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Rivvern

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Everything posted by Rivvern

  1. Goal is to create a more living and somewhat realistic environment. Please let me know of changes that should be made to the template. It would be nice if someone could create a graphical map showing the borders and friendly airbases. I can print screen the map but for presentation id like something more artistic... I suck at that. ;)
  2. This is a mission template I have created to make it easier to make training sessions and realistic missions. The focus is on US aircrafts with a little help from Georgian Su-25Ts. Feel free to use and change it as you like. And please give me feedback for template improvements! DOWNLOAD:MAMT_128_v1.15 FEATURES: *Preset assets *On call air assets *Dynamic Medevac script *Dynamic CGI/CAP script *Integrated Air Defense Script *State save (for use with Browser-Based Multiplayer Mission Planner for DCS: World HOW TO RUN IT: *Create your scenario. Add units, targets, or whatever you like. *Move and set waypoints for Overlord, Texaco and Shell. These are On-Call assets and will be available through the F10 menu. *If you want to have SAMs connected to the IADS network, name those with the prefix __SAM__ *OPTIONAL - Use Browser-Based Multiplayer Mission Planner for DCS: World to create flight plans. *Run the mission. Have fun. *OPTIONAL - Save State and generate a new mission based on your progress with the mission planner. (You need to copy the MissionScripting.lua file to the one in your \DCS World\Scripts\ (or copy the function defined there over if you already have another mod that modified that file). BUGS/TODO LIST: GCI-CAP script - CGI flights take off airborne. Something wrong in CGI script - http://forums.eagle.ru/showpost.php?p=2045392&postcount=80 GCI-CAP script - CAP flights are not flying at optimal altitude/speed - http://forums.eagle.ru/showpost.php?p=2045392&postcount=80 IADS - Add more variety to airdefence systems Move truck at FARP Paris, Khashuri Edit the rules Write the AIRBASES and FARPS section THANKS TO: RagnarDa for Dynamic Medevac Script SNAFU for Autonomous CAP and GCI AI fighter script Grimes for Integrated Air Defense Script Raf for Auto-Script [FSF]Ian for Browser-Based Multiplayer Mission Planner for DCS: World Xcom for Save State script All mission makers. All script makers. All mod makers. KEEP IT UP! ================================================================ ASSETS - BLUE COALITION: 12 x A-10C Thunderbolt II 12 x F-15C Eagle 4 x Su-25T Frogfoot 3 x TF-51D Mustang 12 x UH-1H Huey 1 x E-3A Sentry (ON CALL) 2 x KC-135 Stratotanker (ON CALL) __________________ AIRBASES and FARPS: HOW TO: CHANGELOGS:
  3. Awesome. I have no knowledge what so ever in lua scripting so all i do is reverse engineering. Main goal is just to keep this project alive since SNAFU havent got time to develop it at the moment. Feel free to contribute to the list. CURRENT ISSUES VERSION B6_1 ISSUE 1: The AI seems to have some problem cruising at 30000 ft. They are going full AB with high alpha. Maybe 25000 ft would be better. ISSUE 2: (FIXED) I noticed you changed from BARO to RADAR altitude. Could this be a problem? Flights are going up and down. Not looking very good. I found the values in the script and changed them from RADIO to BARO. ISSUE 3: (MAYBE FIXED) Another issue is that i set CAP flights to 1. But after 30 minutes i got 3 enemy CAP flights in the air. They dont seem aggressive, but still. Maybe fixed with version b6_1, duplicate lines at around line 160. Needs testing ISSUE 4: Flights will not take-off from runway even if following is set: local spawnmode = "takeoff" --must be["parking"/"takeoff"/"air"] and defines the way the fighters spawn They spawn in the center of the airfield, already airborne. Must be that the "take off from runway" is not set.
