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Everything posted by Robin_Hood
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What you also can do, is set two different patterns for the tanker and make him switch between the two using the Switch waypoint triggered action.
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There seems to be an extra space that has slipped into the script, line 19: Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.v al.ALARM_STATE.GREEN) should be Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.GREEN) I hope it will work this way ;) For some reason, a space seems to slip in when using the spoilers tag :doh: Just in case, the whole script, corrected: SEAD_launch = {} function SEAD_launch:onEvent(event) if event.id == world.event.S_EVENT_SHOT then -- detecte un depart missile/bomb/cannon local _grp = Unit.getGroup(event.initiator)-- identifie le groupe qui a tire local _groupname = _grp:getName() -- retourne le nom du groupe local _unittable = {event.initiator:getName()} -- retourne le nom des unites dans le groupe local _SEADmissile = event.weapon -- identifie l'arme utilise local _SEADmissileName = _SEADmissile:getTypeName() -- retourne le type d'arme trigger.action.outText( string.format("Alerte, depart missile " ..string.format(_SEADmissileName)), 20) -- debut de la deuxieme boucle if _SEADmissileName == "KH-58" or _SEADmissileName == "KH-25MPU" then -- Si l arme utilise est un KH-58 ou Kh-25MPU local _targetMim = Weapon.getTarget(_SEADmissile) local _targetMimname = Unit.getName(_targetMim) local _targetMimgroup = Unit.getGroup(Weapon.getTarget(_SEADmissile)) local _targetMimcont= _targetMimgroup:getController() mist.groupRandomDistSelf(_targetMimgroup,300,'Rank ',250,20) Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN) local SuppressedGroups = {} local function SuppressionEnd(id) id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED) SuppressedGroups[id.groupName] = nil end local id = { groupName = _targetMimgroup, ctrl = _targetMimcont } local delay = math.random(5, 15) if SuppressedGroups[id.groupName] == nil then SuppressedGroups[id.groupName] = { SuppressionEndTime = timer.getTime() + delay, SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function } timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function end end end end world.addEventHandler(SEAD_launch)
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I think you want to use the EventHandler. I have not tried, but I think it should kinda look like that: function CrashedUnit(event) if event.id == world.event.S_EVENT_CRASH then UnitDead = world.Event.initiator -- this will be your unit that crashedn not sure in what format, though; you can then check if it is a Huey and everything end end world.addEventHandler(CrashedUnit) You might want to take a look at MiST also, they have a mist.addEventHandler (I'm not actually sure to get the difference with the default one though) and a small example in the documentation.
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So for the A-10: 15 000 ft, 220 IAS (or M.48). From the NATO document ATP-56, Annex ZE (you can find that on the RAF website) Hope it helps :)
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I must say that I haven't really looked into MiST yet, as I haven't really stumbled on something where it would help a lot, but a quick looked show that indeed, mist.scheduleFunction seems a good replacement for timer.scheduleFunction, as it accepts a function with more than one argument, and can be repeated automatically. Both of which are fairly easy to do manually, but it forces cumbersome code to be inserted. I suppose an EventHandler could be used also, like a world.event.S_EVENT_HIT maybe. But I must I haven't tried working with those yet.
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Thanks, ENO, this doesn't seem to be the issue I am having. So here I will try to explain a bit more. What I want to achieve, is to spawn a unit with coalition.addGroup, and load it with CTTS right away. Somehow it doesn't load the vehicule (but a later LoadTransport does). So here is a simplified version of my code, that still doesn't work. It is for the default CTTS (default transport names). I have two radio items. One calls a function that spawns an M2A2 and then calls LoadTransport. The other simply calls LoadTransport. function LoadM2A2 () -- simple call of LoadTransport LoadTransport("transport1", 6) end function SpawnM2A2 (Location) local pos = trigger.misc.getZone(Location) -- gets the zone location local ranpos = {} ranpos.x = pos.point.x + math.random(pos.radius * -1, pos.radius) ranpos.z = pos.point.z + math.random(pos.radius * -1, pos.radius) -- randomize spawn position within zone local data = { ["visible"] = false, ["name"] = "Troop transport", ["task"] = {}, ["hidden"] = false, ["units"] = { [1] = { ["x"] = ranpos.x, ["y"] = ranpos.z, ["type"] = "M-2 Bradley", ["name"] = "transport1", ["heading"] = 0, ["playerCanDrive"] = true, ["skill"] = "Average", }, -- end of [1] }, -- end of ["units"] } -- unit data, with unit name "transport1" coalition.addGroup(country.id.USA, Group.Category.GROUND, data) -- spawns the group LoadM2A2() -- should load troops, but doesn't end missionCommands.addCommandForCoalition(coalition.side.BLUE, "Spawn M2A2 Bradley", nil, SpawnM2A2, "SpawningZone") -- adds radio item missionCommands.addCommandForCoalition(coalition.side.BLUE, "Load M2A2 Bradley", nil, LoadM2A2, nil) -- adds radio item So when you try it (test mission and .lua attached), the unit spawns, but empty. Then if you use the "Load M212 Bradley" radio item, it loads as expected. I cannot understand why it doesn't work. The funny thing is, I just noticed, if I make it spawn again, it will now be loaded. Spawn.miz Spawn.lua
