GrEaSeLiTeNiN Posted June 9, 2019 Share Posted June 9, 2019 Respawn doesn't work anymore. Any update? Thks! AMD Ryzen 5 5600X | Gigabyte RTX 3070 Gaming OC 8GB | 32GB Adata Spectrix D50 3600 Mhz (16x2) | Asus B550 TUF Plus Gaming | 2TB Aorus Gen4 HOTAS Warthog | TrackIR 5 | My Files | Windows 10 Home x64 Link to comment Share on other sites More sharing options...
CHSStarKiller Posted June 22, 2019 Share Posted June 22, 2019 MIST doesn't work at all for me, no random flights or anything is spawned ASUS ROG Strix Helios Case - ASUS AM4 ROG Strix X-570E MB - AMD Ryzen 5 3600 - 64 GB DDR4 3200 G.SKILL Ripjaws V Series - ASUS DualGeForce GTX 1070 - SSD 2x 1TB - HDD 10 TB - Windows 10 Home - Thrustmaster Warthog HOTAS - Thrustmaster TPR Pedels - TrackIR Link to comment Share on other sites More sharing options...
davidp57 Posted June 22, 2019 Share Posted June 22, 2019 Well it works here, latest OB (as of yesterday). We've got an intensively dynamic training mission, and everything still works as advertised. Zip - VEAF :pilotfly: If you want to learn, talk and fly with french-speaking friends, the Virtual European Air Force is here for you ! Meet us on our Discord and our forum If you're a mission creator, you may want to check the VEAF Mission Creation Tools (and its GitHub repository) a set of open-source scripts and tools that make creating a dynamic mission a breeze ! Link to comment Share on other sites More sharing options...
Ala13_Kokakolo Posted June 24, 2019 Share Posted June 24, 2019 Teleport does not work... anyone can replicate? Link to comment Share on other sites More sharing options...
Ala13_Kokakolo Posted June 24, 2019 Share Posted June 24, 2019 Teleport does not work... anyone can replicate? Actually it does work with version 4.3.73 but NOT with 4.3.74... Link to comment Share on other sites More sharing options...
VAF [136] Striker Posted June 29, 2019 Share Posted June 29, 2019 Don't know if this has been reported but mist.flagFunc.mapobjs_dead_polygon is not working in the current build of DCS, either OB or stable. It was just working before the last DCS update. We've tested and used this frequently but now it's broken. I've been using the development branch of MIST, 4-4-78. Any thoughts on what might be causing the problem and how to make it work again? Nvidia GTX-1080 Intel i7-4820K 3.7 Ghz ASUS ROG Rampage IV Extreme MB 32 GB Memory Windows 7 Pro 64 Bit [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
johnv2pt0 Posted July 1, 2019 Share Posted July 1, 2019 Flew a mission last night with many folks that used to work and now doesn't. Going to investigate, but it heavily uses get.unit. mist.flagFunc.units_in_zones and mist.flagFunc.units_in_polygon...that sort of thing. A while back get.group was broken and so we were forced to use get.unit...maybe something similar is happening here. Not sure how mist.flagFunc.mapobjs_dead_polygon works, but I'm guessing ED changed something in the base scripting engine. I also would love any insight one of the smart people on here might have to share. Link to comment Share on other sites More sharing options...
Grimes Posted July 1, 2019 Share Posted July 1, 2019 Which map and what type of object is it trying to detect? 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 Link to comment Share on other sites More sharing options...
johnv2pt0 Posted July 1, 2019 Share Posted July 1, 2019 For me, Black Sea and aircraft. Both by name and by using the built in filters... blue, airplane, helicopter, etc. As far as I know CTLD was still working fine, so IDK. I'm going to fly it a bit tonight as check out the logs and such and see if I can provide more info. Link to comment Share on other sites More sharing options...
johnv2pt0 Posted July 2, 2019 Share Posted July 2, 2019 Ok Grimes, reloading the scripts into the mission fixed most of it, but I was still getting some weirdness with the flags being triggered like an airplane busted a zone, but no airplane was active or anywhere near said zone. And it was triggering after a set amount of time...which also didn't make sense because the mist function starts almost at mission start. TLDR, I have two zones defined by the waypoints of 2 helos, both late activated, that butt up against each other in some areas. The helos are of opposing coaltions... I changed them to the same coalition and problem solved. It seems to me that mist.flagFunc.units_in_polygon was detecting when, given it's flight path and speed, the opposing coalition late activated helo WOULD have crossed into that polygon had it been active. Anyway, original question of getUnit vs getGroup seems to have been faulty. I hope that's a datapoint that's useful somehow. Thanks ~ Link to comment Share on other sites More sharing options...
