indicated in the prefixes set. In the case of the example: - scenario 1 spawns GRP1-... - scenario 2 spawns GRP2-... and clears GRP1-... items - if I click again scenario 1, GRP1-... alive are destroyed, but GRP2-... is still alive - if I click again scenario 2, GRP1-... are destroyed and GRP2-... stays alive and a new instance of GRP2-... is created Same thing if I add other "scenarios" and groups. The function(SpawnGroup)...destroy works only on the first group called in the prefixes array. (tests changing the order of the items in the array confirm this theory).
  21. Thank you but how to do that without having the ai actually land the plane? It seems to me that the destroy command doesn't work because it doesn't point to the spawned Group. Indeed when I call the spawn, the game automatically rename each group with #nnn suffix and I don't understand if the script is then able to find it. Inviato dal mio SM-G928F utilizzando Tapatalk
  22. Hi all, I'm trying to make a script with multiple scenarios of AI planes spawned via a command menu. the idea is that the client could call the SCENARIO 1, then if he wants he can skip to SCENARIO 2. The two scenarios have different plane groups and when he selects a new scenario the already spawned planes are removed (despawned) even if still alive or airborne. I'm able to get the player select the scenario he wants and spawn the planes of various groups. If he selects the same Scenario the groups are reset, but groups spawned with another scenario are not removed (i.e. I'm not able to de-spawn the groups). I think it is something related to the GROUP_FIND method, but I'm not sure how to achieve what I want... here's my script so far. local function SpawnScenario(scenarioID) GROUP:FindByName("GRP1-1"):Destroy() GROUP:FindByName("GRP1-2"):Destroy() GROUP:FindByName("GRP1-3"):Destroy() GROUP:FindByName("GRP2-1"):Destroy() if scenarioID == 1 then SPAWN:New( "GRP1-1" ):InitKeepUnitNames():Spawn() -- pair of MIG21 SPAWN:New( "GRP1-2" ):InitKeepUnitNames():Spawn() -- single TU160 SPAWN:New( "GRP1-3" ):InitKeepUnitNames():Spawn() -- three MIG29 end if scenarioID == 2 then SPAWN:New( "GRP2-1" ):InitKeepUnitNames():Spawn() -- pair of Blue F15 end end MenuCoalitionBlue = MENU_COALITION:New( coalition.side.BLUE, "Spawning Scenario" ) MenuCoalitionCommand = MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Scenario 1", MenuCoalitionBlue,SpawnScenario, 1) MenuCoalitionCommand = MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Scenario 2", MenuCoalitionBlue,SpawnScenario, 2) MenuCoalitionCommand = MENU_COALITION_COMMAND:New( coalition.side.BLUE, "Scenario 3", MenuCoalitionBlue,SpawnScenario, 3) Thanks for help AID_test.miz aid_test.lua
  23. Sul nostro server non mi sembra aver riscontrato grossi problemi anche se probabilmente sono un indietro di un aggiornamento, se uscito nelle ultime due settimane. Quello che ho notato è però con l'ultimo aggiornamento della open beta 1.5.8 questa non va più. Crasha addirittura al check degli aggiornamenti. Va solo la stable. Non ho sotto mano le specifiche del server al momento ma non mi risulta abbia una scheda video di un certo calibro... Cmq ridicolo che ad oggi, un gioco come dcs non disponga di una app per server dedicato e sia necessario avviare l'applicazione completa con motore 3d... Inviato dal mio SM-G928F utilizzando Tapatalk
  24. Mano

    Buon Natale 2017

    Auguri a tutti Inviato dal mio SM-G928F utilizzando Tapatalk
  25. Ah ecco! Adesso mi ricordo! Ciao! Come stai? Inviato dal mio SM-G928F utilizzando Tapatalk
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