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Glloq

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Everything posted by Glloq

  1. Sorry, lost my current graphical card so I will need to postpone any fix by at least a month
  2. Well I had a first look at your mission and I'm a bit lost about why this is not working... To see if it works better I tried renaming the AAA Zones so they start with "RedAAAZone", reduced the zone size, split the AAA groups in smaller groups so the fire orders are inside the whole group range but I can't get it to work while trying on the further east zone. I will need to investigate it further but that may take a long times with the nearby holidays. The best i can suggest for you right now is that after the do script file with my night AAA lua script you do a do script with debugAlwaysFireSomewhereAboveInZone = true This ways units in those zone will always fire above them whatever happens. Keep in mind it use a lot of ammo so you shoud have ammo trucks nearby or be around a base to be able to reload after some time. I will keep you updated if I made progress on this
  3. Can you send me the miz file so I can check what may be wrong?
  4. There is something wrong with how you load Moose. Therefore there is an exception when my script try to call MOOSE related functions ( here COORDINATE). Check wou have an up to date full Moose.lua file
  5. Yes it should still work. What is your issue?
  6. Hello everyone, Using the "Fire at point" task, i made a script that allow units with unguided weapons to blind fire at night toward an enemy unit near then or fire in the air where enemy units are in a specific AAA defined area. The goal is to have some fireworks in the sky when enemy units are around. And maybe luckily hit one of them. Using this script, there will be multiple behaviors for valid groups found with unguided weapons: default behavior during day time At night time, those groups will still engage like its default behavior if an enemy unit is spotted At night time, if no enemy unit is spotted but there is a unit nearby at X time its weapon engagement distance ( default = 2), then the group will guess this enemy unit position in X second and fire at this point or as close as possible to it if they can. At night time, if our group is inside a coalition zone with name starting by RedAAAZone or BlueAAAZone then any enemy air unit in this zone will make all allied valid groups with unguided weapons fire blindly toward the sky in the mere hope of touching something Obviously due to the amount of fire groups munitions will be quickly depleted so you should set an ammo car nearby to resupply. This script would not have been possible without the use of Mist and Moose so thanks a lot for those that make it possible ! If you want to add a unit you just have to put its unitType as key in maxFireAtPointDistance array with the max weapon distance range as value. Current supported units: Infantry: "Paratrooper AKS-74", "Infantry AK Ins", "Soldier AK", "Infantry AK", "Infantry AK ver2","Infantry AK ver3", "Soldier M249", "Soldier M4", "Soldier M4 GRG", "soldier_mauser98", "soldier_wwii_br_01", "soldier_wwii_us" Air Defense: HL_KORD, HL_DSHK, tt_DSHK, tt_KORD, MaxxPro_MRAP, "M45_Quadmount", "ZU-23 Insurgent", "ZU-23 Closed Insurgent", "ZU-23 Emplacement", "ZU-23 Emplacement Closed", "Ural-375 ZU-23", "Ural-375 ZU-23 Insurgent", "HL_ZU-23", "tt_ZU-23", "flak30", "flak38", "bofors40", "flak18", "flak36", "flak37", "flak41", "M1_37mm", "S-60_Type59_Artillery", "ZSU_57_2", "QF_37_AA", "KS-19" Fortifications: none Armor: none Ship: Can't use ship due to bug below not corrected since April 15, 2022 so I won't count on it some day... In addition to the script that I made, you will find in attachement two missions files with different purposes: nightAAADemo.miz which is a technical demo that show how to implement it and how it works. Just launch the mission and follow the IA Chinook as a spectator to see all AAA in the zone fire at him or trying to saturate the sky with bullets nightAAADemoBringBackOurBoys.miz a quicksingle player mission on the Persian Gulf map for transport helicopters (Chinook, Huey, Mi-8 and Mi-24 ) where you have to fly at