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Zayets

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Everything posted by Zayets

  1. You do realize that if this works as I understand it works then you don't even need to create multiple mission files to stitch a campaign. Start with a Lua file containing all units and overwrite it everytime you exit the mission. It will act like a mission save for a finite number of resources in a conflict. You can even script resupply with spawn functions. Can't wait to see it.
  2. Any would do. However, there's quite some setup you need for MOOSE but once you are set up then it becomes just as easy. Both of them are well documented. If you have time and disk space try them both and see which one you like more. You may end up keeping them both. Nice thing about DCS is that it bundles your custom scripts with the mission so it does not matter which is firing.
  3. You sure? I remember I added a whole Hawk layout on an oil rig. And that before I knew that 2D view is available in mission editor.
  4. You can't do this in a trigger with the ships. There are few tricks though you can do with scripting (e.g. MIST). For example. around the initial point you create a small zone and when the ship enters that particular zone, you destroy the group and then respawn it every time. I haven't tried it but I don't see why it shouldn't work. Another trick is to create again some small zones around your intended waypoints and then use mist.groupToPoint everytime the ship hits a particular zone. It is not very easy but definitely doable.
  5. This is actually normal. Your function is this : do mist.flagFunc.units_in_moving_zones{ units = {'player1','player2','player3'}, zone_units = {'redzoneunit'}, flag = 101, radius = 2500, interval = 2, stopflag = 101 } end What that means is that function is fired every 2 seconds and if any of the units player1, player2,player3 are to be found within 2500 feet from redzoneunit then flag 101 is set to TRUE. Furthermore, function is unloaded from the memory because flag 101 was set to TRUE (see stopflag) Your message is put in a switched condition which is evaluated every second based on flag 101. If this is false then trigger is still valid, once this is true the trigger gets unloaded. Add that trigger in a continuous one as flag is always true from this point on. To make flag 101 false once units get out of zone you need to include parameter toggle=true in the function call.
  6. Yes, you don't need to put the script in a continuous trigger. Once should suffice as once this is called the function is scheduled by itself. If make it continuous the it will be called every second. - put your script in a ONCE trigger (give time more 5 so that you can be sure MIST is loaded) - add a continuous/switched trigger to print your message. If you ask me, the interval can be a lot bigger as the radius is pretty big and units will not leave that particular zone (2500) in 2 seconds. Also, make sure the units do enter in the zone around redunit. Distance measured is almost 5000 ft on the mission you sent me.
  7. I don't know if you can do this otherwise, set human players invisible until AI is dead. Not sure if a controller can pick a target based on a specific attribute. I have never tried it, to be fair.
  8. There's nothing wrong with your script, I just added it in a trigger Time More than 1 sec and all is cool.
  9. Unfortunately, we will probably never know until you post your mission here.
  10. OK, that trigger is not going to work. Let's start one by one, first we will make a humvee to patrol indefinitely on a given route. Follow these steps: - add a humvee and create 4 waypoints (start point, 1, 2, destination) make them in such a way that they will form a rectangular shape. That's half work done - now, deselect your object (do a right click for example on the map) - click on the last waypoint, and then click on advanced waypoint actions, Now click on ADD and a new window will open. - in the new window click on the drop down and pick perform command, after that choose go to waypoint. pick first waypoint and you should be done Open the mission I sent you and take a look at how is done based on what I wrote above. Bear in mind that I am not in front of my computer and I may got some stuff wrong.
  11. Alright. I am not 100% sure this would work online but it does offline so here goes: - create your player slots and name the units 'player1', 'player2', 'player3', 'player4'. Say they are blue coalition - create the moving zone around, let's say unit 'redzoneunit' (also, create the unit, obviously) - load MIST in the beginning of the mission create a script file or simply do a do script trigger with this and load it after MIST : do mist.flagFunc.units_in_moving_zones{ units = {'player1','player2','player3','player4'}, zone_units = {'redzoneunit'}, flag = 101, radius = 6500 } end what that means is that a process will start checking every second if any of the players are within 6500 m (or feet) area around redzoneunit. If that happens then flag 101 is set true and stays like that. If you want to refine your function (say you want to unload it from memory if flag is true) then: do mist.flagFunc.units_in_moving_zones{ units = {'player1','player2','player3','player4'}, zone_units = {'redzoneunit'}, flag = 101, radius = 6500, stopflag = 101 } end If you need this function to fire at bigger intervals then add interval = 60 in the parameters list and it will fire every minute. Check MIST documentation, it is very handy. I find myself using these flag functions very often.