  4. I made some changes and created a new version. DOWNLOAD HERE: MIST3_2_GCI-CAP_b6_1.lua Changelog b6_1: -changed back from RADIO to BARO due to flights flying silly over mountain areas -fixed duplicate lines - "numberofspawnedandactiveinterceptorgroups['blue'] = {}" (thanks to stonehouse)
  5. Stone, what do you think the effect will be changing the the lines at 150?
  6. Great poll and ideas. Something must be done. With 1.2.7 it was somewhat acceptable control mapping with some lua hacking. It was possible to map a switch function as a switch. With 1.2.8 you made it almost impossible to edit the lua files. We need higher standards than this. Switches and advanced buttonmappings should be done inside the game in a better control GUI and also should be able to do one "general" mapping for all aircrafts and then be able to set controls for each individual aircrafts.
  7. Oh Yea! My favorite Youtuber.
  8. Nope. Ramp start is bugged also. Thanks for all work! I think this script is very important for making dynamic and interesting missions. It would be awesome if someone with good scripting knowledge would like to take over the project and continue to polish it. If someone is willing to continue develop this script. Would that be ok with you SNAFU? I'll continue to spam this thread with issues and ideas. Dont hesitate to ignore me. ;)
  9. Thanks for your answers! I've tried to search but cannot find anyting regarding "save script triggers". Could you give me some more information or point me in the right direction?
  10. What file am i supposed to upload as Mission State? Could you also explain how to use the the Livery List.
  11. Testing version B6. (Im running 1.2.8 Open Beta) Let me know if you have any new version you want tested. And as always! Keep up the good work! ISSUE 1: The AI seems to have some problem cruising at 30000 ft. They are going full AB. Maybe 25000 ft would be better. ISSUE 2: I noticed you changed from BARO to RADAR altitude. Could this be a problem? Flights are going up and down. Not looking very good. EDIT: I found the values in the script and changed them from RADIO to BARO. ISSUE 3: Another issue is that i set CAP flights to 1. But after 30 minutes i got 3 enemy CAP flights in the air. They dont seem aggressive, but still. ISSUE 4: Flights will not take-off from runway even if following is set: local spawnmode = "takeoff" --must be["parking"/"takeoff"/"air"] and defines the way the fighters spawn They spawn in the center of the airfield, already airborne. Must be that the "take off from runway" is not set.
  12. I always knew something was strange about this... Ingame you move the map with the left mouse button. In mission editor you move the map with the right mouse button. Small issue, could it be fixed? And the keyboard mappings should be looked over. General functions should have the same keymap no matter what module it is. Canopy, comms menu, chat window etc.
  13. Seems to download the 1.2.8 beta now.
  14. I hope they improve DCS so that the development of your mission planner can continue. It works as it is now which is good. Thanks for you work! Just want to show my interest in this mod. Subscribing to this thread.
  15. Help! How did you manage to do that? You should be able to move the kneeboard with the mouse.
  16. I believe the CAP engages when you get really close to them. Dont think they engage in the zone even if they are on station.
  17. Ill check that later. If you focus on the hard part, scripting i can continue to do some extensive testing if you like. I have no scripting knowledge whatsoever. This script must live on and continue to be developed as it is a great tool to make interesting dynamic missions.
  18. Ok. The CAP flights dont do anything at all. The Intercept flights are just mean. :) I got two Tacview files for you if you are interested. TACVIEW 1: https://dl.dropboxusercontent.com/u/16996823/2014/Tacview-20140320-195221.acmi TACVIEW 2: https://dl.dropboxusercontent.com/u/16996823/2014/Tacview-20140320-204508.acmi Mission: https://dl.dropboxusercontent.com/u/16996823/2014/MA_BASE%20v0.121_CAP_EDIT.miz EDIT: Disregard that the entire BOAR flight made contact with a mountain side...
  19. Keep up the good work! It works as intended. A bit more polishing and features would be great. Its awesome for creating dynamic missions where package lead can task the available assets.