night over a city full of insurgents with AKM and 12.7, land to embark some left behind troops using the standard F10 menu and bring them to the base safely. It should be a piece of cake with your NVG and since the insurgents can't see you right? If you want to use this script in any mission it's quite simple. In your mission triggers: MISSION START / DO SCRIPT FILE / one of the latest mist.lua file MISSION START / DO SCRIPT FILE / one of the latest moose.lua file MISSION START / DO SCRIPT FILE / nightAAADemo.lua If you found any bug, improvement or have a question feel free to ask me ! If you make any mission with this script I would really like to see the results, especially if there is some 90's CNN night footage vibe ! Glloq nightAAADemo.lua nightAAADemo.miz nightAAADemoBringBackOurBoys.miz
  7. Question obligatoire après la dernière newsletter et l'annonce sur l'intégration de l'asset pack de Massun 92 directement dans le jeu: est-ce que vous remplissez les critères pour faire pareil et seriez vous intéressé? D'après NineLine sur Reddit en plus de la qualité du mod il faut que les modèles 3D soient 100% créés et la propriété du créateur du mod. ----- Mandatory question after the last newsletter and the Massun92 asset pack soon included in the DCS core game: do you fill the criteria needed to do the same thing and are you interested to do the same thing? From what NineLine said on Reddit if the mod match quality and fonctionnalities criteria, that you made them and you are their sole owner as the mod creator your are on a good path
  8. Thanks a lot, this works! I may have missed this in the release notes. It's been there for such a long time that I thought it was a feature not a bug ^^
  9. Hello everyone, In my mission, I used to monitor what kind of object launch an event like the event birth to do specific stuff if it is a unit, a scenery or a static object. Unfortunately since a few days (can't say if it's from the last patch or the previous one) event.initiator:getCategory() always return 0 Did something change? I guess i can still find if it's a unit, a static or a scenery by using Unit.getByName (almost same thing for static or scenery) with event.initiator:getName() if I have no other choice but I would rather find this using my event.initiator . What should I do to find my object category? Sincerely
  10. @heloguy : so I did redownload area 88 standalone mission and even if it's not easy there is a way to change units (it's mainly done by script so there is no way to change it using only the mission editor). You will have to unzip the .miz like a zip file, edit in \l10n\DEFAULT\scriptsARE88StandAlone.lua and zip again the .miz with the .miz extension instead of a zip The main methods you will have to look after: createComboyAttackers -change _groundtype and _groundtype2 ="whatever" by the unitname you want instead createComboy -change _groundtype and _groundtype2 ="whatever" by the unitname you want instead createHostileCampament -change _AAAtype , _AAAtype2, _AAAtype3 ="whatever" by the unitname you want instead for each camp type createHostilesBomberGroup -change _airtype by the unitname you want instead for each escort and bomber group and change the payload accordingly createHostilesAirGroup , createHostilesDefenderAirGroup , createHostilesSwarm and createHostilesAirGroupExtra -change _airtype by the unitname you want instead for each hostile group and change the payload accordingly The two last choices with airtype is obviously where you can change your opponents planes and payload. I will let you read the lua file since there is a lot of things that can be change further if you understand it.
  11. @heloguy : i don't remember the mission setup since I run an very heavily modified version but i would say check in the mission area18 lua for unit strings and replace them with the name of the unit you want. Ping me again in 15 days I'm in vacation right now
  12. Look for Area 18 mission and campaign on user files. I personnaly use for my squadron an own heavily reworked and improved version with all planes / helicopters and more missions types that I can switch to other maps with some work. I still use some original sounds so I will not share it.
