-
Posts
50 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by kira_mikamy
-
Unit attributes too general/incorrect
kira_mikamy replied to WirtsLegs's topic in Scripting Tips, Tricks & Issues
yeah the attribute are manager very wild. null never understand what this means ["IFV"] = {"Infantry carriers","Armored vehicles","Armed vehicles","AntiAir Armed Vehicles","LightArmoredUnits",}, ["APC"] = {"Infantry carriers","Armored vehicles","Armed vehicles","AntiAir Armed Vehicles","LightArmoredUnits",}, -
Script to Trigger from Missile Lock?
kira_mikamy replied to JSal16's topic in Scripting Tips, Tricks & Issues
i have never do that, didnt explore the various command id but i guess if you have to press a button for doing that, that thread can probably be usefull -
Script to Trigger from Missile Lock?
kira_mikamy replied to JSal16's topic in Scripting Tips, Tricks & Issues
i dont believe so cause theres no event related to the missile lock itself, as far as i know. the only related event you can use is On Event Shot, i imagine server doesnt need to know that lock event so its probably client side coded inside the plane itself, the only event the server manage is the shot one. source for events managed by sim: https://wiki.hoggitworld.com/view/Category:Events -
Prevent flights from wandering off path?
kira_mikamy replied to PhantomHans's topic in Mission Editor
would be annoying setting up trough mission editor. you can look at moose class autfrag that do that very well https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Auftrag.html##(AUFTRAG).NewCAP if you cannot script you had to deal with a bunch of flag and ai tasking. when enemy coalition is in zone (flag1) the ai tasking (condition: flag1 on) should be a repetitive loop between two identical wp1 and 2 separate by some nm, both with search then engane in zone when no enemy is in zone (flag1 off) the ai task should be hold\orbit on a wp and may in weapon hold to avoid they to follow untill the end of the map. all trigger and flag had to be settet as switched condition, so they can looping everytime planes eneter the trigger zone and let the flag change. -
ive see youre using "rookie" AI as skill, have you tried with Ace or almost Veteran? we see lot of difference with AI behaviour changing that more than trick the task itself, that looks good. the only thing i "know" for experience is the "search then engage" task, is a 1 time call, the group need to be in a reasonable finding range when the trigger start otherwise they didnt found nothing and skip the task. we usually make a bunch of waypoint really near each other with the same identical task so if they miss at the first waypoint they try again and again. as example: waypoint 3 -> search then engage group waypoint 4 -> return to waypoint 3
-
we have a server with around 1000+ units in it, douring years of testing we found that the biggest and demanding resource for the server are moving units. especially if they move offroad, but also on road have similar impact. it is better to have a single moving group formed by 10 units, than 2 group formed by 5. another big impact on perfomance are the sam shorad , if there multiple sam shorad (or sam tracking\search radar), each radar need to be managed by server. also i think manpad act as well. this is un-scientific and just based on our experience with large server! we have 1000+ units and just 5\6 movable convoy in the entire map as maximum. and usually not more than a cuople of shorad every 20\30nm
-
i wont use default trigger mission by a while, prefearing script, but if i remember correctly the ON SHOT eventy means every shot in every place so, if you enter the zone with Blu1 and "blu4" somewhere in the map shot, it will trigger the event and red1 break away, because blu1 has triggered the FLAG 10 and blue4 triggered the shot event. theres a condition called UNITS HITS SUCCEFUL and you can use that to trigger the flag10 when blue1 hit the target, removing the on shot event, but if you dont hit him nothing happen. i think without lua can be tricky, can be simple manage that with moose EVENT:OnEventShot(EventData) using event.initiator to make sure that blu1 is the initiator, then UNIT.IsInZone() using the initiator as unit to check if in the moving zone so at this point the trigger only set the flag when blu 1 is in the moving zone and blu1 has shoot something. if blu4 shot but isnt in the moving zone nothing happen. also about the animation i think without lua scripting theres no way to change the argument. but, i never have myself try that so i cannot say
-
save feature is cool but is waaaay far for be accomotated in a 24\h persistent server, at the moment, as i read is more dedicated to a single player that want to fly a simple home made mission, or maybe a co-op one with a bunch of friends. tha fact airplane in flight stay in flight after the save its a big NO for me, or i had to make a script to remove it at the start of the mission every time. some plane can only spawn douring certains conditions, if playerbase in the server is enough etc. the time saving also is cool but is better to give an option to create the next mission in a selected time interval as start, like already DSMC do: new mission will be generated the next day , from 6 am to 15 pm (for example) in that way, a 24\24 server is better for the player base, otherwise if people log in every time at the same real life hours, will be the same hours every day in the server too, if my mission in mission editor start at 10AM and i start the server at 10AM also in real lifee, people who play at night wil aways flight at night. The server i administrate have a restart every 6 hours, that means 4 at days and that means in one days will be 4 days in the mission editor mission file, each restart have the day shifted by one more and the started time casually setted from 6 am to 15pm, that offer the player base to enter the server and always found a different time condition. That also simulate very weel the season change, every one real like week it will be a month in the dynaimc mission, and weather accomodate itself to fit the actual month. expect reain on spring and snow on winter also the weather update every restart with a new preset, this is default by DSMC. it will be difficult to accomodate persistent 24\24 server. but it will be funny for solo player or little co-op enjoyer trough local server. Anyway, im really happy ED start to move forward to that feature. Of course this is just a post tha explain some light behavious, i can judge nothing about that. I wish you a good work about it!
