

IAF.AssafB
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Everything posted by IAF.AssafB
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Hi, Sorry for bringing up this old thread, but this is the only reference I could find to an issue I've been running into for some time now. When trying two missions I've created (involving gromit190's outstanding AUTOGFT script), my missions seem to be working great in SP and when running my own MP server. However whenever the missions are ran a remote server I sometimes can't see the ground units until I exit / rejoin the server. This behavior is very erratic and it's difficult to determine if any other user (and myself) can actually enjoy the mission and see all the units that should be seen... Any known solutions / workarounds for this issue? Thanks! Assaf.
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Just a followup, With the help from the folks here I was able to complete "Operation Moked" Once you get past the enemy defenses and start strafing at the parked TU-95's, watching them go up in flames is a real fun:thumbsup: Mission thread is at: https://forums.eagle.ru/showthread.php?t=185183 Thanks again :thumbup: Assaf.
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Hi, This new mission was inspired by Operation "Moked" (Hebrew: focus) - carried out by the Israeli Air-Force in the 1967 war to neutralize its enemies' air-forces while still on the ground. In short: Take off, fly on the deck to avoid being detected, pop-up and pound the airbase before enemy fighters and/or bombers can escape. As long as you stay low (REALLY low!) you should be fairly safe from enemy SA-3 sites on the border. Flying this low and the enemy will not notice you until you're really close to the objective Full details and briefing at: https://www.digitalcombatsimulator.com/en/files/2479236/ This mission is adjusted according to the participating flyers: Basic attack can be done by either A-10C's (x4) and/or M-2000C (x2). Additional aircraft available: 2x F-15C's (if used, you can expect more intense enemy fighter activity) 2x SU-25T's (if used , expect some heavier radar guided SAM threats) This mission utilizes MIST (Thanks Grimes!:thumbup:) Any feedback would be appreciated! Have fun :pilotfly: , IAF.AssafB.
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Thanks for all the inputs everyone, Indeed, I somehow overlooked the "Unit's life less than" condition:idiot: After some experimentation I found the following setup as the most suitable: Units life less than 80% => action Explode unit (volume 150) + set trigger value. When the bomber gets some hits (GAU-8...) It activates whatever trigger needed + gives a nice explosion but not too powerful so as not to damage any other parked bomber which is not too close by (at least one parking slot away). I'll upload the mission if/when finished :pilotfly:, Thanks! Assaf.
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Hi, I'm working on a airfield-attack mission where there are some Tu-95 bombers parked on the ground and are primary targets. Problem is: it is extremely difficult to actually have those planes killed!:wallbash: Even when dropping bombs or shooting at them with a 30mm cannon to a point where the wings are blown off the fuselage - the bomber is still "alive"... Using a "unit damaged" trigger is problematic since it will be set true even if the target aircraft has a minor scratch (took a small caliber bullet i.e....:crash:) I also tried setting a trigger like: Condition "unit damage" (target) => action "Explode unit (Target), (explosion value)" The problem with this method is that if the explosion value is high enough to actually kill the aircraft, it is also powerful enough to damage other target bombers parked nearby. This actually causes a chain of explosions which - although nice to see - is not realistic if the target bombers are parked in spaced, protected parking slots. Any ideas would be welcomed! Thanks in advance, Assaf.
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Full resolution JPG/PNG/etc. of actual in-game map?
IAF.AssafB replied to Bearfoot's topic in Mission Editor
Glad it helped:thumbup: Yep, took map screenshots, combined them & added the markings (windows paint). Took some time to do, but was worth the effort - came in handy when we're running Operation Safe-North and had to coordinate the fighting between the ground forces / SU25's / KA50 / A10's. Cheers, Assaf. -
Full resolution JPG/PNG/etc. of actual in-game map?
