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Everything posted by ENO
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This got long real fast... but if you try out the different concepts one at a time I think you can build a solid understanding of what a flag is, and what its potential can be. Okay- the easiest way to describe a flag is a point of reference upon which you can build a trigger. These can be flags 1 to 99999 (with one exception for the AI Action flags that need to be adjusted to allow full value- otherwise they can only go to 100 - unless that has been fixed?). Think of it as a place holder... You want to create a trigger that sends a message when a unit is destroyed. That's easy... since we have a "unit is destroyed" trigger condition already. But what you want more specifically in your mission is for a few minutes to pass before you send that message. How do you do that? Well- the mission already creates a marker when the unit is destroyed... but it doesn't allow you to create a point in time when that happened so you can build a trigger off of it (in the ME it doesn't but you could probably make a script for it... anyway... we'll stick to flags). So what a person can do is go into the mission editor, create a "run once" trigger with the condition of "unit destroyed" with an action of "flag on (1)" Now flag 1 is "on" or "set." Now this flag can be used as a reference... and can have triggers built around it in conditions... For example: run once / flag 1 true / message to coalition "Good work for destroying the target." The thing is- if flag 1 is set to true and the way to set flag 1 to true was to destroy the target- you could have also just used the trigger "run once / unit destroyed / message to coalition. Where the flag comes in is when you want a few minute's delay... in which case your trigger would look like: Run once / time since flag 1 (120) / message to coalition "Good work..." Remember- all times are measured in seconds! ________________________________________________________________________________________________________ STOP HERE FOR PHASE 1 So let's look into some other opportunities for flags... Flags can also be given a value... that way once a flag has reached a certain value you can set another action. Let's say I want to move 4 cargo crates into a zone using hueys... and once all 4 get moved into the zone I want to reward the pilot with some air support. Each crate delivered in a zone would increase a flag's value by one... this would look like this: Run once / unit in zone (crate unit ID) / flag increase value 1, 1 (flag 1 increased by 1) Run once / unit in zone (crate unit ID2) / flag increase value 1,1 Run once / unit in zone (crate unit ID3) / flag increase value 1,1 Run once / unit in zone (crate unit ID4) / flag increase value 1,1 Doing it that way allows you to countdown the number of crates remaining- you could also just go (unit1 in zone /unit 2 in zone etc but not have a way to easily track progress. Now you can go (flag 1 equals 1/ you have 3 crates left to move... Flag 1 equals 2, you have 2 crates left etc) Technically I think you could probably set it as a "Switched condition" and use OR functions in the condition- but that is the most straightforward way... each with their own trigger. Your last trigger for this concept would be: Run once / flag equals 1, 4 (flag 1 equals 4) / group activate (group ID of plane group you placed in the mission on late activation) __________________________________________________________________________________________________________________________________________ STOP HERE FOR PHASE 2 Let's say you want to send a message every 30 minutes that a mission is ongoing... you can increase a flag value (using flag number 10 as an example here) using a "continuous" trigger. It looks like this: Continuous / time more 10 / flag 10 increase 1 This will cause flag 10 to increase by one every second (roughly). Then because this is going to need to happen every 30 minutes and will likely happen several times- we can use "switched condition" for the next one. Switched condition / flag 10 equals 1800 (30 minutes) / Message to coalition "30 minutes has passed." (AND) Set Flag value 10, 1 (resets the flag to 1 and allows the count to begin again.) Flag 10 will then start from a value of 1 and increase in value by 1 every second until it gets to 1800 again at which point the process will repeat. I've also been able to stack objectives with messages so people can get a better idea of what is going on in the mission if they are late. 1) Lay out objectives 1 / 2 / 3 in the mission briefing. Each one will be assigned a flag 1 / 2 / 3 that will be set to true when accomplished. 