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Hardcard

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Everything posted by Hardcard

  1. Moose.lua needs to be loaded at mission start, first trigger in the list.
  2. You're welcome. I assumed all vehicle types would go off road, so I kept using the BTR :doh: (I can confirm that the UAZ performs way better in turns and also travels much faster) As for better/faster methods, while checking the MOOSE Coordinate documentation I noticed that, apparently, there's a method to get a table of road coordinates between two points (which I assume would do the road mapping job in a split second, albeit the path would be chosen automatically...I'm guessing). I'm talking about this baby: Problem is that I don't know how it works exactly, since I've never used it (need to investigate further). Also, right now I have no clue of how to translate the returned coordinate table into DDM / DMS format (and log it all in dcs.log). Perhaps you'll get lucky and far more experienced users will chip in. I'm just a lowly MOOSE noob myself :D PS. You could also try doing what feefifofum suggested, perhaps you'll find a better way of doing this by messing with TacView.
  3. EDIT: Ok, I've finally solved the nasty issues I had before, :thumbup: I've created 3 versions of a MOOSE demo mission where a single BTR80 is travelling from Beslan to Tbilisi by road. The first version will show both DDM + DMS coordinates of the BTR80 every 10 seconds (and log them in dcs.log) The second version will show DDM coordinates of the BTR80 every 10 seconds (and log them in dcs.log) The third version will show DMS coordinates of the BTR80 every 10 seconds (and log them in dcs.log) The script for each mission can be found inside the "DEFAULT" folder (path-> "missiondir\l10n\DEFAULT") Here is the MOOSE script idea, though (this will show both DDM and DMS coordinates): Note that the BTR80 will go slightly off road in some turns, don't expect 100% accuracy using this method. I have to say, though, there might be faster/easier methods of mapping roads, this seems like an excruciating task :cry: Road mapping demo DDM + DMS coordinates.miz Road mapping demo DDM coordinates.miz Road mapping demo DMS coordinates.miz
  4. I mean, having a unit periodically "report" its position via text message should be easy to do. Getting those coordinates down in a file, though, that's another story. Perhaps dcs.log could be used for this purpose...
  5. @rooster328 Post your MOOSE mission here.
  6. @The Jack I recommend that you learn some Lua scripting, your life as a mission creator will be infinitely better.
  7. @ Ignition I don't think moespeeds will understand that code example (let alone use it in a mission, since several other things need to be in place for that to even work). :book: is needed. First step for him should be to learn basic Lua, then get acquainted with the available scripting frameworks for DCS (or simply use the built-in scripting engine). @ moespeeds Here are a few useful links, in case you decide to learn some scripting for DCS: - Basic Lua tutorials - Simulator Scripting Engine guide - Simulator Scripting Engine documentation Now, if you're interested in using the MOOSE framework, check this out: - MOOSE Youtube Channel - - - MOOSE documentation There's also another scripting framework called MIST, but it isn't as well documented (harder to get into): - MIST documentation - MIST guide (pdf)
  8. @MatsH Better post the mission file here so people can take a look.
  9. @catt42 @Habu_69 Thanks guys, those snippets will come in handy!
  10. Thanks, I'll give it a try then! :D
  11. @Habu_69 I see that your script uses a "Hit" event handler for "MG_Group". Does ":UnHandleEvent( EVENTS.Hit )" successfully unsubscribe "MG_Group" from the "Hit" event? I remember getting this MOOSE error whenever I tried to unsubscribe groups from events like that. Do you get it too?
  12. As johnv2pt0 said, you can probably work around S_EVENT_LAND not working for static objects by using trigger zones and altitude checks for the units/groups you want to land.
  13. Is this compatible with 2.5?
  14. @skoner Yes, I realized it was probably a unit conversion issue as soon as I saw you mention feet in ME. Keep in mind that DCS code normally uses metric rather than imperial units. 15000ft = ~5000m, so your aircraft spawned below the 7000m mark set in the trigger condition, that's why it blew up. :thumbup:
  15. Hardcard

    ZU 23

    @Weta43 @Johnny Rico Hi guys, that wasn't meant as a condescending comment, Johnny. I honestly thought you had missed that OP bit. As for coalition editing in ME, yes, I know that countries can be included in any coalition, but the way oldpop worded it, seems to me that he meant "I'm blue, the zu-23 is red". Now, I did run tests before posting here, trying to replicate the conditions oldpop described. I saw that blue aircraft weren't being fired upon by red zu-23 on the ground, so that kind of confirmed the issue oldpop reported (and that he was probably using units from different coalitions). Sorry for not explaining this earlier. PS. I just realized that Johnny's avatar is actually a gif :doh:
  16. Hardcard

    ZU 23

    One way of doing it is through " ADVANCED (WAYPOINT ACTIONS) -> ADD -> Set Option -> ROE -> WEAPON FREE "
  17. Hardcard

    ZU 23

    Read the OP again.
  18. Hardcard

    ZU 23

    Use AAA ZU-23 Emplacements and set them to "ROE = WEAPON FREE" That works for me, but keep in mind that they have a pretty limited range (around 2000 meters?), they won't fire if you don't fly directly overhead.
  19. Fire at point task should work with those ticonderogas, do what Grimes suggested. If you need proof, this demo mission provides ticonderoga tomahawk support for the blue coalition using "fire at point" task. Just hop in a blue aircraft, enable the test via F10 menu and keep flying straight towards Novo, you'll soon enter a trigger zone. Then you'll receive a message and new F10 menu items will be available. You'll be able to call in the fleet and request naval support via F10 menu. When you do, the ticonderoga cruisers will start firing their tomahawks and cannons at the red vehicles. Hope this helps.
  20. @fargo007 Glad you found it useful. Working with SET_GROUPs and iterators makes it all better! Btw, this was my first time using template tables to spawn groups randomly, I like it quite a lot, it's a keeper! :thumbup:
  21. Could you share the mission file?
  22. Your question got my curiosity going and I ended up creating the attached demo mission (it uses MOOSE, though). Instead of 10 individual units, there are 8 different group templates (4 group templates of 6 units each and another 4 group templates of 4 units each). The group templates of 6 units are set to spawn randomly in zone1 only. The group templates of 4 units are set to spawn randomly in zone2 only. Flags and flag checkers are used to manage the whole thing, but, for convenience, I've created a simple F10 menu command structure for the two client Su25Ts in the mission , so you can spawn the groups at will. I've also added a cleanup routine, which will remove previously existing groups in the other zone every time a new group template spawns. Try it out, see if you find something interesting that can be used in your mission. Randomized template spawn on trigger - command.miz Spawn random group templates in different zones.lua
  23. You should be able to do that with MIST, no need for MOOSE. However, if you're interested, here's one way of achieving this in MOOSE: Basically, this will spawn a max. of 5 units, each one belonging to a separate group (so, 5 groups total, which are simply copies of "tank" group, defined in ME), in randomized positions. If any of the 5 units/groups is destroyed, a new one will spawn, making always sure that there are 5 units/groups active at any given time. I should warn you, though, if you want those spawned groups to be targeted by the script later on (in order to run some functions on them, for instance), additional steps would be required. This example only shows how to schedule and limit spawning in MOOSE. As I said, this is just one way of achieving this, there are others. Hope this helped :thumbup:
  24. This has SO MUCH potential :D
  25. Nope, you just need to set the mission date to winter in ME. If you do, you'll be able to set temps as low as -12ºC or so, then you'll get the snowy map (I'm talking about the Caucasus map, btw). Sadly, moose, ice hockey and curling are not yet implemented in DCS :D
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