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Everything posted by TEMPEST.114
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How do you Spawn Escort Fighters from Ramp
TEMPEST.114 replied to Rolibi555's topic in Mission Editor
Okay, some quick notes before I upload the fixed mission. 1. Read the Mission Editor manual. I keep posting it on the first page of this forum - the mods won't pin it for some unfathomable reason, but you should read it. It really helps as it clears up some things that aren't communicated clearly in the UI/UX and it's great for referral on rarely used things; don't rely on bad YouTubers. 2. I strongly recommend that Flags should be names not numbers (historically they had to be numbers but not for years) - if you just use numbers they won't mean anything after you come back to it six months from now, and it helps you organise your thoughts better and find logic state errors. 3. Remember, flags are just variables. They have a name and a value; you're setting flags '1' and '2' to a value of '10' when really all you're using them for is a binary true/false or 1/0 state. They don't need a value of '10'. Just set them to '1' or 'true' (the same thing). 4. If you have waypoints, the units will try and fly them. When they run out, they WILL RTB. Note in your mission your last waypoint is the AAR orbit - that means when they reach it, there aren't any left so they just RTB!. 5. There is no reason the ESCORT task can't (and shouldn't) be set on the ground (this is the quick and easy fix). It also helps if you make them start some time after the ship they're escorting so they don't get in front of it before take-off. If all they are doing is escorting, they don't need their own waypoints. Remember tip #4. 6. If you must have them get to a waypoint independent of the thing they are escorting and wait until their ship they are to escort arrives, you're going to need to use flags, TRIGGERED ACTIONS and possibly Trigger Zones or Waypoint 'Run Script' to get that working. So it's a LOT more work, for nothing, if all they were ever going to do was escort. But if you need them to launch independently, so some other tasking and then be re-tasked to escort a late called tanker/AWACs/etc, then you will have to use this method as there is no other way to do it. You will also need STOP CONDITIONS based on a flag for a CIRCLE ORBIT on the escorts as they hold position waiting for their ship to arrive. Here's my fixed version: I've only fixed the Tanker so that you can see how it's done and do it to the AWACs for practice. Hope it helps. This main issue was the AI logic when it runs out of waypoints or has no further instructions. You'll see the F15's take off first and fly towards their WP1 (AAR Orbit point) but as soon as the Tanker is airborne, the revert to escorting it. However they need to be reminded when they get to WP1 to escort the tanker as the tanker's task changed (to orbit) and otherwise they'd move to their own next WP. Fixed - R&R Target Practice 2024 v1.miz -
As title says. It would be very useful for when a unit passes a waypoint to set a flag that can trigger other things to happen, without having to rely on the more 'expensive' operation of having a trigger zone. EDIT: @Flappie Is there any chance this could be added relatively 'quickly'? It would simplify SO much of a mission's logic and save on the computational costs of so many trigger zones that have to be checked every second...
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- mission editor
- waypoing action
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no ramp start on parking area with wingman possible on Tiyas
TEMPEST.114 replied to mikerally's topic in Bugs and Problems
What map? -
How do you Spawn Escort Fighters from Ramp
TEMPEST.114 replied to Rolibi555's topic in Mission Editor
Can you upload a stripped down version so we can see where you're going wrong? -
Works perfectly for static units in SP or MP.
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Use the DO SCRIPT ACTION in the mission editor and use this: https://wiki.hoggitworld.com/view/DCS_func_destroy
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Think you're confusing DCS with Ace Combat 7 lol. What about press the trigger and auto win? Maybe take offs and landings are cut scenes and ai just fly around with their tails facing you all the time? I don't get these posts wanting to turn the SIM into a GAME.
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DIY Scripting or maybe CTLD will do it but again you'll need some scripting to set it up.
