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Grimes

ED Beta Testers
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Everything posted by Grimes

  1. Appears to work with setTask but not pushTask. Unsure why that would have changed or makes a difference. Will report it.
  2. Goes for both instances, uploading the mission will at least give us an idea of how things are setup in terms of tasks, threats, weapons, etc to better help. There is a caveat that I haven't spent a ton of time making missions with AI wingmen in mind, so my comments are more reflected to AI only flights. I do know that Baltic Dragon prefers his campaigns to have a separate AI flight with F10 radio menu items to issue commands rather than having it actually be a wingman for best results. Quite possibly it has to do with positioning, the targets, and AI's default engagement behavior. Its something I like to think of it as "target math" that is done by the AI. The way it works is AI will only launch enough weapons to kill the target. If it takes one weapon to destroy it, they launch one weapon. They won't "waste" any extra missiles automatically if the target has the capability to shoot the missile down, they will just fire another missile once the first is destroyed. So if you had an SA-3 site as the target with 1 SR, 1 TR, and however many launchers, it is possible the lead will fire 1 HARM at each radar, and then engage with the mav on the other targets. The wingman should engage though if it is in range. Same goes for the AI dropping bombs, it depends on the task given. You can use the Group Attack checkbox so that each AI in the group will also engage the target. You can also use a combination of release quantity and attack quantity to get the other AI involved. The task type does matter though. Think of each bombing task as, ATTACK A, then Attack B, then Attack C, etc. Where-as CAS, SEAD, etc are "Attack any detected valid targets" which results in say a flight of A-10s attack a group of 12 tanks with each A-10 going after the first available target and switching to the next automatically as the target gets destroyed. I spent 1 minute to get an AI F-16 to drop Mk-84s at low altitude. Best guess there are threats in the target area and the AI is aborting due to the threat.
  3. That comment is literally copy and pasted for every single task that it exists for in the manual. For the task Attack Group it is very much a true statement as the AI will divvy the targets out among the flight members automatically. Checking group attack would allow each flight member to attack the same target at the same time. The bombing task IS just a single target though. And the way tasks in "Perform Task" works is it does task 1 THEN task 2 THEN task 3, etc. Only once the conditions for the task is complete will the AI move to the next task in the queue. So that is why if you switch their weapons to JDAMs the bombing task is completed once the 2nd bomb is dropped per target and the AI move on to the next task. With laser guided bombs the AI has to guide it in, so once the 2nd bomb hits the task is complete.
  4. They do fire, but a bug appears to have been introduced where the AI will not adjust their position slightly if they cannot hit the target in their current orientation. I have reported this issue. In your mission I had to set the heading of the unit to 280 for it to fire.
  5. What group attack does is it just removes the restriction for attacking a given target. A really good example would be with an attack group task for anti-shipping. The AI are aware of the target and how much damage their missiles would do to it, so the group would expend exactly the amount of missiles requires to sink the target. If a missile is lost then whoever has more munitions would engage. Say it takes 3 missiles to sink the target ship and you had an aircraft armed with 4 missiles. If it was just a single aircraft in the group then 3 missiles would be launched. If you upped it to 4 aircraft in the group a total of 3 missiles would still be launched (might be 1 or 2 from different aircraft). However if you checked group attack then each aircraft would launch 3 missiles, thus 12 missiles would be enroute to the target. For bombing tasks it just means that each member of the group will also drop however many bombs you specified on the target. With multiple tasks the key is when the AI decide the task is complete to move on to the next one. So ways to accomplish a group bombing multiple targets, well there is basically 3 ways to do it. 1. Use JDAM/Fire and Forget weapons. Once AI launch the set number of fire and forget weapons at a target that task is "complete" and they will move on to the next. Since laser guided bombs are not fire and forget the task isn't complete until the bombs hit the target. 2. Fake it with 4 flights of one, set follow tasking, and then at a given point give each the order to engage their specific target and reform once done. 3. Fake it with the power of lua. Admittedly its been a while since I did this and I forget the specifics for how to get certain behavior, but the gist is with aircraft/helicopters you can control individual units. Iterate the units in the group, get the individual units controller, then assign each their own tasking. The part I'm hazy about is what the behavior was for getting the AI to rejoin and continue the groups route. Say you had just 4 targets it'd be something like this where tasks is a table of each bombing task indexed numerically local tasks = {[1] = {Bombing Task here}} local gp = Group.getByName('whatever') for i = 1, gp:getSize() do gp:getUnit(i):getController():pushTask(tasks[i]) end
  6. That is more or less accurate with Harpoons afflicting approx 440 damage while the large warhead mavericks do somewhere between 840-870 damage. Unsure if those numbers have changed much. They are mostly a few years old at this point.