  13. Hello everyone! It's been a long time but I've been busy with some IRL issues and the scope of my work has been a bit extended as you will see. Thanks to you I was able a script called Strategic Target Strike Dispatcher (lua provided as attached files and examples mission too (soon as a DCS user file) ). But let's start with some infos about this first: **** STRATEGIC TARGET STRIKE DISPATCHER by Glloq (Caucasus and Syria compatible) The strategic target strike dispatcher mission is more kind of a template mission you can customize than a mission. It will allow you to strike a group of scenery objets (like bridges, factories or buildings) already included in the map in circular zones you have selected (by default a single circular zone called "targetZone"). Selected targets area will be marked on the F10 minimap and the mission briefing will pop with coordinates and target list (You can ask for a summary anytime via the F10 radio menu) Feel free to move the zone or add more, add or change aircrafts/helicopters types or add enemy units. Don't forget to bring the heavy weapons because some targets are tough to destroy Thanks to toutenglisse for helping me to understand how to get full SceneryObject data Thanks to everyone behind MIST and MOOSE Frameworks that made this possible Thanks to everyone from my virtual squadron "8TH Rapaces" for being the boldest and greatest beta testers Using the F10 Radio Menu you will find the "Strategic targets strike" menu. Inside it you can : - ask for the mission briefing with target area coordinates and description of all the remaining targets to destroy - pop a smoke (Green, orange, red or white at will) - skip to next strategic targets. It will cancel the current strategic targets list and select after a few seconds another list of strategic targets to strike Restrictions: - Only work on the Caucasus and Syria map right now but there are enough debug tools to expand it to others maps - Menu is for blue coalition by default but you can change it by calling setDispatcherForBlueCoalition() or setDispatcherForRedCoalition() before the startDispatcher function - Once the lua file loaded you can use addCircularZone(zoneName) to add zones where you want to scan for "strategic targets" to strike. Then use startDispatcher() to launch the selection. It should be done in mission start due to how long the process take - Obviously the bigger the zone, the more time it will take to evaluate "strategic targets group" when a new one is requested - You can choose to strike only one scenery object of a time instead of a group around X meters from the first one to bypass the freeze at strategic target selection. For this you need to comment the call to getLocalStrategicTargetsInArea(strategicTarget, 1000). checkForAdditionalStrategicTargetsInArea method is then useless too. Known bugs: - {typeName = "PLATFORMA_AKACYA", description ="Railway wagon with artillery tank"}, --Railway wagon with artillery tank on it //FIXME WHY OTHER RAILWAY WAGON ARE NOT FOUND ? DCS Caucasus Issue ? - Scenery objetcs wih null typeName on Caucasus Scenery objects are grouped by custom theme and you can choose to pick from one or not in insertFoundUnitInStrategicTargetListIfNeeded method. Choose wisely and don't commit war crimes ! Scenery objects are only added in the list of available strategic targets only if they are valid targets. A scenery object has the validTarget property set to true if visible, can be destroyed, and visually identify it among others. If I keep improving this code next features would be adding defenses to target area (depending strategic value?) but don't expect anything before at least "Two weeks©" **** So, as said above with this I'm now able to make players strike any scenery objects already included on the map like bridges, warehouses, power plants, etc... I keep track of destroyed buildings and once all the targeted scenery objects in a area are destroyed the script will provide you another list of scenery objects to destroy. And if you feel it's not the right kind of targets or location you can skip this list and ask for another one. I use this script for a Vietnam-like mission (not the one provided here) on the Caucasus map to offer pilots some variety in targets choice over enemy territory. I don't provide a specific protection for those targets but there is already a lot of AAA, SAM and enemy aircrafts that can destroy then while flying to targets. Obviously they are still free to engage targets of opportunity but pilots from my squadron like shiny "All targets destroyed" and "Mission done" messages during our flying nights. There is room for tuning for the scripts since scenery objects are sorted by custom categories like hotels, airport stuff, railway stuff, warehouses, etc... So I put whatever appropriate targets I feel for my mission. Missions provided here are kind of templates to start a mission with this script on Caucasus and Syria maps. Since I use scenery objects typenames that means that for each map I have to identify and sort every type of scenery objects, check if they can be destroyed (lot of indestructible objects on Syria unlike the Caucasus map), and sort them by categories. That's why only Caucasus and Syria are supported right now (Syria took me one additional month but it was worth to see how I should sort scenery objects) and I will look to expand it in the future on the maps I own. Aside compatibility with other maps I don't know yet what else to do about it. I think a great step would be to provide an appropriate defense for those targets depending their strategic values but defense vary a lot whether you are flying in 1970 or 2020... Another think to do would be to check with some other scripts that allow you to progress with territory taken and how strategic targets can provide you bonus if you keep them safe or if you destroy the opponent ones. Lastly, I'm more an oriented object developer and my lua skills are still low so maybe I can find some ways to better sort all thoses scenery objects. Feel free if you have any question or suggestions and thanks again for your help ! Glloq StrategicTargetStrikeDispatcher.lua StrategicTargetStrikeDispatcherCaucasus_v1p0.miz StrategicTargetStrikeDispatcherSyria_v1p0.miz