2) When objective 1 is being performed ( flag 1 / 2 / 3 are not true), this can be used as a condition for a similar countdown. Additional conditions would be needed to the above countdown trigger... So your countdown flag (10) would need to have reached 1800, but flag 1 / 2 /3 would also need to be considered false resulting in a message that could say "You are working on objective 1 in the briefing." Once the first objective is complete, you can set flag 1 to true. (once / group destroyed / flag 1 true) 3) Once objective 1 is complete, flag 1 is set to true but 2 / 3 are still false. The condition on your counter would be changed so that it looks like "switched condition / flag equals 1800 AND Flag 1 true Flag 2 / 3 False / "Objective 1 is complete. Please proceed with objective number 2." AND set flag 10 to 1 (to reset the counter) 4) When objective 2 is complete (once / group 2 dead / flag 2 true), then you can adjust the countdown message again (switched condition / flag 1 true AND flag 2 true AND flag 3 false) and send the message "You are working on the 3rd objective in the briefing." AND set flag 10 to 1. 5) Once all objectives are complete, you can run "run once / flag 1 /2 /3 true / Message "Congrats all objectives are completed. That flag will only fire one time and could be independent of our countdown... The countdown trigger would still be "switched condition / flag 10 value 1800 AND flag 1/2/3 true / flag 4 true AND set flag 10 to 1. Remember- you're now using flag 4 as a place holder to set a time of reference for when the mission was complete to wrap up the mission. If you send a message there right at that point, it'll overlap with your "mission complete" message that your broadcast in number 5 above. 6) So now- you can give the troops 20 minutes to RTB. Your countdown timer can still carry on as before (switched condition / flag 10 = 1800 AND flag 1/2/3/4 is true / "Mission is complete... RTB" AND set flag 10 to 1. (If you don't set all 3 as true then you could have two conditions the same. 4 is true so that's one met condition... but 1/2/3 are also true so that is a second met condition. This will result in some overlap of messages. You can also countdown from mission complete in a separate set of triggers... ie: Run once / time since flag 4 (300) / message "you have 15 minutes to rtb." Run once / time since flag 4 (600) / message "you have 10 minutes to rtb." Run once / time since flag 4 (900) / message "you have 5 minutes to rtb." etc. _______________________________________________________________________________________________________________________________________ YOU MADE IT~! This got out of hand on me pretty fast but I hope it helps!
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^ Yeah... I had a mission during the stress testing of 127 where I just wanted some bombers to come in and carpet bomb through some targets on the ground (still just bombing a point- with an added advantage of wrecking some stuff)... and it probably took me a day to dial it in so that roughly half would even drop. After that I just gave up and don't try to get AI aircraft to do anything special... With that said, however... makes me wonder if you could just rack and stack a few assets with completely neutral orders- no action on threat, hold fire etc and leave them in place for clients to deploy on a request basis? Kind of like just leaving ground forces without waypoints. (The aircraft would need to be given an orbit order or something but that may be it.) Not sure if this is a viable alternative but it's probably what I'd be looking at. Do they respond better when being given direction from a client or is it just as bad? I haven't messed with it...
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How close is the waypoint to their Map target?
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I used to see guys kicked just for going to f2 or f6 to watch a missile shot... so that's what made me wonder.
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Problem signature: Problem Event Name: APPCRASH Application Name: DCS.exe Application Version: 1.2.8.27915 Application Timestamp: 537df6ef Fault Module Name: Weapons.dll Fault Module Version: 1.2.8.27915 Fault Module Timestamp: 537dedff Exception Code: c0000005 Exception Offset: 000000000001d159 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 4105 Additional Information 1: 3a01 Additional Information 2: 3a01ee9be73962ebbac2fbce35ae21e4 Additional Information 3: f5d6 Additional Information 4: f5d62258dd0029b49196b46f1ddec96e crash 06.18.14.zip
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Hmm mm they may actually have that running- shadow was the guy who put me onto it so not sure if he runs with the 104th.
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Don't worry I never did either. I'll explain but need a real keyboard.
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How are you guys getting those little "holding" pins out to separate the stick from the base? I got down to about that far trying to resolve another issue and thought I'd try it out- but I started getting a bit too rammy for my own liking and chickened out. Do you guys use a particular technique?
