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SullyFUBAR

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Everything posted by SullyFUBAR

  1. Yup, that's it. The range circle is way off for me. They need to be around 1nm away to fire and the range circle is closer to 4nm. Thank you for helping me out. Also, keeping the weapon type to AUTO works.
  2. Hey Currenthill, I'm having an issue getting the Mortar team to fire. I have attached the mission and any input would be appreciated. It's probably a mods not playing to well together but IDK how to sniff that out. TEST_SANDBOX.miz
  3. You're a madman. Your mods adds a crazy amount of immersion to DCS and I would really love for ED take note of why your work is so exciting. Can't thank you enough.
  4. Great work! Is this something your going to add to User Files?
  5. Unreal. If you ever get tired of me saying thank you, let me know.
  6. I like continued use of the word "Gun". Don't look at the text before it that says 50mm... it's a gun. Putting a gun on an IFV is fine. Putting a cannon on an IFV gets people asking questions about vehicle "roles" and all that nonsense.
  7. I'm running into this issue on the caucasus map. I have tried using the function with and without a condition and ONCE & MISSION START Type. No luck.
  8. I didn't realize how crazy similar they were. I'm loving all the atenas and bits. Thank you again, US getting something other then humvees in the fight.
  9. I mean, I'm already so used to seeing a kneeling bearded man with an AK next to a mortar...
  10. You're a champion, this was exactly what I needed. I added in a bit of a delay to make it all a little more realistic and will move to working on tying the spawned unit amount (0-3) to the length of time it takes to bailout (3-7 seconds). The longer it take to get out means less get out. Then I just need a tank crew model and it will be perfect. Thank you again, cheers! Script if you wanted it: do -- Define the types of armored vehicles that will trigger infantry spawning. local armoredVehicleTypes = { "APC MTLB", "IFV BMP-1", "IFV BMP-2", "IFV BMP-3", "MBT T-90", "Scout BRDM-2", } -- This function generates a group of infantry, with a random number of soldiers between 0-3. local function generateInfantryGroup(spawnPoint) local numSoldiers = math.random(0, 3) local groupName = "InfantryGroup_" .. tostring(math.random(1, 10000)) -- This is the basic data for the new group. local groupData = { ["units"] = {}, ["country"] = country.id.RUSSIA, ["category"] = "infantry", ["task"] = "Ground Nothing", ["taskSelected"] = true, ["name"] = groupName, ["route"] = { ["points"] = { [1] = { ["alt"] = 20, ["type"] = "Turning Point", ["ETA"] = 0, ["alt_type"] = "BARO", ["formation_template"] = "", ["y"] = 00203042, ["x"] = 00030998, ["ETA_locked"] = true, ["speed"] = 8, ["action"] = "line abreast", ["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = {}, }, }, ["speed_locked"] = true, }, [2] = { ["alt"] = 59, ["type"] = "Turning Point", ["ETA"] = 198.65236602235, ["alt_type"] = "BARO", ["formation_template"] = "", ["y"] = 00203042, ["x"] = 00030998, ["ETA_locked"] = false, ["speed"] = 8, ["action"] = "line abreast", ["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = {}, }, }, ["speed_locked"] = true, }, }, }, } -- Add soldiers to the group. for i = 1, numSoldiers do table.insert(groupData.units, { ["type"] = "Infantry AK ver3", ["transportable"] = { ["randomTransportable"] = false, }, ["skill"] = "Average", ["unitId"] = i, ["y"] = spawnPoint.z + 2 * i, ["x"] = spawnPoint.x + 2 * i, ["name"] = groupName .. "_Soldier_" .. i, ["heading"] = 0, ["playerCanDrive"] = false, }) end -- Return the group data, ready to be added to the mission. return groupData end -- Define the event handler object. local eventHandler = {} -- Define the event handling function. function eventHandler:onEvent(event) -- We're only interested in the S_EVENT_DEAD event, which is triggered when a unit dies. if event.id == world.event.S_EVENT_DEAD then -- Check if the event has an initiator, which is the unit that caused the event. if event.initiator then -- Get the description and position of the unit. local unitDesc = event.initiator:getDesc() local unitPos = event.initiator:getPoint() -- Check if the unit description and position are available. if unitDesc and unitPos then -- Check if the unit is one of the armored vehicle types that we want crew to BailOut from. for _, vehicleType in ipairs(armoredVehicleTypes) do if unitDesc.displayName == vehicleType then -- Generate a new group of infantry at the unit's position. local newGroupData = generateInfantryGroup(unitPos) -- Define a function to spawn the new group. local spawnGroup = function() -- Add the group to the coalition local newGroup = coalition.addGroup(country.id.RUSSIA, Group.Category.GROUND, newGroupData) end -- Get the current time. local timeNow = timer.getTime() -- Generate a random delay between 3 and 7 seconds. This is how long it takes them to get out. local delay = math.random(3,7) -- Schedule the spawnGroup function to be called after the delay. timer.scheduleFunction(spawnGroup, nil, timeNow + delay) return end end end end end end -- Add the event handler to the world. world.addEventHandler(eventHandler) end