  12. It really depends on what you want, I recall I used this function to basically escort a TU-95 and force it change course.
  13. On your first code snippet you pass Event to the function but you call event (small case). I believe Lua is case sensitive.
  14. Yes, in MIST you have the function unitsinMovingZones and you can pass a wide range of parameters to it (e.g. specific units, specific object category, coallitions, group etc)
  15. Try to create a waypoint other than SP and on that WP add the ROE you need in the advanced waypoint.
  16. No probs, I have answered you in the other thread you opened. @Mods : this is a duplicate thread. We'll sort it out in the other one.
  17. No offense taken. I am always happy to help. Now, help us to help you. Post the mission here and as feefifofum said, we'll get to the end of it.
  18. I don't think is really needed. Sure, it would be nice to move the linked object and everything moving with it but how many times you will do that when building a mission? I just make sure the main object is in the place I really want and then play with the abjects aroun or on it. My understanding is that this is mainly for moving objects. Now with the outlines of the objects present you can arrange units on, say, an oil platform (it was possible even before but you did not know where they will be placed until you started the mission). What I would like is to have various statics, not only planes and helos, on the ship deck. I, for one, I am really happy with this.
  19. I thought the mission I sent is doing exactly that: having 4 humvees patrol circling the base at a fairly regulated interval. Continuously. You can, of course spawn 2nd when 1st hit trigger zone, 3rd spawning when 2nd hits the trigger zone and so on, just modify the triggers accordingly. I assume your humvee does not resume patrol because you forgot to add in the advanced waypoint the task : go to waypoint 0. One more thing you can do is to load MIST and use the group patrol function, this will make your group patrol the route you have created. Not sure what you mean by PS: the best you can do to help us understanding (and implicitly you) is to post your mission so that we can take a look at it
  20. From the top of my head, the file should be dcs\Scripts\Database\db_countries.lua. You may want to check other files from the Database folder, especially the ones related to the vehicle itself. EDIT: btw, not sure this would work online though
  21. You can but it will involve changing the config files and they will probably won't pass the sanity check on the next update. You can however add Iran in a coalition with Russia and use it as such.
  22. You will need to use these two events : world.event.S_EVENT_SHOT and world.event.S_EVENT_SHOT and world.event.S_EVENT_HIT. You will create a function (or two, depending on what you need to achieve) like this: function MaverickFired:onEvent(event) if event.id == world.event.S_EVENT_SHOT then ... logic in here to get the fired weapon and increment fire counter with 1 end end function ShipHit:onEvent(event) if event.id == world.event.S_EVENT_HIT then ... logic in here to get the unit being hit and increment hit counter with 1 end end world.addEventHandler(MaverickFired) world.addEventHandler(ShipHit) and don't forget to init these events by creating an empty object for both functions otherwise they will raise an error when you add the event to the world. See what you get and then let me know, it should not be really difficult. Alternatively, you can use bomb in zone (make a zone around your ship which is just as big as the ship) and have a continous trigger to increment everytime a bomb is fired in that area.
  23. Post your mission. By reading your description I understand that you can deactivate a group once second trigger is fired. Generating a new humvee is easy with late activation and having the same waypoints (see attached mission, 4 patrols are spawned and circle around compund until they run out of fuel). Now if you put in the last zone a trigger action having as action group deactivate or group ai off you can selectively remove units. compoundpatrol.miz
  24. Seems legit. A ship, a huge one, have lots of compartments not communicating with the other. You may flood one but ship will still be afloat.
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