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Hey, seems I am back with another round of issues I would like to report. I have worked on a script to change the warehouse item values so that we can save what was in the warehouse at the mission restart, etc. However, I have come across and issue where some of the items are not being given to the script when using Warehouse.getInventory( ) so we are being left with items in the warehouse, or not being able to change the values that the warehouse has of the items. I set the warehouse values to 100 using the Fill Col in the mission editor. Then I will make sure Dynamic spawns etc is available. Doubt this would matter, but I did it. In my case , I am using "DCS Lua Runner" in Visual Studio Code to run the script this way I can make faster iterations when the script fails. Also, keep in mind, this script will save a few files to your disk, and you will need to set the location you want them to be saved to inside the script. Otherwise, obviously this will fail. First the script will make a small text file so that it knows for later that every other run afterwards is no longer the "First Run" since we do not want to loose the initial set values we started with. Then after each server or mission restart, when run it will then clear the entire warehouse inventory and then set all the values to what is in the CSV file. In this image you can see that certain items are not set to 5000 like the CSV should be. And no, this is not because it is more than the max value, even if I set it to 5 it doesn't make a difference. Anyways, back to the issue... It seems that, when the script asks for the entire inventory of the airbase it is not getting everything that is in the airbase. Some items seem to be omitted, and as far as I can see it is new-er aircraft like the KIOWA, CH-47, and F-5? Of course this is completely breaking any possibility of having a dynamic, warehouse/supply based mission for the time being. I would attach the mission file, however you will need to have your DCS environment sanitized and make some light modifications to the script for it to function. So, instead I will attach a blank mission that's ready to go and you will have to modify and load the script on your own. I attached the CSV's for an example of what the script gets when it is first run. Both on an airfield with items set from the mission editor to 100, and one where it is set to 0 for everything. Hopefully something can be figured out with this, and maybe I am super confusing with what I wrote. I hope not null Warehouse Test Cauc.miz unit and warehouse saving.lua Senaki-Kolkhi_Blue.csv Kutaisi_Blue.csv
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Hi everyone, I've noticed that I find a little off concerning the locations of the warehouses of Andersen AFB and other WSAs on Guam. Firstly, the ammunition - for some reason it's set to some warehouse building and 2 civilian cars next to it (@ N13°34'38", E144°56'02") but there's nothing set to Andersen's actual weapons storage area which is in the north-north-east of Andersen (@ N13°35'40", E144°56'20"), let alone the massive weapons storage area in between Andersen and the North-West field (@ N13°36'30", E144°53'00"). Secondly the fuel, fortunately here it's set to things that make sense (i.e fuel tanks), but it seems there are a few around Andersen have been left out (if they are indeed fuel tanks for aviation fuel, and not diesel or anything else), there's 8 @ N13°35'25", E144°55'17" and a few more to the south west and a further 10 @ N13°34'00", E144°54'50"). For some reason a light-pole/streetlamp is also set as a fuel warehouse @ N13°34'48.90", E144°56'21.60".
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Hi everyone, I've noticed 2 issues with the weapon storage areas at RAF Mount Pleasant - one is more minor and cosmetic, the other is more major and does have an impact on actual gameplay. Starting with the latter, very few structures are actually configured as ammunition warehouses for the airbase, compared to the number of shelters/warehouses/bunkers actually present. The much smaller eastern site fairs better, which has 4 out of the 6 bunkers configured as ammunition warehouses (there should be a seventh, but it's not present on the map). However, the much larger western site has none of its storage shelters/warehouses configured as ammunition warehouses - instead only 3 small houses are configured: This means that a single aircraft (say an F/A-18C with 4 JSOWS - half the number it can carry in DCS), can destroy 43% of the ammunition supplies, without taking out any of the hardened shelters, or indeed any of the RL storage shelters. Secondly (and while this is more minor it would have more of an impact if the WSAs were correctly configured), the western site features no revetments, whereas the eastern site does (and having the right layout): Camera position: -camera 74.314641 0.330789 44.788055 -cameradir 0.349447 -0.249392 0.903156 Here's a picture of the real place in Google Earth, revetments are clearly visible: Both sites are otherwise pretty much bang on with object placement, object types and layout, with only a few minor errors (eastern site is missing a bunker, textures are a bit off, there are some objects where there shouldn't be any).
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As per title, Nicosia airport doesn't exist in the ME, but it does for SSE and warehouses during the mission. And basically you can access is using the SSE, with Airbase and Warehouse class. This could lead to SSE errors when you're using any kind of code that handles items or spawn things over airbases. I discovered that cause I have a code that look for the nearest airbase and spawn aircraft (if available): the code breaks or go nil when it looks for parkings, cause Nicosia doesn't have them. Not urgent, but imho might be better to remove it from the SSE availability till it's fully integrated
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