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in theory you can always just go- "Condition / random 1%" and every second there will be a 1% chance that it'll fire- until it fires. Disadvantage is I've found that if another condition needs to be met first (time more 20 minutes) it'll check random 1% continuously WHILE the 20 minutes is being counted down... so more often than not it'll fire at 20 minutes (because the random condition will have been met within 20 minutes)... or soon thereafter. You can also go flag based on set times- setting flag random value tends to favour first and last values as has been discussed in the mission editor's corner... There is a script I use on page 16 of the MIST thread that you can set a flag random value between 1 and 10 or whatever... and if flag x value is 1 the unit is activated on a time more 5 minutes, value 2 time more 10 minutes, value 3 15 minutes... etc. You could also do variable groups in this fashion, while leaving the group activate value random... So value of x flag is 1, then group A spawns at the random interval...
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I think what people have been doing is running an MP session in the background- making a change, save it, load that MP Session... viewing. Change, save, load, view. I haven't done it yet so maybe someone can clarify. There are threads that talk about it but I went on a brief search and didn't find one.
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Hmmmm server may have what I call a MIST AI script in place to prevent people from plane hopping in modules they don't own. Which server is this is? Sometimes the script kicks people back to spectators when they leave the cockpit... But not always.
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There is a lot of room for improvement but it is a must grab when it's on sale since it does significantly expand on the potential of the world environment... In particular within the mp community.
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Thanks Shag- I'll give it a test tomorrow and see where I end up. I'll pass on the results. You do more than enough work already- I'm handicapped in that I don't know the scripting as well as you do... so I'll try the suggestions and guinea-pig the results over.
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Well if you guys are all around right now I'll take down this mission running now and run the training wing mission. Air to air Refueling etc... Most aircraft positions are available. Server: firehouse.no-ip.biz PW: fire safety There is no password on the server at this moment... JTAC spots are available but they're only manned JTAC... The targets are generally static with a couple of AAA / SAM locations you can go work over if you so choose.
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If you guys want somewhere to do it and a tS3 server to meet in I can put up a training mission in the Firehouse and give you the ts3 info. Might get some of the firehouse regulars in to practice a few things as well. Let me know and I'll put up a training session (provided of course the current running mission is empty.)
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I'd be looking at vsync and other graphic related settings. Also what kind of drive and what mobo. What port did you connect to? What other programs running?
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The issue I have is Russia is frequently blue given the scenarios... but I may need to find another way around this since Russia is commonly red in these scripts and needs to be.
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I've mangled to get restarts after non-battle damage related issues (not recently mind you) but I've always wondered if you would ever get your engine hit badly enough to knock it out and be able to restart it again. Anyone ever succeed?
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http://wiki.hoggit.us/view/Part_2 Part way down the page it is addressed ... Not sure what you're looking for exactly.
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I ran dynamic on a mission last night and it seemed to go down well. No complaints on performance and the feedback was encouraging.
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No problem guys- I see both sides... I still willingly drop dozens of hours a week in the mission editor creating or editing broken stuff and have an epic hate on for some things that are going on with ed while not being particularly discrete about it... But at the same time I realize this is a concept nobody will ever touch and I defend it every chance I get. Noodle- some of the guidance and direction I've gotten from you- nevermind the others who have learned from you... Top shelf. Sith- you've carried me through more than my share of low points... Anyway guys- I get it and we all get it. I didn't want to turn same sides against one another but it is undeniable that frustration is taking its toll. If we were handcuffed to snail mail right now- this sim would be off the charts and we wouldn't have expectations. All our updates would be through magazines once a year. Sometimes I miss those days. There are some nagging bugs left on the a10 side... Let's make sure we keep posting them in the right section with the right files and hope they get fixed.
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This whole thread smells like troll.
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Same thing as before with quotes... Here's the mission I'm testing with- very simple as you'll see but maybe it'll make it a bit easier to set up. weather.miz
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I'll try it.. .thanks shag.
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[string "C:\Users\Eno\AppData\Local\Temp\DCS\/~mis00..."]:880: Parameter #2 (country id) missed Giving me this error... My country of choice isn't normally equipped with infantry so I went into the database (countries) and added them just in case. Line 880 is coalition.addGroup(_country, Group.Category.GROUND,