Search found 15 matches

by Exilemnord
Tue Dec 12, 2023 1:07 pm
Forum: Lua Legion
Topic: LUA for simulating boarding (from a helicopter)
Replies: 5
Views: 1074

Re: LUA for simulating boarding (from a helicopter)

Thank you Klab.

Blu3s. Can't use proximity reference points as the ship begins in port.
by Exilemnord
Mon Dec 11, 2023 9:42 pm
Forum: Lua Legion
Topic: LUA for simulating boarding (from a helicopter)
Replies: 5
Views: 1074

LUA for simulating boarding (from a helicopter)

Could someone point me towards some LUA that would allow me to simulate (trigger, really)a boarding of a ship by helicopter born infantry? I can't use the proximity reference points as the targeted ship begins in a port (so can't set them up.) Just need the trigger to go off when the helicopter is ...
by Exilemnord
Thu Sep 14, 2023 1:49 pm
Forum: Tech Support
Topic: Map Fixes
Replies: 1
Views: 314

Map Fixes

Hey. Any chance you guys at Matrix could make it possible for us to fix inaccuracies in the map for ourselves? There are many depth problems in littoral environments that prevent accurate game play. For instance, active pass in the Canadian Gulf Islands is impassable. Just an idea.
by Exilemnord
Thu Aug 17, 2023 6:19 pm
Forum: Command: Modern Operations series
Topic: LUA for determining the shooter.
Replies: 11
Views: 866

Re: LUA for determining the shooter.

OK.Worked it out. To finish up.

Trigger is neutral hit.
Then set up two conditions (one of which will fail and one suceed)

local shooter = ScenEdit_UnitY()
local shooter_unit = nil
if shooter then
if shooter.unit then
shooter_unit = shooter.unit
end
end
if(shooter.unit.side) == 'Good' then
return ...
by Exilemnord
Thu Aug 17, 2023 12:59 am
Forum: Command: Modern Operations series
Topic: LUA for determining the shooter.
Replies: 11
Views: 866

Re: LUA for determining the shooter.

ok yeah, it doesn't produce the side. I can get that. But for you it produced the unit info that triggered the event...i.e. the shooter?

from the docs:

ScenEdit_UnitY ()
(a) Detecting Unit ...from a Unit Detected event trigger.Otherwise,a nilis returned.
(b) Caused by unit .. from a damage ...
by Exilemnord
Wed Aug 16, 2023 10:26 pm
Forum: Command: Modern Operations series
Topic: LUA for determining the shooter.
Replies: 11
Views: 866

Re: LUA for determining the shooter.

So that Lua script ...ScenEdit_UnitY()...produced a side of shooter for you? I get nothing but Nil. Certainly ScenEdit_UnitX() will give me who was shot. But I just can't get the reverse.
by Exilemnord
Wed Aug 16, 2023 5:33 pm
Forum: Command: Modern Operations series
Topic: LUA for determining the shooter.
Replies: 11
Views: 866

Re: LUA for determining the shooter.

Also wondering, as part of this question, if it isn't better to put all the LUA (the UnitY() stuff, if that's even the correct script) in the action and not have a condition. So NEUTRAL is hit, action would be if the attacker side is GOOD then Good loses points, if the attacker side is BAD then bad ...
by Exilemnord
Wed Aug 16, 2023 4:53 pm
Forum: Command: Modern Operations series
Topic: LUA for determining the shooter.
Replies: 11
Views: 866

Re: LUA for determining the shooter.

sorry. Have it. Just mistyped
by Exilemnord
Wed Aug 16, 2023 3:19 pm
Forum: Command: Modern Operations series
Topic: LUA for determining the shooter.
Replies: 11
Views: 866

LUA for determining the shooter.

I've got a scenario with a lot of NEUTRAL merchant ships and planes and two side's (Let's say GOOD side and BAD side). I want to create an event where if one of the merchants is hit with a weapon it removes points from the side that shot it (and only that side.) So I need to determine the shooter ...
by Exilemnord
Sat Aug 12, 2023 4:58 pm
Forum: Tech Support
Topic: [RESOLVED] Lua/Mission settings possible effect on game speed?
Replies: 11
Views: 1591

Re: Lua/Mission settings possible effect on game speed?

Thought I'd just finish this examination. The massive slowdown issue had, in the end, nothing to do with the LUA as it runs fine, even with the amount of it i have, after I fixed the issue. I deleted and rebuilt the two suspect air missions after running the scenario editor several times and ...
by Exilemnord
Sun Aug 06, 2023 11:13 pm
Forum: Tech Support
Topic: [RESOLVED] Lua/Mission settings possible effect on game speed?
Replies: 11
Views: 1591

Re: Lua/Mission settings possible effect on game speed?

wow man.. That is a deep dive and a lot of work thank you. Yes, simple lua though a good amount of it. I get no LUA error messages in the monitor (well, one, that I just can't be bothered to trace.) There are two events that seem to 'cause trouble. An Oceanhawk launching out of NAS Whidby, as you ...
by Exilemnord
Thu Aug 03, 2023 9:38 pm
Forum: Tech Support
Topic: [RESOLVED] Lua/Mission settings possible effect on game speed?
Replies: 11
Views: 1591

Re: Lua/Mission settings possible effect on game speed?

oh! thanks! I wasn't familiar with it or perhaps it didn't exist when i began building this a couple years back. Having looked at it THAT will make about three quarters of this LUA code unnecessary (all the merchants transitioning through planned routes for instance.) Very helpful. Thank you.
by Exilemnord
Thu Aug 03, 2023 6:27 pm
Forum: Tech Support
Topic: [RESOLVED] Lua/Mission settings possible effect on game speed?
Replies: 11
Views: 1591

Re: Lua/Mission settings possible effect on game speed?

Thanks. Very much appreciated advice. Very good to know and yeah, lots of code. I'll look for efficiencies.
However, it doesn't explain why, when hostilities are declared an hour, two hours, three hours in...I'm suddenly back down to 20ms. It makes me think there's a specific piece of code or a ...
by Exilemnord
Thu Aug 03, 2023 3:08 pm
Forum: Tech Support
Topic: [RESOLVED] Lua/Mission settings possible effect on game speed?
Replies: 11
Views: 1591

[RESOLVED] Lua/Mission settings possible effect on game speed?

I have an odd problem. Have a pretty large game (Au count is 865 to start) that runs just fine for the first thirty or so minutes of game time. But thirty minutes in it just comes to a crashing slow pulse (2000 plus ms.) Then, when hostilities commence (this is set for a random moment over an 8 hour ...

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