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Oh, well you can certainly do that with a script, although it would essentially boil down to the same (removing item and adding the new one - I don't think there is a way to simply change the label). Also, I am just starting with the Scripting engine, and I am not sure how the flag-value checking would be done. Maybe a repeating function that runs every few seconds would do the trick. You might try something along these lines (I tried to comment the code so that hopefully it makes sense): function CheckObjectives () local groupsDestroyedFlag = trigger.misc.getUserFlag("yourFlag") -- assigns the flag value to the variable groupsDestroyedFlag missionCommands.removeItemForCoalition(Objectives) -- removes the current radio item Objectives = missionCommands.addCommandForCoalition(coalition.side.BLUE, groupsDestroyedFlag.." groups destroyed", nil, nil, nil) -- adding the radio item - it should show the flag value, and when triggered, do nothing (function nil) -- not sure if calling "nil" as a function works - at worst you could call a dummy function, though it would be very inelegant timer.scheduleFunction(CheckObjectives, nil, timer.getTime() + 5) -- will call the function again in 5 seconds, that should make it run periodically end Objectives = missionCommands.addCommandForCoalition(coalition.side.BLUE, groupsDestroyedFlag.." groups destroyed", nil, nil, nil) -- initialize the radio item (so that it doesn't return an error when it first tries to remove it timer.scheduleFunction(CheckObjectives, nil, timer.getTime() + 5) -- calling the function for the first time (with the same 5 seconds delay after the radio item was created) There might be a more efficient way, perhaps. I hope it helps, I'm just getting into scripting.
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Yeah, I mean that it is just to show you the idea, it won't work as is. The real triggers panel would look like in the attached screenshot. Note that if the radio item is not really supposed to do stuff when used, you will want to make sure that the flag it sets is not used for anything else (in my example, when "Two groups destroyed" is selected in the in-game radio menu, it sets flag 1 = 1 ; this may not be desirable, obviously, if you are already using flag 1 somewhere).
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Hi, I am currently struggling to spawn units with coalition.AddGroup, and have them loaded right away, it I can't seem to have it working (well, it does sometimes). ENO, what do you call "Dynamically spawned unit bug" ? I'd like to know if I'm experiencing some kind of bug. If there isn't a big issue that I can't do a thing about, I will explain more what I have.
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You are talking about F10 Radio menu items, right ? Items there will stay as long as they are not removed. So if you want your 300/2 item to replace the former, you could do (the folowing is pseudo-code) If flag(300) = 2 then RemoveRadioItem("One group destroyed") and AddRadioItem("Two Groups destroyed") I hope I was clear enough and it answers your question.
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It was indeed changed for the Vertical scan, and perhaps for the boresight (don't know, I never use it), which used to auto-lock. There was never an auto-lock for the Helmet mounted sight (which should probably be your main mode for close-in combat).
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I feel like ED has usually been cool with mods, so they might be allright with it (I hope so).
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Tactics against heat/radar seekers?
Robin_Hood replied to blackbelter's topic in DCS World 1.x (read only)
I'm not sure if it's different for the Su-27, but the Su-33 has the seeker lock tone only in Longitudinal mode (seeker mode). The LA appears only when the seeker has the target (very noticeable with the R-27ET, since it's kinematic range is so huge and it's seeker range is very dependant on conditions (sometimes more than kinematic range, sometimes less) ( you can see the LA appearing and disappearing with the changing conditions (esp. hostile aspect)). I would think the Su-27 is the same ? If you can reproduce the situation, maybe a track could help find out what happens to your poor R-73 -
Tactics against heat/radar seekers?
Robin_Hood replied to blackbelter's topic in DCS World 1.x (read only)
That's why I thought it a bit far, I was thinking seeker range. Well, anyway, a radar-guided missile is more appropriate in this kind of situation :) -
Tactics against heat/radar seekers?
Robin_Hood replied to blackbelter's topic in DCS World 1.x (read only)
Wow, did I see that F-16 shoot an AIM-9M at 20 km ?! That sounds very for a Sidewinder launch, doesn't it ? -
Please, not the game vs simulator debate again :doh:
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Not sure you're talking about the F-15C specifically, but... In Vietnam, the F-105s (I believe) tried hard to bring back their droptanks back to the homeplate, and did not drop them unless they absolutely had to. And I'm talking about keeping drop tanks during a bombing pass over Hanoi in a high AAA and SAM environment. So as far as dropping your tanks at the first sign of combat, your mileage may vary (or maybe doctrine has heavily changed since then - quite possible). Of course, drop tank design, attachment, and a whole lot of other factors must be taken in account, and for sure an F-15C is not a F-105.
