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wolle

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Everything posted by wolle

  1. Hi John, At the moment the flare is popped, the friendly groups will tell you the location of the enemy. You need to remember this info when you come in to land in the LZ. However, I agree with you that the troops are often too close. I will increase the distance between them (at the moment it is a randomly chosen number, in the next version I will make sure this number is at least a certain value, say 500 m). I don't think there is anything one can do about the smoke floating at a fixed location, that's how it is set up in DCS world. One can only choose the height above ground, which is presently chosen to be 100 m. Any suggestion for a better value?
  2. dynamic CSAR and airmobility mission Name: CSAR & AM Author: wolle Mission type: SP and MP/ CSAR and troop deployment and pickup Controllable: UH-1H Quick summary: - can be played as single player or multiplayer mission - dynamic mission containing both aerial and ground fighting components. - when a friendly pilot ejects, you will be tasked to rescue it. - when friendly ground troops take heavy casualties, you will be tasked to supply them with reinforcement troops. - if friendly group troops win their engagement, you will be tasked to pick them up. - mission uses a modular design: CSAR and airmobility tasks use separate lua codes that require very little interaction with the mission file as set in the mission editor. This simplifies integration into other SP and MP missions. Link/Download: http://www.digitalcombatsimulator.com/en/files/358251/ Discussion thread: http://forums.eagle.ru/showthread.php?t=108056
  3. Yes, will be expanded over time...
  4. updated CSAR and AM mission Hi guys, I attached an updated CSAR and AM mission. Would appreciate comments and bug reports (I have not yet gotten to include your comments about call signs, and auto-retrieval of Huey clients, yet, just saw them now). Once the code is reasonably bug free, I will post it on the appropriate sites. change-log -bug fixed: previously requesting to take grunts on board at airfields applied this request to all Huey clients that were at any airfield, now it applies only to the requester. -bug fixed: ADF frequencies were listed incorrectly when requesting a list of infantry troops. -the infantry skirmishes are now fully dynamic, they occur at randomly chosen locations, and the troops attack and retreat at appropriate times. -after you have reinforced the infantry teams, the left over and the newly arrived forces will attack again together. Should they win this attack and eliminate the enemy, they will request you to pick them up and give them a ride back home. -soldiers you pick up will now run towards your chopper. -The F10 menu has been expanded. Known shortcomings (any advice on how to overcome these would be appreciated) - the pilots down are actually stand-in 'Soldiers M4'. Would be nicer if the code could follow the actual parachute and radio its location, then the player could rescue the actual pilot. - the weight of the soldiers you take on board is not taken into account (this is possible at the moment only for an SP player, but not for a client aircraft, AFAIK) CSARandAMjune15GunsOnly.miz
  5. Hi Derk, I'll definitely will look into that...
  6. You should be able to add as many clients as you want. The only place you need to update is in the trigger list, under "initializing global variables" (or something like that), add the new clients to the table aircraftList
  7. Hi, Thanks for your feedback. I am at work now, but I think I already figured out where I messed up in assigning the ADF frequencies. Will be fixed in the next version. At the moment the mission will just run out of things for you to do, but there is no "ceremony" at the end of the mission, just silence. Maybe I'll have an idea to make a better ending. B.t.w. Midnight and I have been trying to award "official" score points (i.e. those that will be shown at mission debriefing) for things like picking up and dropping off troops, but there doesn't seem to be a way of doing that. Do you (or anyone else) know of a method?
  8. I attached a new mission that can be played as SP or MP. In this mission, several Hueys are on standby, and will be called upon to rescue downed pilot and/or airlift troops to reinforce infantry units. Much of the mission is scripted dynamically, so that it plays differently each time played. It uses extensive lua scripting and uses a modular format, simplifying integration into other MP missions. I would appreciate comments and bug reports. CSARandAM.miz
  9. Negative, Grimes. This simply gives the burning plane coordinates, and this command ceases to exist as soon as the burning plane hits the ground (see attached simple test mission) LandEventHandler.miz
  10. Hi Grimes, You'll have to help me a little more (if your time permits). According to the scripting wiki part one, an event is a list with the following structure: Event = { id = enum world.event, time = Time, initiator = Unit, target = Unit, place = Unit, subPlace = enum world.BirthPlace, weapon = Weapon } Which of these gives me the object id of the parachute? My goal is to follow the position of the parachute. It is very easy to follow the position of the burning plane, using: Unit.getPosition(event.initiator) What would be the corresponding command to get the position of the parachute?
