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chenliyu0410

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About chenliyu0410

  • Birthday 04/10/1997

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  1. Conclusion: AI cannot use this script. All EW operations in this script (turning modes on/off, directional jamming, area jamming, Spot Jamming, the energy system, overheating, capacity recharge, etc.) are entirely driven by the F10 radio menu and must be triggered by player keypresses. AI will not press menu items. AI will not call Lua functions. AI will not “know” when to “enable defensive jamming,” “switch to left-side jamming,” or “spot a particular SAM.” Therefore, any feature that depends on the radio menu cannot be used by AI. If you really want a version usable by AI, you must explicitly define the AI’s automatic behavior logic, for example: • Automatically enable defensive jamming when being illuminated by an enemy radar. • Automatically enable offensive jamming when the AI is flying toward enemy SAMs. • Turn on jamming automatically when the AI enters a specified zone. • Define how the AI chooses Spot Jamming targets. • Define when the AI should turn off, change direction, conserve energy, or avoid overheating. • Configure AI to automatically set pods and capacities after respawn. This means writing a full “AI EW logic” system — which is several times more complex than the player-driven version. A bigger problem: AI will not necessarily act according to your EW logic; it will still fly to waypoints and follow DCS’s native ROE. The jamming effects you create may not match or influence the AI’s behavior. The only practical, simple (but unrealistic) option is to dumb it down: • Ignore the energy system. • Keep AI jamming permanently ON. • Have AI automatically suppress all nearby radars. That effectively makes the AI “invisible.”
  2. Yes — just add the script to your mission (Mission Editor) and run it (e.g. via DO SCRIPT FILE or at mission start). No extra installation is required. By default the script only enables EA-18G. If you want to support additional aircraft types, add them to the eligibleTypeNames table in the script. Example (add this where the table is defined): local eligibleTypeNames = { ["EA-18G"] = true, ["FA-18C_hornet"] = true, -- F/A-18C Hornet ["F-16C_50"] = true -- F-16C Block 50 } Important: this script is designed for human players only. AI aircraft cannot use it because AI cannot perform player-triggered actions or the HUD/menu interactions the script depends on (spawn/enter-world events, radio menu usage, etc.).
  3. You can paste this into the forum (short, clear):You can paste this into the forum (short, clear): Thanks — good question. Only the missile spoofing (defensive spoofing) uses a probability check and can therefore fail. The script uses a spoof table in defensiveLoop and decides success with math.random(100) <= pk, where pk is the percentage chance of success. The current ranges are: 37,000 m (≈19.98 nm): 50%37,000 m (≈19.98 nm): 50% 27,800 m (≈15.00 nm): 70%27,800 m (≈15.00 nm): 70% 18,500 m (≈9.99 nm): 85%18,500 m (≈9.99 nm): 85% 11,100 m (≈5.99 nm): 90%11,100 m (≈5.99 nm): 90% 5,556 m (≈3.00 nm): 98%5,556 m (≈3.00 nm): 98% So at long range the spoof can fail more often; at close range it’s very likely to succeed. Other EW effects in the script are deterministic and not probabilistic. If you want, I can provide a tuned table or change the pk values to adjust difficulty.So at long range the spoof can fail more often; at close range it’s very likely to succeed. Other EW effects in the script are deterministic and not probabilistic. If you want, I can provide a tuned table or change the pk values to adjust difficulty.