VAF [136] Striker Posted July 2, 2019 Share Posted July 2, 2019 Which map and what type of object is it trying to detect? Anything, buildings, bridges, runways. I can do a test again if you want and send you the file. Everything was working fine up till the last patch. Are you still working on a new version of MIST? Nvidia GTX-1080 Intel i7-4820K 3.7 Ghz ASUS ROG Rampage IV Extreme MB 32 GB Memory Windows 7 Pro 64 Bit [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Grimes Posted July 2, 2019 Share Posted July 2, 2019 File would help. I did try it on a tester version so it is always possible that it works on that but not the current patch. But I tested on a bridge on Caucuses. Please keep the file as simple as possible. 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 Link to comment Share on other sites More sharing options...
VAF [136] Striker Posted July 2, 2019 Share Posted July 2, 2019 I tested this back 3 or 4 weeks ago and I was successfully getting the runway as being destroyed. It is working for buildings in all the different versions so I'm not sure why it's not working in our dynamic mission. I'll have to look it over again. But I tried adding some static object mines and I'm guessing that MIST won't detect objects that have been added in. Any thoughts would be appreciated.MIST 4-3-73 Map Objects Test.mizMIST 4-3-74 Map Objects Test.mizMIST 4-4-78 Map Objects Test.miz Nvidia GTX-1080 Intel i7-4820K 3.7 Ghz ASUS ROG Rampage IV Extreme MB 32 GB Memory Windows 7 Pro 64 Bit [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Grimes Posted July 3, 2019 Share Posted July 3, 2019 There are two factors at play here. 1. Location of the zone relative to the position of the "airbase." In short the airbase object is not where you think it is. It is just a single point in 3d space that for some reason or another on Cacuases is at one end of the runway and off to the side. So it is possible for the zone covering the runway to not have the center of the runway within it. 2. It is dependent on the death event occurring. I switched the aircraft to the Su-25T because when I test stuff like this I am a lazy keyboard pilot and don't plug my joystick in. As such I used proper runway destroying bombs and got the message to appear fairly easily. That functionality only checks for map objects, or in other words scenery objects. Which are objects that are placed on the map by default. It ignores anything you place in the editor. It is actually kind of a fluke that it detects the airbase because it returns enough of the same data as a world object to classify it as such. 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 Link to comment Share on other sites More sharing options...
VAF [136] Striker Posted July 3, 2019 Share Posted July 3, 2019 OK, thanks! We'll play around with it some more. Nvidia GTX-1080 Intel i7-4820K 3.7 Ghz ASUS ROG Rampage IV Extreme MB 32 GB Memory Windows 7 Pro 64 Bit [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Colmillo Posted July 24, 2019 Share Posted July 24, 2019 Hi Montrose This is the error: 'RedAir1'.... (look at the end, you miss this sign ') But anyway, I'd try this script to work, and I can't, if you have succeed tell me how please. having trouble trying to respawn when a group is dead - I am very very very new to this mist.flagFunc.group_dead { units='RedAir1,flag=100, toggle=true,} I get [strin "mist.flagFunc.group_dead {…"]:2:unfinished string near'<eof> I checked to make sure RedAir1 is alive (its set to uncontrolled and present) I know this will be something silly I am missing but ….. Any help would be appreciated [sIGPIC][/sIGPIC] Intel(R) Core(TM) i9-10900KF CPU @ 3.70GHz 3.70 GHz ROG STRIX Z490-E GAMING RAM 128 M.2*2 2T total SSD*3 2.5T total GeForce RTX 3090 Orion2 HOTAS F-16EX Saitek Pro Rudder Link to comment Share on other sites More sharing options...
Sedlo Posted July 28, 2019 Share Posted July 28, 2019 mist.flagFunc.units_in_polygon help Hello all! Checking the examples on the hoggit wiki, it would seem the following code should fire flag 300 to true work whenever a BLUE aircraft enters the zone... do mist.flagFunc.units_in_polygon { units = {'[blue][plane]'}, --unit names zone = mist.getGroupPoints('poly'), flag = 300, } end However, it seems to be making the flag true at almost random times..... Anywhere from 10 seconds after the script is loaded, to a few minutes. The problem is, there are no BLUE aircraft anywhere near the Polygon I've defined (unit name is poly). Any suggestions? My Youtube Channel MY DCS MISSIONS Link to comment Share on other sites More sharing options...
johnv2pt0 Posted July 28, 2019 Share Posted July 28, 2019 Sedlo, I was having weird issues with one of my missions a little while ago and the solution might apply here. If your units waypoints that define the polygons cross, even if they are late activated and never would actually be there, the flag might get tripped. I had two borders that were defined by late activated helos, and it seemed that the flag was getting tripped at the time that the helo's would have crossed paths had they been activated and flying at their assigned speeds. I moved the waypoints around to make sure they didn't cross and the problem was solved. I don't know if this applies in your case because it is random for you but it might be worth checking out especially if you have randomly activated units that might cross that boundary. Good luck ~ Link to comment Share on other sites More sharing options...