  11. I am trying to make a simple script that causes between 1-3 "crewmembers" to bailout out of a vehicle when it's destroyed. While I have that part working, I want to augment it by adding waypoints for the spawned units so they will run back to there lines, witch will just be a predetermined point in the AO. However, everything I've tired so far causes a crash and I don't know why. Any help would be appreciated. Script so far: do local armoredVehicleTypes = { "APC MTLB", "Scout BRDM-2", "IFV BMP-1", } local function generateInfantryGroup(spawnPoint) local numSoldiers = math.random(0, 3) local groupName = "InfantryGroup_" .. tostring(math.random(1, 10000)) local groupData = { ["units"] = {}, ["country"] = country.id.RUSSIA, ["category"] = "infantry", ["task"] = "Ground Nothing", ["taskSelected"] = true, ["name"] = groupName, } for i = 1, numSoldiers do table.insert(groupData.units, { ["type"] = "Infantry AK", ["transportable"] = { ["randomTransportable"] = false, }, ["skill"] = "Average", ["unitId"] = i, ["y"] = spawnPoint.z + 2 * i, ["x"] = spawnPoint.x + 2 * i, ["name"] = groupName .. "_Soldier_" .. i, ["heading"] = 0, ["playerCanDrive"] = false, }) end return groupData end local eventHandler = {} function eventHandler:onEvent(event) if event.id == world.event.S_EVENT_DEAD then if event.initiator then local unitDesc = event.initiator:getDesc() local unitPos = event.initiator:getPoint() if unitDesc and unitPos then for _, vehicleType in ipairs(armoredVehicleTypes) do if unitDesc.displayName == vehicleType then local newGroupData = generateInfantryGroup(unitPos) local newGroup = coalition.addGroup(country.id.RUSSIA, Group.Category.GROUND, newGroupData) trigger.action.outText("Armored unit destroyed: " .. unitDesc.displayName .. ", spawning infantry group at the destroyed unit's location", 10) return end end trigger.action.outText("Non-armored unit destroyed: " .. unitDesc.displayName, 10) else trigger.action.outText("Unit destroyed, but description or position could not be retrieved", 10) end end end end world.addEventHandler(eventHandler) end
  12. Whoopsie, I hate it when I accidentally add capability.
  13. Any chance this is going to come this guided shells, is that even possible?
  14. I would love some amphibious assets to make scenarios with. We have the Ropucha but the doors don't open and it can't land anything. Amphibious landing/crossing are one of the few places in a war were one successful strike can "save the day" by taking out the landing craft or bridge. Imagine, dawn in A-4's flying at tree top level following a river. You take the last turn and the PMP Floating Bridge comes into sight just as a platoon of T-72s start to cross. You select your snake eyes just as the AAA starts up...
  15. I'll post the ko-fi link again since it has been brought up again. Not spamming, just supporting. https://ko-fi.com/currenthill
  16. If he was on ED's payroll we wouldn't get anything.
  17. Sure thing, mission attached. Note, I'm using 2000lbs JDAMs and not the 500lbs and this is not the same mission I am having issue with, I am running a few mods so I recreated the targets. The new behavior in this one is that they are all missing right about 25 meters or so. The mission you attached worked as expected. TEST_SANDBOX.miz
  18. Hey CH, I'm loving all the new additions. There are a few things I wanted to bring up and see if anybody else is experiencing them. 1) Guided bombs, including JDAMs and laser GBUs, are overshooting their targets. They try to "reverse," but the forward momentum makes it impossible. I have tried this from various altitudes and speeds, as well as changing the weapon employment range. 2) Unused bombs seem to be ejected out the back once a bombing run is finished. In this case, I had the B-21 drop 4 out of 8 JDAMs, and the remaining ones on the racks seemed to fall off the jet once it closed the bomb bay doors and started its turn. I have attached a screenshot below. 3) Lastly, should the bomb bay doors remain open the whole time the B-21 is lasing the target?
  19. So I just tested this with every combination of barrier and it does not seem to matter. Once Infantry Units come under fire, they Disperse regardless of Dispersal setting. I have tried Setting Dispersal to "Off", "On" and with length in seconds set to 0. I have also tried both of these with the unit assign the task "Hold". No luck in anycase, definitely seems broken. You can find the Mod with those Barriers Here:
  20. A great Mod to add all of this exists :https://github.com/Auranis/HighDigitSAMs Careful when using it in conjunction with Skynet... AD becomes ruthless.
  21. Lots of great ship mods over here if you haven't already been.
  22. There is pretty good MOD for the S-300 / S-400 systems if that is what you looking for. In all honesty, the updated S-10 complex that ED already has is brutal enough. https://github.com/Auranis/HighDigitSAMs
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