  11. Does anyone know: after a pilot ejects a parachute is visible in the sim. Is this a regular group/unit that gets created, and if so, how can I find its group and/or unit id with the scripting engine?
  12. updated CSAR mission I updated the CSAR mission. Now there can (and will) be several pilots down, possibly even at the same time. Use the F10 "Other" radio item to request an update on the pilots down, and their last known locations. The number, time and location of pilots ejecting is determined dynamically during the mission. MultiCSARclean.miz
  13. I was primarily talking about direct input into the ME, then there is no coding available. Is there a DCS scripting language command or mist command that can add internal cargo to the Huey?
  14. There is no option to "add" cargo weight at the moment, right? That was my point, it would be very useful to have that option. Or am I misunderstanding something?
  15. The ME editor allows setting the internal cargo to a predetermined value. But I think that "adding cargo" would be a much more useful command than "setting cargo". For example, in a mission where you pick up troops you could add xx kg for each grunt you pick up, and -xx kg for each one you drop off. Since the number of troops picked up is mission outcome dependent, you cannot predetermine the loads and use "set internal cargo" for that purpose, right? Would be an extremely simple change for the guys at BST to implement, but would make the command much more useful. Agree?
  16. I also think that someone's opinion should be discussed factually, and not with so much emotion, almost personally attacking the guy. I didn't get to see Froogle's video before it got pulled.
  17. Hi Sundowner, This is what we need, constructive criticism. Make sure you make the devs aware of all imperfections you suspect in the flight model. Is the ease with which the Huey enters into a VRS realistically modeled at the moment? What do you think?
  18. Since the mission is not voiced-over, I use the static to alert the reader that a radio message is displayed as a text on the screen. The training missions for the Huey do the same thing at the moment (hope they will add voice-over soon)
  19. Yes, you've got it, that's the key line. There are two subtleties to that: 1) According to the manual "filename .. name of audio file. The file must be packed into the mission archive (miz)." To be honest, I am not sure how to pack a sound file into the mission archive. To overcome this, I simply used the same sound file in another place where it is accessed in the usual way through the mission editor (I called this a "sound test"), that way the sound file gets packaged automatically into the mission file. 2) You should be able to select "AM" or "FM" using the enum class mentioned, i.e. either using "radio.modulation.AM" or "radio.modulation.FM". For reasons unknown to me (probably a bug) that does not work, and you have to use "0" or "1" instead. Regarding the length of the transmission. If it is not looped (using false in the argument list), the transmission takes exactly as long as the sound recording file (the one I used is a sound that comes with DCS world, simply search for its name on your harddrive and you can play it yourself to find out how long it is). If you select looped=true, then the length becomes infinite because it just plays the sound file again and again.
  20. I just played a mission (track attached, edit: not attached, exceeded 5MB limit). As I was using the copilot flexible sight for gunnery, the pilot got shot and killed. The sim then switches automatically to me piloting the helo as the copilot , but I can't use the mouse to navigate around the cockpit to click buttons (e.g. radio frequencies etc.). This is possibly because the mouse is still bound to the flex-sight. Two points: -when the human copilot is in the piloting function (and not using the flex-sight), the mouse should automatically revert to cockpit click mode) -until this is fixed, how can I unbind the mouse so that it reverts to cockpit click mode?
  21. can it be player by single player I noticed that it is a MP mission. Can it meaningfully be played by a single player, or are the other client aircraft needed for the mission to work?
  22. You can lower the chances of F-5 survival by changing the mission: at the moment it is 3 migs against one F-5, each with random skill. If you e.g. make the Mig skills excellent, and that of the F-5 average, it should reduce the survivability of the F-5 to near zero, or else you can add more migs.
  23. Same for me, download link didn't work using Microsoft Explorer, but works when I use Google Chrome.
  24. need word from devs We urgently need official word from BST on this matter. Otherwise we cannot be sure if we should copy files around within the directory tree structure of DCS World (using the temporary fix), or if this might break future auto-update. We need the official guidelines what to do about this bug.
  25. It's a single player mission. But the basic idea (which, by the way I "stole" from the discussion at http://forums.eagle.ru/showthread.php?t=105700) remains the same for a multiplayer mission. Some things will be easier since tasks now programmed to be done by the AI will simply be played by a human Client in MP (I am not too familiar with MP, and don't have CA, but I could imagine that the human pilot who was shot down can then use CA to "drive" the downed pilot, wait until he sees the rescue copter, and shoot a signal flare). One of the challenges in MP will be to keep the rescue copter pilot entertained, since he/she may have to wait for a long time until a pilot goes down).
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