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Wizard1393

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  1. CAS INFINITY RANDOMIZED - OBJECTIVES BY GROUP ############################### CAS INFINITY RANDOMIZED - OBJECTIVES BY GROUP ############################### Battlegroups of Russian ground forces are scattered within the AO. American (A-10C) and Georgian (SU-25T, KA-50) attack aircraft are scrambling to deal with these threats. Intelligence are surveying and analyzing the AO fr om satellite and drone recon images and will be relaying their findings to flights operating in the area. SU-25T pilots have the possibility to call in smoke markers and illumination bombs over the objectives. There are no known airborne threats in the AO. Senaki, Kutaisi, Kobuleti and Batumi can be used for refueling and rearming. However, make sure no enemy groups are near the Airbase you intend to use. You will have to communicate with other operating flights to do this. A-10C's and SU-25T's start on BATUMI. KA-50's start on KOBULETI. ###PREREQUISITE KNOWLEDGE### You need to know how to make use of coordinates in your aircraft of choice. Coords will be given in both LAT/LON and MGRS/UTM formats for SU-25T's, in MGRS/UTM for A-10C's and in LAT/LON for KA-50's. Flying the SU-25T, you will have to use "mouse over" on the F10 Map View and look at the cursor coords, to try to find the general area of the target. When you think you are close, you can request illumination bomb and/or smoke on the target and scan your surroundings with MK1 Eyeball to find the target spot. ###MISC/ABOUT### There is no mission end. You can continue to request new taskings, and the mission will generate random taskings for you infinitely. Each flight group callsign will get separate objectives to complete. This means that if Boar and Hawg flight groups are operating in the area, they both have an objective target group to destroy. They will have to communicate with each other to know where it's safe to go and not. Every objective target group is created with a randomized number (between 1-5) of vehicles of randomized type and skill. Vehicle categories that are randomized are Mobile AAA's, Mobile IR-SAM's, APC/IFV's and MBT's. When the number of vehicles are set for the current group, there will also spawn #vehicles*3 soldiers to the group. If a unit is spawned in, in a place that makes it impossible to see or to hit, due to possible bugged clipping etc. you can always choose to skip the current objective via F-10 radio menu option, to get a new objective. DOWNLOAD
  2. CAS INFINITY RANDOMIZED - Joint Ops ################ CAS INFINITY RANDOMIZED - Joint Ops ################ 1.03 Changelog: Fixed bug where mission messages said you skipped an objective when you in fact destroyed all targets. Fixed a problem with certain cockpit view settings was saved into the mission file. Battlegroups of Russian ground forces are scattered within the AO. American (A-10C) and Georgian (SU-25T, KA-50) attack aircraft are scrambling to deal with this threat. Intelligence are surveying and analyzing the AO fr om satellite and drone recon images and will be relaying their findings to all flights operating in the area. SU-25T pilots have the possibility to call in smoke markers and illumination boms over the objectives. There are no known airborne threats in the AO. Senaki, Kutaisi and Batumi can be used for refuelling and rearming. However, don't use an airbase too close to the current objective. You may get shot down! A-10C's and SU-25T's start on BATUMI. KA-50's start on KOBULETI. ###PREREQUISITE KNOWLEDGE### You need to know how to make use of coordinates in your aircraft of choice. Coords will be given in both LAT/LON and MGRS/UTM formats. If you fly the SU-25T's you will have to use "mouse over" on the F10 Map View and look at the cursor coords, to try to find the general area of the target. When you think you are close, you can request illumination bomb and smoke on the target and scan your surroundings with MK1 Eyeball to find the target spot. ###MISC/ABOUT### New random objectives will continue to spawn forever. There is no mission end. Every target group is created with a randomized number (between 1-5) of vehicles of randomized type and skill. Vehicle categories that are randomized are Mobile AAA's, IR-SAM's, APC/IFV's and MBT's. When the number of vehicles are set for the current group, there will also spawn #vehicles*3 soldiers to the group. If a unit is spawned in, in a place that makes it impossible to see or to hit, due to possible bugged clipping etc. you can always choose to skip the current objective via F-10 radio menu option, to get a new objective. **Joint Ops I decided to make 2 versions of this mission. One "Joint Ops" where target groups are relayed to all blue flights, one at a time. There is another version "Objectives by group" where flight groups are 2 aircraft per group/callsign. Objective areas will be given/spawned to each and every flight group separately, so not every single aircraft is working on the same target area. DOWNLOAD