  7. 1. Timing stuff like this really is best used primarily with a single script that can be executed with local variables. local tData = {} function timeCheck() if whateverCondition == true then tData.startTime = timer.getTime() end if whateverStopCondition == true then tData.endTime = timer.getTime() end if endTime then --- do your code to display it else -- keep checking timer.scheduleFunction(timeCheck, {}, timer.getTime() + 0.1) -- runs at tenth of second. end end Just gotta call timeCheck whenever you want to start it and maybe add some code to set tData back to an empty table. 2. Triggers are executed at a set rate of once a second. So that makes sense, gotta do as stated above with scripts to make it run faster.
  8. Well there already is one in terms of the guidance to the center of the object which results in the few ships that have sub-system damage rarely occurring. Granted not many ships are setup with it. Though even if there wasn't a visual DM for it the results of a missile hitting the bridge on all ships should have the same result.
  9. It is all in the task queue and is mostly the Orbit tasks fault. Move it to the bottom of the queue. The way tasks work is that some of them are done instantly, some can be run in the background, and others will prevent new tasks from being started. The behavior is defined in the category a task resides in. Perform Task: Must be completed before moving on to next task. Enroute Task: Added as a background task. Commands/Options: Done instantly, basically don't take any time. So you have the orbit task set first, thus the AI will orbit. If you had a stop condition on the orbit task then whenever that condition was met the AI will assign the search and engage and the options you have setup. What will probably happen is that it will just start engaging stuff immediately because the targets should already be detected once the task is assigned. Once it runs out of ammo it'd actually enter the orbit.
  10. There is an entry listed as "requiredModules" in the mission file embedded in the .miz. It is basically a list of mods used within the mission. Whenever I need to open some mission that has mods I don't have installed I can just delete all the entries to it so that it is just a blank table {} That would allow you to open the mission in the editor. If an object is used that is no longer present in the game then it'll just delete that object on load. Alternatively you can try renaming them as you did earlier.
  11. If you can't recreate it with a new mission, then attaching an older mission where it does occur would be helpful.
  12. Yes it is a name change, nothing more. The skills as saved in the miz file are still the same.
  13. It is not currently an input value. Would be nice to have though.
  14. Fixed: https://github.com/mrSkortch/DCS-ME_coalition-modification/releases/tag/1.81
  15. Best guess is you edited something wrong causing a lua error, thus a failure to load, or didn't use a program like notepad++ and the file format was changed. Slmod doesn't exert any control over the first mission that gets loaded in. Its always relied on how DCS handles that.
  16. Look at the bottom bar of the editor. There will be an icon that looks like a watch. Click it and then check the unit list. That icon controls "historical mode" which limits the units you can select based on the current date of the mission. Set a date to 1944 and it will only list WW2 objects. The feature purely acts as a filter to limit what is seen and you can toggle it on/off as you see fit.
  17. Add a callback for onPlayerTrySendChat in gameGUI, have admins checked as exempt from it, for everyone else return false. Disabling chat, for whatever the reason, is a rather extreme decision and probably isn't the best idea in my opinion.
  18. On ships you have little control on where and how aircraft will spawn. All you can do is setup taking from runway and setting each catapult. The rest is automated and based on the rules of the system.
  19. A bit of a thread revive. It only exists in the net environment. So code you run from savedgames/DCS/scripts/hooks/whatever_gameGUI.lua You'd make a callback for onPlayerConnect, onPlayerChangeSlot, or really anything that has an id as part of the function to get their ucid via ucid = net.get_player_info(id, 'ucid') id being provided by that callback. For example: https://github.com/mrSkortch/DCS-SLmod/blob/master/Scripts/net/Slmodv7_5/SlmodCallbacks.lua#L463
  20. Probably deprecated from earlier versions of the game and didn't want to change the pylon Ids because that would cause more problems than it is worth.
  21. Post your DCS.log when it happens. Chances are it doesn't like a file in the folder that you last opened for sound files. Could try going to savedgames/MissionEditor/settings.lua and deleting the line listing the soundPath. Then check that folder and see if there are any odd files in there that DCS can't open.
  22. It was fixed with the SC patch. Granted I didn't check absolutely every single weapon. I know there is an oddity with AIM-9X with warehouses in general where if you have 1 remaining and you load a double rack that the game still gives both missiles. Aside for that if you know any weapons in particular that don't work with it then please state them.
  23. I added the files to use releases for that very reason.
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