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Okay, I've written a little script that goes through all the numbers and options to determine what the correct values are; the PDF is partially correct, but as with everything, ED have changed some stuff. The ID for the ADF is now 27 and the setting of the frequency knob is now: Code 3002, Value 1 = ADF Freq Range knob to 850/1750 Code 3002, Value 0 = ADF Freq Range knob to 400/850 Code 3002, Value -1 = ADF Freq Range knob to 190/400 HOWEVER, that's where the sanity ends. The rotation of the TUNE knob is in 0.03f increments, if you try and increment it by a set amount i.e. 0.03 x 50 to get a specific frequency - it doesn't work. It's literally just a tiny turn of the knob = an increase/decrease of the current value by 0.03f. The value has a lower limit of 0.1f but no fixed upper limit, it will just get to the end at some number of 0.03f increments, depending on how 'fast' they are inputted. (FACEPALM). So there is no 'value' that directly correlates to a specific frequency, regardless of the range knob's position. They haven't even coded it that the value range is a linear scale so depending on the freq range knobs position and the difference between it's upper and lower frequency numbers, then 30 inputs of 0.03 is a different delta-value of frequency from one range band to another. It's just insane. However, if you really want to interpolate for each of the range knob positions with its corresponding different value ranges for the tuning knob then it's all possible. Just a huge PITA. I've managed to get it to set the xponder codes quickly and easily and other radios and switches from script... but the TUNE / Freq / GAIN knobs are a PITA and there is no way to know what your starting point is so that you know (from testing/counting) that n number of 0.03f steps gets you to the right frequency, because you can't 'GET' a number from the back end that means anything. You could however, run a large number of decrements first to get it to the lowest setting and then count your specific number of increments but this will have to be based on trial and error. So it is possible from scripting, but it's not trivial and you will need trial and error calculations for every frequency you want.
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I agree, the effort it takes to make a good mission, it should have much more replayability baked in.
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Would save time and several unnecessary clicks.
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- mission editor
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No.
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As I said... it's DCS. Expect the unexpected. Esp when the M.E. or AI is involved.
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Uploaded an example mission file of the Huey with toggling the pitot heat on off - 1st via X commands in M.E. and then by scripting as described in my edited post above. I don't expect people to suddenly apologise for telling me I was wrong or for them saying it's not possible, but I've just proven it is.
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scripting.dll Anyone getting Virus / Malware on DCS files lately?
TEMPEST.114 replied to loocius's topic in Game Crash
I have no mods or anything else installed (as I'm doing some work for helping on the M.E. forums), however do YOU use MalwareBytes or a different protection application?- 10 replies
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- combined arms
- scripting.dll
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scripting.dll Anyone getting Virus / Malware on DCS files lately?
TEMPEST.114 replied to loocius's topic in Game Crash
Don't have that ship; I've posted my Quarantine List- 10 replies
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- combined arms
- scripting.dll
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scripting.dll Anyone getting Virus / Malware on DCS files lately?
TEMPEST.114 replied to loocius's topic in Game Crash
I have MalwareBytes installed. In the last week I've had a positive for malware on scripting.dll and a file in the Combined Arms add-on. However, despite daily scans of every drive (including the one DCS is installed on) saying they're clear, I'm getting MalwareBytes Quarantining DCS files. Anyone else?- 10 replies
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You can for almost everything here you mentioned. It's just painfully protracted with lots of variables floating around and triggers for each one plus late activated groups for all your possibilities. If you don't create the random value flag at MISSION START though, it can go horribly wrong. What have you tried? You can also do more using the DO SCRIPT to add more lua code to make even more randomisation. However I'd love a much more nuanced 'within these ranges' randomisation for almost every thing, but esp for loadouts the UI would be awful.
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It seems that in trying to be brief things have become confused. If you want to talk about the mission I uploaded and where your confusion what what I've said is, here's an invite to my personal discord server. Hope to hear from you: https://discord.gg/zcH3jeVA I tried to DM you but you have that turned off.
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It's hard coded in a lua. It's a PITA. You have to hunt for it if you want to be able to access it. Personally, I just went into each map, noted the offset from zulu and made my own lua look up function with the hard coded values. Not great, but works.
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No.. The file I gave you had the intermediate waypoint to get the climb completed BEFORE the orbit. I'm saying that if you go back to your original one, and fix the issue of the missing RaceTrack point B waypoint, from the START to the original point A point, there isn't enough time to climb so when it gets to Point A it will then begin the orbit and slowly climb UNTIL it hits 30000ft then it levels off. So my point was that if you set up the orbit properly but it doesn't reach the target alt before the orbit starts, it will slowly climb until it does - at a rate that *if it was a tanker* wouldn't throw the chicks off. This is the sentence you missed off from your quote. This is the context where I had it climbing in the orbit.