-
add a flag to the trigger condition that add the menu to activate the sam: ex Flag X = false (all flag are false at dcs start if not declared true by mission editor) then , when you active the sam for the first time you declare the sam spawn and: Flag X = true untill Flag X dont return on false status, the menu doesnt reappear.
-
Tired of being spoilered in 100% of my missions.
kira_mikamy replied to theIRIEone's topic in Mission Editor
i also make mission, my rules is: be the gamemaster in my mission be the pilot in other friends\community mission -
Manipulate Scenery Objects *not static objects
kira_mikamy replied to thiengo's topic in Mission Editor
glad to help hope it works for you! -
ive test it and it remove the submenus when triggered, probably there something incorrect in some group naming or so
-
ive not a direct answer to that specific situation involving mist, cause i didnt use that for so long. if you manage to use only moose to make the menu should probably look like that: MAIN_MENU = MENU_COALITION:New(coalition.side.BLUE, "ACTIVE MISSION") --after the spawn of unit use: MISSION_MENU = MENU_COALITION:New(coalition.side.BLUE, "STRIKE AT SAIPAN", MAIN_MENU) MISSION_LIST = MENU_COALITION:New(coalition.side.BLUE, "BTR80 Spotted near Saipan'", MISSION_MENU ) --when the unit is dead (i assume with a event dead?) or whatelse you using to check if theres or not the unit: MAIN_MENU:RemoveSubMenus() and you only have the "Active Misson" main menu without nothing inside it
-
If you want a crash without ejecting count as csar lives you probably have to set csar.countCSARCrash = true
-
you should have init limit 3, 0 cause 3, 3 means that can be only 3 in the map. or also use without the init limit: SPAWN:NewWithAlias("template_name", "in_game name") instead of SPAWN:New()
-
local myGroup = Group.getByName('Enemy Air') Group.destroy(myGroup) that should work i think
-
Manipulate Scenery Objects *not static objects
kira_mikamy replied to thiengo's topic in Mission Editor
As i know theres no a rebuild option for the destroyed building of the map. untill is destroied, it will stay destroied untill the server restart. the nearest thing is to achieve something similar trough a bit of scripting and mission editor trigger. using MIST Mapobjs dead zones https://wiki.hoggitworld.com/view/MIST_Mapobjs_dead_zones you can declare as you say a trigger zone aruond a single map object (or more), for example a bridge, or you can draw a trigger zone around a gruop of map objects, for example an entire village. you can creata a trigger zone around a bridge called "bridge1" and then declare mist.flagFunc.mapobjs_dead_zones{ zones = {'bridge1'}, flag = 1050, req_num = 1 } that means when the req number of structure (1) in the zones called "bridge1" got destroyed, the script trigger on the flag 1050. in mission editor, you can set one at once with conditions "flag 1050 true" and as action you can for example make the spawn of an unit in the border of map, you use that unit as "persistent" flag. if there no that unit, it means the bridge is alive if theres that unit, it means the bridge got destroied. then, you can associate the presence of that unit to a scenery destroy trigger in mission editor, and make the bridge explode itself one second after the start of the new mission, so you can have a kind of persistence about the status of mapobject. when someone complete the repair mission, you remove the unit created by this metod, without the unit at restart, the bridge will not be destroyed and come back alive. theres no way to rebuild it in "real time" as i know,, you have to workaround trough metod like that. theres surely different way to do that with moose, mist, and mission desanitizaiotn by the way ,and the one i suggest should be on of more, not the best not the worst. if you are familiar with mission desanitizaion and local save of file trough lua script you can achieve the same thing without involving mission editor trigger. Also, with a bit of fantasy, you can achieve similar result without scripting but using the "bomb in zone" trigger -
i have same problem using TAA (i dont have RTX) completely useless to use taa at the moment it completely ruins the experience and the graphics, im a bit sad about that was hoping to a minum stable realese about taa and not something to test from beginning, so, nothing change if you dont have an rtx and have the possibilities to use dlss. some pic with taa on, NO fsr or nis, maxed graphics 1080p.
-
settings different radio frequency for each one and using the "no report waypoint passing" active in the advanced trigger can do the trick maybe? you can ear it only if connected in the designated radio freq, i usually connect to the nearest awacs to me if there more than one. in this way you always have datalink filled but no communication. Can do all in the editor.
- 1 reply
-
- 1
-
-
have try to remove the immortal option?
-
never use template in editor, i like to build by myself every time different, i use template only for sam battery, the default one. ive just noticed you can move away the farp after the placement, but what if you select all the stuff and make a ctlr-C \ ctrl-V copy pasting all the group in another place of you like?
-
probably yes with laser but require some moose editing, i think the right module can be that. unfortunally ive never use it https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Functional.Designate.html