  20. Done some testing. Even if i set "Intercept to = 1", 2 groups were spawned. local numberofspawnedandactiveinterceptorgroupsRED = 1 http://forums.eagle.ru/attachment.php?attachmentid=95604&stc=1&d=1395260175 Tacview = https://dl.dropboxusercontent.com/u/16996823/2014/Tacview-20140319-203445.acmi Having some trouble with dropbox. It should come online later. :joystick: local numberofredcapzones = 2 --input of numbers of defined CAP zones for Red side local numberofbluecapzones = 2 --input of numbers of defined CAP zones for Blue side local numberofredCAPgroups = 1 --input of numbers of defined CAPs for red side local numberofblueCAPgroups = 1 --input of numbers of defined CAPs blue red side local numberofspawnedandactiveinterceptorgroupsRED = 1 --maximum number of at the same time ongoing active intercepts for Red side, NOTE: The counter will be resetted with the "taskingintervall" and each time the airspace is clear local numberofspawnedandactiveinterceptorgroupsBLUE = 1 --maximum number of at the same time ongoing active intercepts for blue side, NOTE: The counter will be resetted with the "taskingintervall" and each time the airspace is clear local redCAPzone = 'redcapzone' --Triggerzones defining the Red CAP area have to be name according to 'redCAPzone1', 'redCAPzone2',...'redCAPzone[numberofredcapzones] local blueCAPzone = 'bluecapzone' --Triggerzones defining the Blue CAP area have to be name according to 'blueCAPzone1', 'blueCAPzone2',...'blueCAPzone[numberofbluecapzones] local redborderlineunitname = 'redborder' -- Name of group which waypoints define the red border local blueborderlineunitname = 'blueborder' -- Name of group which waypoints define the blue border taskingintervall = 300 -- Time intervall in which ongoing intercepts are renewed, NOTE: fine tuneing requires testing, do not use to small intervalls since it interrupts the intercept procedure --names of red interceptorbases local redAF = {} redAF[1] = {name = 'Beslan'} --Exact name of airfield with the triggerzone of the same name between 'xxx' redAF[2] = {name = 'Nalchik'} --Exact name of airfield with the triggerzone of the same name between 'xxx' redAF[3] = {name = 'Sochi-Adler'} --Exact name of airfield with the triggerzone of the same name between 'xxx' --names of blue interceptorbases local blueAF = {} blueAF[1] = {name = 'Batumi'} --Exact name of airfield with the triggerzone of the same name between 'xxx' blueAF[2]= {name = 'Vaziani'} --Exact name of airfield with the triggerzone of the same name between 'xxx' blueAF[3]= {name = 'Kutaisi'} --Exact name of airfield with the triggerzone of the same name between 'xxx' --option to define AI spawn situation local RNW_fromRunway = false -- set to true if you want the AI flights to spawn on the runway, or set to nil for airstarts of AI flight --DEBUGGING options local debuggingmessages = false -- set to true if tracking messages shall be printed env.setErrorMessageBoxEnabled(true) --set to false if debugging message box, shall not be shown in game local debuggingside = 'blue' -- set side for which tracking messages shall be printed MA_BASE v0.116_CAP_EDIT.miz
  21. I was more thinking if the EWR unit also can have other units in the same group. Lets say i place a Hawk sr and in the same group have the Hawk TR and LN. Will that mess up the script in some way?
  22. Thanks SNAFU. I need to host the mission this thursday. Can you tell me the easiest way to disable the intercept flights for now? EDIT: Quick question. The EWR:s. Can i also add units to these groups, like adding SAM units? Optimal would be if the IADS script would automaticly add these in some way. EDIT2: Sorry for spamming.. Doing some extensive testing right now. :) The CAP flights dont seem to do anything right know. They dont engage enemy intruders they just fly to their assigned waypoints. Something wrong?
  23. This works but need some tweaking. Today we simulated an airbase attack. We were 3 F-15 trying to sneak attack the enemy airfield. As soon as the EWR spotted us it spawned in 6 Intercept aircrafts + the nearby CAP flight. I was a real mess! Is it possible to limit the amount of intercept flights? Or set it so it doesnt spawn 1 flight per client aircraft. Thank you for making this script!
  24. Yea b4 version works much better. Bugreport: Ive got spawnable Awacs/tankers with the Automan script. When they start to taxi they activates F-16 escort flights. The escort flights are now taking off and continue off in the runway direction... forever it seems. They are not taking off from one of the three airports specified in the script file.
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