Sedlo Posted July 28, 2019 Share Posted July 28, 2019 Interesting! Thanks for the info! I've got two units on the map which define zones, but they are not touching each other at all.. It's strange! My Youtube Channel MY DCS MISSIONS Link to comment Share on other sites More sharing options...
Sedlo Posted July 28, 2019 Share Posted July 28, 2019 \I deleted one of those other poly groups, then changed the script so that {'[blue][plane]'} got captilized {'[bLUE][PLANE]'}. It's working now! Thanks to johnv2pt0! My Youtube Channel MY DCS MISSIONS Link to comment Share on other sites More sharing options...
Grimes Posted July 29, 2019 Share Posted July 29, 2019 I had two borders that were defined by late activated helos, and it seemed that the flag was getting tripped at the time that the helo's would have crossed paths had they been activated and flying at their assigned speeds. I moved the waypoints around to make sure they didn't cross and the problem was solved. Yeah that was a lovely bug that was fixed and reappeared less than a year later. Think its actually getting fixed in the next patch. Anyway I always use ground units to define polygons and set their probability of appearing to 0%. Mist just needs the path to be in the mission file to find it. 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 Link to comment Share on other sites More sharing options...
Exocet Posted August 7, 2019 Share Posted August 7, 2019 Hi, I'm building a mission with scrypt but I can not make it all work .. I want try a mark spot. I copy past the cod from her: https://forums.eagle.ru/showthread.php?t=193232 For apply to my tanker but it did not work. Tanker name group is KC135mprs. What wrong? Thank Plane = Group.getByName( "KC135mprs" ) if Plane and Plane:isExist() then local Vec3 = Plane:getUnit(1):getPosition().p local GroupID = Plane:getID() trigger.action.markToCoalition( 2, "Plane Marking", Vec3, GroupID ) end Link to comment Share on other sites More sharing options...
VampireNZ Posted August 22, 2019 Share Posted August 22, 2019 I am trying to have AI aircraft spawn in a random location in a zone for ACM. I have them activated via a radio message, then immediately run the mist.teleportInZone, which does randomize their location - but it is like it creates a new aircraft. It has a different skin and doesn't follow it's task/waypoint - just heads for the closest airfield and lands. I even flew right up behind it and shot it with no reaction. I have even tried Triggered Action after a 10 sec wait to change waypoint/engage Player aircraft etc but it does not respond at all. Any suggestions? Asus Maximus VIII Hero Alpha| i7-6700K @ 4.60GHz | nVidia GTX 1080ti Strix OC 11GB @ 2075MHz| 16GB G.Skill Trident Z RGB 3200Mhz DDR4 CL14 | Samsung 950 PRO 512GB M.2 SSD | Corsair Force LE 480GB SSD | Windows 10 64-Bit | TM Warthog with FSSB R3 Lighting Base | VKB Gunfighter Pro + MCG | TM MFD's | Oculus Rift S | Jetseat FSE [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Grimes Posted August 27, 2019 Share Posted August 27, 2019 I am trying to have AI aircraft spawn in a random location in a zone for ACM. I have them activated via a radio message, then immediately run the mist.teleportInZone, which does randomize their location - but it is like it creates a new aircraft. It has a different skin and doesn't follow it's task/waypoint - just heads for the closest airfield and lands. I even flew right up behind it and shot it with no reaction. I have even tried Triggered Action after a 10 sec wait to change waypoint/engage Player aircraft etc but it does not respond at all. Any suggestions? It does create a new aircraft, just it shares as many parameters of the old one as possible and erases the old one. Its not actually a teleport, it just mimics it. Make sure it has the 2nd value for the command since that defines whether or not it keeps the same task. mist.teleportInZone('group', true) 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 Link to comment Share on other sites More sharing options...
TFP Kane Posted September 11, 2019 Share Posted September 11, 2019 Is their a way to set a timer on when a group respawns. I have a FreeFlight missions build and trying to put a delay spawn on to the drones that i have flying around. Here is a copy of the script that i use to respawn them for k, v in pairs(droneACDB) do if not Group.getByName(v['group']) then local msg = {} msg.text = "Respawning" .. v['name'] .. "Drone Group." msg.displayTime = 30 msg.msgFor = {coa = {'all'}} mist.message.add(msg) mist.respawnGroup(v['group'], true) local con = Group.getByName(v['group']):getController() con:setOption(AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD) con:setOption(AI.Option.Air.id.RADAR_USING, AI.Option.Air.val.RADAR_USING.NEVER) con:setOption(AI.Option.Air.id.SILENCE, true) con:setOption(AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE) end TFP Kane"Sticks" The Flying Pandas Info Website: http://www.tfpgaming.com Teamspeak: 66.150.214.230 Discord: https://discord.gg/EdVprTy [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
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