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If there ise tree collision, I hope it won't be like Il-2, where an ever so slight contact with a tree (even at 1 km) would rip your wing off instantly. I mean, choppers can actually go down halfway into forests (they might even chop a few branches with their rotor blades).
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You might want to be careful with the manuals, though, as they are (pretty much all) somewhat outdated, unfortunately. That is true for the in-game Encyclopedia as well. That (stall behaviour of the AFMed F-15C and Su-27) is one of the things everybody is eager to try. :) I'm not sure, do you mean LOMAC (released in 2003), or Flaming Cliffs 3? If the former, graphics have been much improved since LOMAC. If the latter, AFM can be a factor I guess, and also higher polygon model if you compare with the Su-33 (still has an old 3D model in the current version - but actually got a new one in the Beta 1.2.7).
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I would just like to clarify one thing for you :) I think the radios are the following: UHF ("Uniform") = Ultra High Frequency AM VHF ("Victor") = Very High Frequency AM FM ("Fox Mike") = Very High Frequency FM HF ("Hotel Fox") = High Frequency (no idea if it is FM or AM) The two VHF are slightly confusing, I know.
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Oh, yes, it will really affect aerodynamics, if only because it will lower your thrust-to-weight ratio quite a bit (esp. if they are full), and increase your drag, which will decrease significantly your turn and acceleration performance. As for dropping them , I would say yes, if you intend to engage in a prolonged close-in dogfight. If staying BVR, I think you can delay dropping them and see if you can win the fight with them (BVR combat is less demanding performance-Wise, especially if you do everything right, ie. not getting shot at). I'm not used to flying with drop tanks, though (Su-33 is my main aircraft), so others might have more educated opinions.
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1. All aircraft specific manuals are located in DCS World\Mods\aircrafts\[module name]\Doc. The GUI and mission editor manual is located in DCS World\Doc, along with charts. This is a little confusing, but that might be the best way to do it with the new modular structure of DCSW. 2. The Su-25T has an Advanced Flight Model (AFM), that is quite superior to the old Lock-on flight models, especially, as you noted, on the ground. In Flaming Cliffs 3, the Su-25 and A-10A have been given an AFM, and those for the F-15C and Su-27 are in developpement. For the Su-33 and MiG-29, one can only hope.
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I am not sure what exactly you are trying to achieve. - if you want to handle zoom with something other that your TrackIR (like a joystick slider, or buttons, or keyboard), clear the TrackIR assignment for the zoom axis. If TrackIR is assigned to zoom, no other means will work (this is the problem that Fifi was experiencing) - if you want to zoom with the TrackIR (ie. zoom by leaning forward and unzoom by leaning backwards), then assign TrackIR Z-axis to zoom in the options. If the default zoom (with TrackIR centered) doesn't suit you, there may be ways of changing it (not sure), or you can play with the centered position of the TrackIR (ie. if you think the centered view is too much zoomed, then lean forward, center TrackIR and return to your normal position and voilà, no need to lean back to be in an unzoomed position). Personally, I used to zoom with the TrackIR, but then I took an arrow in the... Oh wait, that's not it :D But then I settled for zooming with joystick buttons. Zooming with TrackIR can get uncomfortable when you have/want to zoom a lot (like trying to spot targets), and using the Z-axis of the TrackIR for head forward/head backwards (6DOF cockpit, NOT zoom) is usefyll for DCS modules where you have to press buttons that may be hidden behind stuff, or otherwise difficult to access (note that this is not an issue with the Su-25T). Hope I didn't sound too confusing !
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Even right now in FC3, they behave quite differently, so I expect it would take a fair deal of extra work to make a Su-33 AFM from the Su-27 AFM.
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Hello to the forum (and some questions)
Robin_Hood replied to specialsymbol's topic in DCS World 1.x (read only)
You don't need DCS World to play DCS: A-10C v1.1.1-something (which the DVD version will be), as it is completely stand alone. However, if you want to play the latest version, you will need to download DCS World and download and activate the A-10C module with the serial key that comes with the DVD. The DVD version is stand alone. Only the download module version can be integrated in DCS World. No, you can't. Why would you want to do that? Flaming Cliffs 3 is a module for DCS World, so not only can it be integrated into DCS World, it is the only way to play it (no stand alone). A lot of people are. Also, remember two things. One, DCS World is free, so there is no real reason not to use it and plug the modules you want it there. Two, if you are interested in Flaming Cliffs 3, you should be aware that it requires you to own Lock-On: Modern Air Combat. Or, you could buy the separate Flaming Cliffs aircrafts modules that are being released (as of now, the A-10A and the Su-25A. Next will be the F-15C and the Su-27 - I would say within 6 months, hopefully). These modules offer the exact same aicrafts as are included in Flaming Cliffs 3, but separately, and they do not require LOMAC. EDIT: Gosh, I was too slow, most of what I have said has been said already!