

Zayets
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Laser guided weapons on Su-25 - are they any use?
Zayets replied to Gloom Demon's topic in Su-25 for DCS World
Well, then you'd have to look for the smoke column. That is valuable information. Graphic engine where you can actually use trees, clouds and statics to hide is going to be a Ka-50 bonanza. -
Laser guided weapons on Su-25 - are they any use?
Zayets replied to Gloom Demon's topic in Su-25 for DCS World
I thought we were speaking about this combo only : SU-25 + Kh-25ML. All is visual in this case so anything beyond 5km (if you're able to spot the enemy, that is) become a job for other units (like artillery or high alt bombers). If you close in under 5km forget the laser guided missiles (this is what I do anyway). Load unguided rockets, have a wingman to alert you for any air defences and have a go from 1km at them. Point is that you cover 5 km in like what? 30 seconds at 600 kmph? The AA is having max two shots at you and the first one is usually avoided by popping up flares. If you don't stay at the edge of the sensor envelope with the SU25 (which is 5 km) then you will most probably die because once inside the 3-4 km AA engagement area you will be forced to hold the piper above your target. He's firing FnF, you have to stay locked on him. He's having the edge. -
Laser guided weapons on Su-25 - are they any use?
Zayets replied to Gloom Demon's topic in Su-25 for DCS World
So what it has 15 km range? It won't change anything if it had 95 km as long as we don't have ground lasing units (like JTAC). You can't VISUALY positively identify a target from more than 5 km (and I'm very generous here with the numbers). Unless you know that particular vehicle is an enemy vehicle you'd shoot blindly. Laser range is somewhere around 5 km so override weapon and fire from 7-8 km (roughly). But again, if you (or someone else) didn't identify the target as hostile you are taking a gamble. Not like it matters, is just a game but I doubt in real life they would attack ground to air units with the SU-25 from max envelope. -
nearest group to another... need scripting help
Zayets replied to chromium's topic in Mission Editor
getPoint returns a Vec3. You can actually outtext its values (x,y,z) because it's a simple table. Also, you can get the BR string with mist.getBRString . If function does not fire at all but does not give any error then all types are correct. -
nearest group to another... need scripting help
Zayets replied to chromium's topic in Mission Editor
Should be something like that (I am not at home now so I can't check working so you may have to fiddle a bit with it) : myUnit = Unit.getByName('My Unit Name') otherUnit = Unit.getByName('The Other Unit Name') unitPosn = myUnit:getPoint() mist.msgBR({otherUnit},{unitPosn}, true, true, 'BR message: ', 10, {coa = {'all'}}) -
nearest group to another... need scripting help
Zayets replied to chromium's topic in Mission Editor
Not directly but there's a couple of neat functions in MIST. First, you must get the position of the unit the player is controlling. That's easily done with : Vec3 function Object.getPoint(Object self) Once you identified that you can call one of these functions to display (you can also control to whom you may show this message) the BR/BRA message : mist.msgBR or mist.msgBRA Hope that helps. -
nearest group to another... need scripting help
Zayets replied to chromium's topic in Mission Editor
What Grimes says is to use function getGroups from coalition coalition.getGroups(enum coalition.side coalition, enum Group.Category groupCategory or nil) so that you have the list of all groups known from a coalition. Then you loop through all of these in a for - do loop and assign WITHIN the loop a variable called (say) minimumDistance. You will override this one ONLY if the currently read distance to the currently read group is lower than previously stored value. You will have to initialize this variable with a fairly large number. Hope that helps. -
Sounds like a very nice mission. It reminds me of the German campaign in Heroes (of WW2) when the Tiger was heavily wounded and the troops had to abandon it and come back to it after that. Very nice.
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I think it is possible to make it land from any unit (not only ground) given the fact that you control that unit. You will have to create a trigger where the intended aircraft is switching the waypoint to the waypoint where it supposed to land (or the one right before landing). You will add a new F10 radio menu and when you chose it then make the aircraft switch to that waypoint. Sounds doable.
