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Everything posted by Pizzicato

  1. It'll work in multiplayer. I think what Hawkeye is asking for is live annotation, so people can dynamically update the map for other players during the mission (versus it being "baked in" from the start).
  2. This is an awesome addition. Didn't actually realise how much I needed this until I saw it in action. Can't wait to start playing around with it.
  3. Something else that always trips up DCS scripting newbies is that DCS doesn't automatically reload LUA files that are loaded via the Run Script or Do Script File commands. This means you can find yourself making a ton of changes to a file... and then seeing absolutely no change in the mission. The brute force way of addressing this is by going back to the Run Script or Do Script File commands and reselecting the LUA file via the file browser... but that's really horrible, and really error prone. The better solution is to use the Do Script command and just insert the following line of LUA: dofile("C:/<...path to the folder...>/MyLuaFile.lua") This ensures that the LUA file is always reloaded and refreshed every time you run the mission. Hope that helps.
  4. Yeah, I was thinking I'd probably end up having to go that route. Thanks for confirming, Grimes. The only frustration is that it means filling mission file with multiple "different skill" instances of the exact same units. I know I could spawn dynamically via MOOSE, but I don't like the way that script-spawned aircraft have a weird numerical GUID in the debrief as opposed to a real name. Also, I think I'm right in saying that kills on dynamically script-spawned enemies don't actually count towards your score (i.e. you get zero points for those kills in the debrief).
  5. I'm looking to have AI aggressor aircraft spawn with random skill levels, but then inform the player after the fight that they defeated or were defeated by an Average/Veteran/Ace AI opponent. It looks like MOOSE's UNIT:GetSkill() function doesn't actually exist, so I'm wondering if there's another way to accomplish this?
  6. Yeah, I'd considered that exact same solution. That seems like the most reasonable approach for me given that I'm comfortable with Lua, but not enough of a programmer to be able to dynamically open, adjust, and save out *.miz files. Thanks for the input, Exorcet.
  7. I'm pretty sure you don't want to make the trigger REPETITIVE. I think you want SWITCHED CONDITION. You may also want your ACTIONS for any "ON" or "OFF " commands to set the triggering Flag back to False. In the example above, your "M2 ON" command should set Flag 1 to false in the Mission Editor actions. Similarly, "M2 OFF" should set Flag 2 to false in the actions. Feel free to upload your mission file, and I can take a look.
  8. Hey all, Am I right in thinking that there's currently no way to randomise time of day or weather presets for a mission? As an example, it would be great to be able to set a mission to play out at a random time within daylight hours, or to randomly select from a subset of the cloud presets within highly procedural/replayable missions - just to help keep the experience fresh. Pretty sure I already know the answer to this, but I wanted to make 100% certain that I'm not missing some clever workaround.
  9. I literally just came here to post about this AGAIN. I've been waiting for this fix ever since the Syria map released. It's insanely annoying (to me, at least). PLEASE, for the love of all that's holy, FIX THIS ISSUE. Thank you.
  10. Hmm... not sure what the problem is, but I don't think it's in DCS. I just tried a quick test, and it works just fine in Replay (both zoom and FOV). I know this doesn't help with your specific issue, but it hopefully at least shows that it's not a hopeless/unsolvable problem. Good luck with it, anyway.
  11. Possibly a stupid question, but you're using * and / on the numpad, right?
  12. Hey guys, I'm looking for an Iranian skin for the Heatblur F-14, but my searches of the forum and the User Files sections aren't getting me anything. I'm not sure if my searching skills are failing me, or there simply aren't any Iranian skins. Anyone have any insights? Thanks in advance.
  13. Yes! This, please! I've been waiting on custom kneeboards for Syria since Day One. It may sound stupid, but i almost never fly Syria because I can't reference my custom charts in flight in VR. PLEASE, for the love of all that's holy, fix this!
  14. https://forums.eagle.ru/applications/core/interface/file/attachment.php?id=218262
  15. Thanks for the response, Grimes. The specific use-case I'm trying to solve for is really simple: I have group TGT Group West that consists of 15 units Any time a unit within that group gets destroyed, I want to increment a flag What I obviously want to avoid is the need for 15 virtually identical ON DESTROY triggers with conditions that are just variations of Unit Dead "TGT GROUP West Unit 1", etc. It seems like such a common use-case that there must be a simple way to increment a counter whenever a unit belonging to a specific group gets killed, but I can't figure out how to do it within the ME.
  16. Hey all, Is there a way to check if a destroyed unit belongs to a specific group within an ME condition? I know it can obviously be done using MIST or MOOSE, but I'm not sure how to do it within an ME-created trigger. Do events such as ON DESTROY return a value within an ME condition? If so, can anyone give an example of how to access the returned value, please? Thanks in advance.
  17. It seems as though hardened targets such as Command Centres, Ammunition Depots, and Aircraft Hangars (Static Shelters) are indestructible (or very close to it). In the attached track I dropped 4x AGM-154C JSOWs (the BROACH warhead versions with DLY 1 fusing) and 2x GBU-24 Paveway III "Bunker Busters" (with tail fusing) onto a single Command Centre and it survived it just fine. I've tried the same thing with the Ammunition Depot and Aircraft Hangar that I placed next to it, too, with the same result. (These latter tests aren't shown in the track). Test Hardened Target Fails.trk
  18. I guess I'm misunderstanding something, but I've no idea what. I genuinely don't understand what you mean by static environment, but I'm totally open to an explanation. What I don't get is the statement about the cockpit being "a static, never changing environment". From a lighting and reflection standpoint (which I think is what we're talking about), it's the absolute opposition as far as I can see. There's an almost infinite number of permutations of lighting conditions with the cockpit, and they're changing on a moment to moment basis as the aircraft moves through space. The time of day is changing, clouds are obscuring the light, the orientation of the aircraft relative to the light sources is changing, the status and brightness of the internal lights and displays is constantly changing. Surely that's the definition of a "dynamic, ever-changing" environment, not a "static, never changing" one? From a rendering engineer's perspective, that sounds like a totally unpredictable, ever-shifting combinatorial nightmare. Again, I'm not looking to be difficult or argumentative. I'm just trying to figure out how our perspectives are so diametrically opposite.
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