  3. BUMP* This was 3 years ago, anyone know if it ever became possible through lua?
  4. Thank you :smartass:Grimes!:smartass: And how the hell did you discover this? lol Thanks alot!! I'll give this a shot asap. Rep inbound!
  5. Can you explain further please? Are there player clients in both red and blue coalitions or are all player clients in the blue coalition? I don't know if your just using your script code as an example of what you're trying to do, but that line "trigger.action.explosion(Unit.getByName('Pilot #168'):getPosition().p, 100)" will only ever blow up the unit 'Pilot #168' regardless of what GROUP enters or leaves specified zones. Do you know the difference between a unit and a group? You're using a triggger condition that checks if any unit that belongs to a group is inside a zone. The script you're executing is a static reference to a certain unit within some group. I'd go about this whole thing with a trigger by type 'CONTINUOUS', with no condition, and a "DO SCRIPT FILE" action. Withing the script you do two separate enumerations. First enumerate all units who are in the red airfield zone and explode them. Second enumerate all units not in zone PvP zone and explode them.
  6. No one? Grimes or Speed, any of you guys care to waste a couple of minutes on me? :book:
  7. Hello, I've created a simple mission with 3 unarmed ground units. 1 blue and 2 red, on Batumi Airfield. I've been pulling my hair out to get the blue unit to move to one of the red units via script. The mission initializes MIST via Mission Init then executes my custom script at mission start. My custom script looks like this: blueUnit1 = Unit.getByName('BLUEUNIT1') blueUnit1Pos = mist.utils.makeVec2(Unit.getPosition(blueUnit1).p) redUnit2 = Unit.getByName('REDUNIT2') redUnit2Pos = mist.utils.makeVec2(Unit.getPosition(redUnit2).p) trigger.action.smoke(blueUnit1Pos, 3) --Smoke marker on start position trigger.action.smoke(redUnit2Pos, 1) --Smoke marker on end position path = {} path[#path + 1] = mist.ground.buildWP(blueUnit1Pos,'Off road',60) -- first point on path is present position path[#path + 1] = mist.ground.buildWP(redUnit2Pos,'Off road',60) -- second point on path is target position blueGroup1 = Group.getByName('BLUEGROUP1') mist.goRoute(blueGroup1, path) Now the 'BLUEUNIT1' sets off and moves straight to the coastline and then turns either north or south by the water and continues on a super slow beach stroll. PLEASE if anyone can enlighten me what I'm doing wrong with the code? But the SMOKE MARKERS put on the same positions as the WP's get built from, are on the units exact spot. I've attached the .miz file for your inspection as well so you can try it out. The scripts are inside offcourse. movetounit_test.miz
  8. I have an issue and some questions about the function "mist.ground.patrol('myGroup', nil, 'diamond', 10)" 1. What other formations are there except 'diamond'? 2. Is nil an accepted value to send as formation e.g. mist.ground.patrol('myGroup', nil, nil, 10)? 3. It seems mist.ground.patrol('myGroup', 'doubleBack') is working as intended, but mist.ground.patrol('myGroup', nil, 'diamond', 10) is causing unexpected behaviour. Seems like the unit is sometimes skipping waypoints and sometimes only going halfway to e.g. wpt3 and then keeps going to wpt4. What is "best practice" use of this function? I've tried putting the function call in the "mission start" event and in the last and first waypoints as waypoint actions. Regardless of where from the function is called, it seems to end up with unexpected movement patterns. Is the function broken in the latest (non beta) version of DCS World or am I implementing it wrong? Anyone know?