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It doesn't work like that. Once you installed CA (meaning you have already used the provided key) you go in any mission having a ground commander slot and from F10 view select vehicle you want to enter. Then use the upper left icon depicting a tank to enter the vehicle. Alternatively, you can go in mission editor, add one ground commander slot (click the flag icon on the left bar) add a BTR-80 for example, save and play as I said above.
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The text is displayed for everyone and if you want it being displayed for -coalition you must have it trigger.action.outTextForCoalition(coalition.side.BLUE,'Loads delivered: ' .. myFlagValue, 10) -country you must have it trigger.action.outTextForCountry(country.id.UK,'Loads delivered: ' .. myFlagValue, 10) -group you must have it trigger.action.outTextForGroup(Group.getID(Group.getByName('TornadoOne')),'Loads delivered: ' .. myFlagValue, 10)
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Browsed through the scripting wiki and came across this function. Wonder (in case it's correct) how does it works I noticed that the return type is array of Units. Which means that if I call this one like that redGroups = coalition.getGroups(coalition.side.RED, Group.Category.GROUND) will return an array like this one : {Unit humvee1, Unit humvee2, Unit humvee 3} Assuming that humvee1 and humvee2 are part of group called ScoutOne it means that in order to get the real group list from this coalition means to check each unit in this array for the group they belong to. Now, assuming that the result is in this form : {{Unit humvee1,Unit humvee2},{Unit humvee3}} it makes things a bit more complicated to get the group names for example.
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use Do Script and try this (assuming the flag you use is 99): local myFlagValue = trigger.misc.getUserFlag('99') trigger.action.outText('Loads delivered: ' .. myFlagValue, 10) Of course, this is used just to show on the screen what is that flag value. You can do whatever you want with myFlagValue.
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"CP 9S80M1 Sborka" / Dog Ear Radar within DCS World
Zayets replied to Rongor's topic in DCS World 1.x (read only)
Will check this and get back to you on the mission forum. Thx! -
"CP 9S80M1 Sborka" / Dog Ear Radar within DCS World
Zayets replied to Rongor's topic in DCS World 1.x (read only)
Come to think of now after reading the whole thread. Is there ANY way whatsoever in checking if a search radar (not track) is painting a hostile aircraft (except the painted aircraft of course) ? Like a function, trigger etc -
What is that L16 if I may ask? Excuse my lack of education,please
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I think it is going to be a bit difficult because I am not sure you can get the parking spot for a static plane. I may be wrong on this one. It will probably involve some trigger zones and then use an event type like ON_TAKE_CONTROL.
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Time schedule a recursive function. E.g. function dummy() ... do something ... delay = timer.getTime + 1800 timer.scheduleFunction(dummy,delay) end
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I have had similar issues with Hold. Solution was to use it on the second WP. First one was ignored (or the column went totally wonka).
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If they are set for Ground Attack then this is exactly what they'll do : bomb directly over the spot you indicated in the mission editor (there's a line extending from the waypoint you ordered to bomb ending in a small filled triangle). For me this was until recently the only way to order bombing for AI's . After reading carefully the DCS manual I can do now almost all types of bombing runs with the AI's. Very neat.
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OK, then if you have added your radio item for F10 menu you can do this - or something similar - at the Action side (Do Script) of the trigger : local statusMsg = '' for i = 1, 4 do if trigger.misc.getUserFlag(i) == true then statusMsg = statusMsg .. '\nAC ' .. i .. '-'..misc.getUserFlag(i) else statusMsg = statusMsg .. '\nAC ' .. i.. '- N/A' end end trigger.action.outText(statusMsg,10) There may be an issue because a flag with a value can be considered true but that can be corrected. Try this first. LE: scratch that, I see that you want to display other flags and not 1-4. Luckily the notation you chose is pretty similar so you will have to change it like that local statusMsg = '' for i = 1, 4 do j = '1'..i if trigger.misc.getUserFlag(i) == true then statusMsg = statusMsg .. '\nAC ' .. i .. '-'..misc.getUserFlag(j) else statusMsg = statusMsg .. '\nAC ' .. i.. '- N/A' end end trigger.action.outText(statusMsg,10)
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When do you want to check the status of each aircraft? If you check the status in a trigger then at the action you simply display the messages you posted in the last part, no need for a script.