  4. Hi everyone, After studying Timberwolf’s original EA-18G-style electronic warfare script and testing extensively in my own server environment, I decided to rebuild the system from scratch. With AI-assisted tooling, I created a fully independent and modernized version of the script. This new edition keeps the spirit of the original concept, but refactors most of the internal logic to make it cleaner, lighter, and easier to integrate into multiplayer missions. I’m sharing it here in case anyone finds it useful. What’s new in this version? 1. Completely removed the dependency on MIST The script now runs fully standalone. All vector math, position checks, zone calculations, and utility functions were re-implemented using only the native DCS API. No more mist.lua required. 2. Full support for dynamic respawn The jammer system automatically attaches to: • newly spawned aircraft • dynamically respawned slots • any EA-18G player entering the world No mission-start limitations. Whenever the aircraft appears, the jamming logic initializes instantly. 3. Cleaner architecture and easier configuration The entire structure was reorganized, including: • a clear jammer registry • modular helper functions • a simplified event dispatch system • rewritten power/heat simulation • rewritten suppression logic • an independent status display manager This makes the script easier for mission creators to understand, modify, or extend. 4. New multi-language support All player-visible strings are grouped cleanly. The release includes: • English version • Traditional Chinese version • Simplified Chinese version Mission builders can simply drop in the variant they prefer. 5. Improved visual feedback The HUD/message output system was rewritten to: • avoid overlapping messages • separate the status line from the suppression line • maintain stable update intervals • reduce clutter in multiplayer This keeps jamming information readable even in chaotic combat. How to use Download one of the provided .lua files: • EA-18G Growler Electronic Warfare Script (English) • EA-18G 咆哮者電子戰腳本 V1.lua (Traditional Chinese) • EA-18G 咆哮者電子戰腳本 V1.lua (Simplified Chinese) In the Mission Editor, add a DO SCRIPT FILE action at mission start. Players can use the F10 radio menu to: • enable or disable jamming • view system status • configure jamming modes (depending on the version used) The script automatically handles: • heat simulation • power regeneration • suppression effect • line-of-sight checks • message output timing No additional setup is required. Notes This is an independent rewrite inspired by Timberwolf’s idea and design approach. If you are already using his script, this version serves as a cleaner, more server-friendly alternative. Download All three language versions are attached in this post. Feel free to modify, expand, or further localize them. If you have suggestions or want additional features, feel free to reply! EA-18G 咆哮者电子战脚本 V1.lua EA-18G 咆哮者電子戰腳本 V1.lua EA-18G Growler Electronic Warfare Script .lua
  5. Hi cfrag, My friends and I really enjoy your mission v1.8 — it’s so much fun! We’ve all had a great time playing it. We also run a training multiplayer server, and since the upper-right area of the Caucasus map is empty, we thought about inserting your mission there. That way, we could both train together and also enjoy the dynamic campaign at the same time. So far, we’ve completed the script integration and translation (our native language is Chinese), as well as unit duplication using ME templates. However, there are so many trigger zones, and they are tied to many things, that it has become very difficult to move. May I ask if you have a better method for porting your mission? Or perhaps is there a way to reduce the number of trigger zones so we could handle them manually? If you have any documentation or recommendations we could follow, we would greatly appreciate it. If you prefer to talk directly, you can contact me on Discord (text only): liyu0410. I’m not able to speak English verbally, but I can communicate in writing — Discord text messages are the quickest way to reach me. Thank you for your time and for creating such a great mission. Best regards, Liyu
  6. I'm glad you all like it! I already have a script that lets warships (Arleigh Burke–class, Ticonderoga–class) launch Tomahawk cruise missiles! Link: https://forum.dcs.world/topic/374049-automated-cruise-missile-strike-script-v1 HAVE FUN! The Scud-missile version is expected to be added in the next few days!
  7. Feature Overview StrikeFire lets mission editors and GCI/JTAC controllers use F10 map markers to task friendly launchers to strike nearby enemy ground/static targets. The system assigns one round per target, enforces true range envelopes per missile family, and throttles engagements to prevent AI lockups. It also provides quick spawn presets for H-/K- at the marker position, plus a one-shot CLEAN command to remove all units created by this script. Image Tutorial : Step 1: On the F10 map, place a marker anywhere and enter [H-BRG]. (Please ensure the distance between the launcher and the target is within 8–160 nautical miles.) nullStep 2: Place a [FIRE] marker near the enemy target you intend to strike. Step 3: Enjoy! Key Features Type [FIRE] (or plain FIRE) in a marker and the script will scan within SEARCH_RADIUS (default 3000 m) and auto-assign shooters. One round per target