  9. Late Cold War Era up until present age for me. There are other sims focusing on WW1 and WWII.
  10. Cannon only option. The only reason to have a "non combatant" aircraft is if it can serve a purpose in the big picture for the sim. IE human flyable tanker / awacs, or, aircraft that does troop / materiel transport if it were truly implemented in game and not via buggy custom scripts...
  11. Ah I see. Well, the AI not using the cannon has really been a poke in my eye. Good to know. Funny that this (imho) gamebreaking bug (well campaign wise) is not mentioned in the 1.2.11 changelog...
  12. How has this still not been corrected? Also, the "AI won't fire cannon"-bug. Kind of essential that your AI Wingmen can use the cannon... Have anyone heard anything about this? No ETA? Even an acknowledgement from the devs about these issues?
  13. Yes, I'd also say either hardware problem or hardware DRIVER problem. I'd start with trying uninstalling video card drivers and reinstalling the latest ones.
  14. What I do is that i look in the mission planner where the two friendly groups are moving and then take out any resistance along those routes before telling them to advance. Stay around 20.000ft to be out of range for most SAM's. However, you will still not be out of range for ALL SAMS. The Buk system will practically always be able to reach you no matter how high you go in the A-10C...
  15. Thanks for your answers guys. Yes, I read one of the lengthier threads on this topic now, http://forums.eagle.ru/showthread.php?t=68821 and it became more clear to me. As I understand it, if we really could shrink the size of the HUD Elements to be able to view all of it at the correct head position, then, when we would lean in, we would also see a huge HUD frame but with a tiny HUD "picture" in the middle of it. Is it really confirmed fact, that IRL, most of the HUD is obscured when the pilot sits in a natural position? Do they really lean in alot to see all of it?
  16. Hi all, Something I've been pondering about. When I sit in the A-10C cockpit and look straight down, I notice that my head is actually almost so far forward the I'm practically beyond the seat. I know I can move the head position back so I'm at where the pilots head would actually be, sitting correctly in the seat. When I do this, most of the HUD elements are outside of the HUD frame. This cannot be right, right? Seems as the HUD elements/fonts size is adjusted for a pilot head pressed up against the HUD, to be able to see all HUD elements. Is there any way of decreasing the overall size of the HUD elements to allow seeing all of it with the head position sitting in the "correct" place"? I understand doing this will make the elements rather small, maybe too small to be readable. But I'd like to try, and maybe it won't be possible to do it with "normal" head position but maybe at least half-way from default to normal position. I've searched the forums for this and there seems to have been previous discussion about this. Even found a mod that modifies the font size of the HUD by fiddling with the "Old_K" / "New_K" values of HUD_definitions.lua. It's not that I want to decrease the font size. I would want to decrease the entire "HUD element / area" to fit the HUD when head position is in it's correct position. I understand this would also mean that when leaning in close to the HUD, the HUD elements would still appear small, like only take up e.g 1/4 of the HUD glass.
  17. This is still the case. Even if you uninstall without deactivating, you won't lose an activation unless you change your computer hardware and then reinstall.
  18. When will they fix the fact that AI KA-50's doesnt use their cannons at all :(
  19. No it's because of a bug in the last update to DCS! Another update (hotfix?) is being released today I believe to address this, amongst other things. In the mean time, try setting your other units, except your own , to a specific skill setting. They mentioned this bug happens if the other units, in this case your UH-1H's and Mi-8's, is set to "Random" skill.
  20. *bump* because edited post and now different topic
  21. Hi all, Does anyone know if it's possible to change a unit's name (the "Pilot Name" in ME) by script on an active unit?
  22. Thanks Grimes! I'll check it with latest from GitHub. I was using 3.4... It shouldn't matter if the group I'm cloning is created with MIST or within the mission editor right?
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