  14. Check the topic linked by toutenglisse. I'm planning soon to release something that allow me to strike some sceneryObjects on Caucasus ( and have been starting work for Syria too ). I need some time to tune / clean the first version
  15. I barely use scenery object ID. I use the typeName of the unit found using the world.searchObject at the beginning of the mission to check if this is a valid target (bridge or warehouse for example) and then I only use its object id to check if its destroyed or not during the mission. So as long as the scenery object ID change during one instance of the mission I'm good. The downside of my solution is I have to check first ( I mean before running the mission with my friends) to check all the scenery objects typeName in the area I want to strike to know which one to use or which one to filter: I don't want to order a strike on light pole ^^ . So if i want to reuse this code on another map or area I will have to check all available scenery first and choose which I one to use or filter for the upcoming mission. I can't use the ME "assign as" since I want random target and the zone where I can select is too wide to add then all through the mission editor. I will try to post a working lua script once done but right now I'm trying to task those strike on scenery objets with Moose TASK_A2G_DISPATCHER but I can't get a way to add it in a Detection. If I can't I will add some radios menus to repeat the target coordinates and launch a smoke on them.
  16. Indeed using an eventHandler for world.event.S_EVENT_DEAD and checking that event.initiator['id_'] match the selected found unit name make me able to manage when the selected target is destroyed. I just need to tune my random target selection from the scenary objects found to have an appropriate target (like a bridge or warehouse or whatever) and I will finally be able to use this like I want for my mission. Thanks for your help! Glloq over
  17. Thanks! You were right I was using later after the world.searchObject a call to SceneryObject.getDescByName on one of the found object before trying to display its data so obviously I only have the object desc part. Changing the world.searchObject handler by something quite similar to what you send I'm now able to see more data and find some bridges (MOST in russian ) with those data : { y= 12.411687850952, x= -267516.02490234, name= 72450049, z= 606664.90625, desc= { life= 500, attributes= { Buildings= "true", }, _origin= "", category= 4, typeName= "MOST(ROAD)BIG", displayName= "", }, } So now I can filter bridge objects by looking for a typeName starting with "MOST", I know their location and for each bridge section its specific name ("72450049" here ). I can choose randomly between them, I just need to check when the bridge is destroyed for what I need. Do you feel I will have more luck with listening to a dead event or can I create by script a zone including this bridge and just check with mist.flagFunc.mapobjs_dead_zones ? Anyway thanks a lot and merci !
  18. Hello, I'm trying on the Caucasus map to get a list of scenery objects in a specific zone to choose randomly one of them to be the player ground target. Using world.searchObjects I was able to get the list of scenery objects in this zone. The problem is I have no way with those data to know what type of building or object my sceneryObject is, its location or if it's destroyed or not. Here is a sample of what I get for each sceneryObject: { life= 0, attributes= { Buildings= "true", }, _origin= "", category= 4, typeName= "146867008", displayName= "", } It's quite hard to check if it is a bridge, a specific building or whatever. Am I missing something? I can't get the object position in the zone I'm checking so I don't know where to strike to check the object life but I would guess that life = 0 is the default value for a scenery object? Thanks for your help
  19. Hey! Beau progrès! Faut qu'on se fasse un point à l'occasion si tu veux de l'aide
  20. Vietnam, Fulda Gap, Korea
  21. Anubis Hercules Mod So fun to fly this Big monster, drop troops and some cargo and make it spawn on the ground ! Because logistics win wars
  22. Nice work! Need some help from an almost rookie in DCS modding?
  23. Unfortunately the mod has edm from previous version. If you want to fix this mod you need to have the original 3D model used and export it again to be compatible with latest DCS version. Hopefully a true A-7 module is in the pipe.
  24. Well, haven't tried yet with my newly bought Spitfire but there is an old through the inferno WW2 for Normandy / Channel Map : https://www.digitalcombatsimulator.com/en/files/3071826/
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