with de-duplication so clustered units aren’t counted multiple times. Hard range checks: GMLRS 8–160 nm; ATACMS 8–160 nm; 9K720 40–215 nm. Spawner: H-/K- presets; each launcher is its own group (can fire simultaneously); supply trucks are merged into a single group. Type CLEAN in a marker to delete all units created by this script. Installation In Triggers → MISSION START → DO SCRIPT FILE, load StrikeFire.lua (or use DO SCRIPT and paste the source). No dependencies. Works on Dedicated Server. Marker Commands (F10 Map) [FIRE] (brackets optional; FIRE also accepted) Coalition inherits the marker creator (Blue/Red). The script treats the marker owner as friendly and fires on enemy. Scans for enemy Ground + Static within SEARCH_RADIUS meters of the marker. Allocates 1 round per target using the nearest launcher that is in range and has remaining budget. Temporarily sets ROE to Open Fire, then restores it shortly after. The marker is auto-removed when processing is done. Spawner keys (place in marker content) H-BLK, H-SEAD, H-DS, H-QRF, H-BRG → HIMARS presets. K-HE, K-CL, K-MIX, K-DS, K-BRG → 9K720 (Iskander) presets. Legacy aliases also supported: HIMARS-BLOCK, HIMARS-SEAD, HIMARS-STRIKE, HIMARS-QRF, HIMARS-BARRAGE, ISK-*, 9K-*. Spawns at the marker point; each launcher is its own group; supply trucks merged. The marker is cleaned after spawning. CLEAN Removes all units created by this script. Quick Reference (Tuning) Adjustable parameters near the top of the file: ------------------------------------------------------------ -- Configurable Parameters ------------------------------------------------------------ local SEARCH_RADIUS = 3000 -- meters (search radius around marker) local FIRE_RADIUS = 120 -- FireAtPoint dispersion (m) local MAX_BATTERY = 24 -- max launchers that can be tasked at once local DEBUG = false -- debug output & temporary markers ------------------------------------------------------------ -- Weapon Ranges (nautical miles) ------------------------------------------------------------ local RANGES_NM = { HIMARS_GMLRS = { min = 8, max = 160 }, HIMARS_ATACMS = { min = 8, max = 160 }, ISK = { min = 40, max = 215 }, } ------------------------------------------------------------ -- Ammo Budget (per-vehicle effective cap) ------------------------------------------------------------ local TARGET_BUDGET_PER_FAMILY = { HIMARS_GMLRS = 6, -- per-vehicle target budget HIMARS_ATACMS = 1, ISK = 2, } Usage Tips Ensure each launcher sits within its family’s range; otherwise the target may be skipped. The script de-duplicates nearby units; if you want looser clustering, increase DEDUP_EPS. Keep one launcher per group so multiple vehicles can fire simultaneously. The script briefly sets ROE to Open Fire and then restores it; adjust the delay with RESTORE_ROE_SEC. Troubleshooting No shots fired? Check: The marker’s coalition (Blue markers direct Blue launchers to attack Red, and vice versa). The target is within the marker’s SEARCH_RADIUS, and at least one launcher is in range. Ammunition isn’t exhausted (per vehicle: GMLRS 6, ATACMS 1, ISK 2). License & Credits Free for use in missions and servers. Please credit “StrikeFire — Remote Ground Strike.” Strike Fire V1.lua
  8. Automated Cruise Missile Strike Script v1 Hello DCS community, I'd like to share a practical script for automating naval cruise missile strikes in your missions — something that was entirely written with the help of ChatGPT, as I personally have zero coding knowledge. What It Does When a F10 map marker labeled TARGET is placed, The script automatically detects enemy ground or static units within 3km of that location. Ships from either coalition will fire cruise missiles (Tomahawk or Kalibr) at the targets. Each ship will temporarily change its Rules of Engagement (ROE) to "FIRE". After all missiles are launched, the ROE is restored to its original state. A summary of missile launches is shown for each ship. Why I Built This This script was inspired by: [Carsten's Fat Cow Script by - Don Rudi] – which helped me realize how missile firing can be simplified through scripting. [Better Naval Strike Group (BNSG) by Rinz1er] – which showed me that accurate and script-driven Tomahawk launches are possible. I wanted to combine the simplicity of automatic engagement with the realism of coordinated naval strikes — and ChatGPT helped me code the logic from scratch! How To Use Add the script to your mission (via DO SCRIPT FILE or a trigger). Place ships armed with cruise missiles (BGM-109 for Blue, 3M-54 for Red). During the mission, place a marker with the name TARGET on the map. Enemy units near that point will be attacked automatically. Let me know what you think, or if you'd like help adapting the script to your mission! Thanks to everyone in the community for the inspiration and support Automated Cruise Missile Strike Script v1.luaAutomated Cruise Missile Strike Script .miz
  9. 1- Without breaking Integrity check, you need to create a simple mission with Su33, just run the mission once and exist, then you can use the Su30 AA variants in single or multiplayer. 2- With breaking IC use FC3 all MOD fix like explained in this post : https://forum.dcs.world/topic/355315-global-fix-for-all-fc3-dependent-mods/#comment-5495751
  10. 正常,還沒修好全部的模組。 目前能正常運作的只有獨立版模組(ex. A4E、C130、A29...) 、使用SU-25T的模組、以及F22,其餘的目前都還是這個狀況。
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