IAF.AssafB replied to Bearfoot's topic in Mission Editor
There's a very (very) partial map I did some time ago https://www.digitalcombatsimulator.com/en/files/2150407/ If you happen to plan any fighting in the Gali area you might find it useful:pilotfly: FWIW... Assaf. -
Hi, Uploaded an updated version of the mission(v2.2) Changes: * Enemy now goes into alert state whenever an attack begins - even if the SR that's supposed to "ring the bell" gets destroyed beforehand. * Mission now introduces slightly more capable SAM resistance when flight "FROG" is active (SEAD) Have fun, Assaf.
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Hi, A multiplayer strike/ SEAD / air-superiority mission, We're tasked with destroying hardened bunkers housing Abkhazian nuclear weapons program, and taking out any units trying to flee the area. Full briefing at: https://www.digitalcombatsimulator.com/en/files/2417181/ Slots available: A-10C (x4) SU-25T (x2) F-15C (x2) Tactical commanders * SEAD flight is useful but not mandatory * Enemy interceptors will try to interfere only if F-15's Eagle flight is manned. * TC on Red side not mandatory * Note that this mission incorporates some randomization of enemy air-defense positions, and of types and quantity of units trying to flee the area of operation. Additional notes: * Mission is named after the Israeli air-force strike against an Iraqi nuclear reactor back in 1981 * Mission utilizes MIST (by Grimes) and realistic templates (by Stuka) - thanks mates! Any feedback is welcomed! Have fun, Assaf.
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Hi, MIST has a function exactly for this: mist.flagFunc.units_LOS (See http://wiki.hoggit.us/view/Units_LOS) If the units are in Line-Of-Sight and within a certain distance (and also some other parameters) it sets a flag true - and you can use this flag for any action (i,e MESSAGE TO ALL/ GROUP etc) HTH, Assaf.
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Attached, I've used the same mission but removed everything that's not directly related to the issue at hand. SAFE-NORTH reduced test 4.1.miz
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Thanks for the tip Pikey, In this mission I also figured that AutoGFT should be loaded first and MIST second, and it is already done. It runs great on SP, but shows wired behavior on MP:(
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Hi Gromit, Took me a while finding an opportunity getting logs of server and local. Both are attached. There are lots of errors, but I have no clue which (if at all) are relevant - I Have absolutely no clue what am I looking at when opening those files...:cry: would appreciate if you could have a look. Thanks, Assaf. SafeNorth auto-gft and MIST.zip
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I'm pretty sure that's not the issue here, The units that disappeared upon triggering did so all at once, plus they were no where near line-of-sight and/or range of any enemy unit To me it looks as though the units that the autogft is "trying" to get control of , are vanishing instead of starting to drive around. (have I mentioned already that I know practically nothing about scripting / programming?) Thanks for the input, Assaf.
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Thanks for the tip ENO, Tried the re-saving idea just now, but it didn't seem to solve the issue. :crash:
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OK, have just tested it again, this time with a different triggering for the autogft reinforcement (staging) Looks like whenever the trigger is activated, some units in the "staging" which are supposed to be moving around are disappearing from the F10 map (deactivated?). I didn't see any unit moving in that zone... Have no idea how to proceed from here :unsure:
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The released (1.5.5.60565.216) (didn't try on open-beta)
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Thanks for the input, In my mission, the activation of autogft reinforcements depends on PART-OF-COALITION-INSIDE-ZONE trigger. Could there be a problem with this trigger when running at MP? IIRC there's been a similar issue with PART OF GROUP INSIDE ZONE a while ago...I'll try triggering it in a different manner and update. Thanks, Assaf.
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Thanks, Just tried downloading and it seems to be working OK Anyhow I was going to upload an updated version , hopefully this weekend. Assaf.
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Thanks Pikey, Attaching a test version of my mission + screenshots to explain where the action should happen. Autogft should be activated in two areas: 1) Blue tanks near the bridge (bullseye) are advancing north and enter triggerzone "BLUE_INVASION_A" This triggers Red reinforcements (2 tanks, 1 BMP IIRC) a few miles to the North-West at zone "STAGING1A" 2) Blue tanks at GH43 are advancing due west on the road and entering "BLUE_INVASION_B", triggering red reinforcement at "STAGING1B" (See corresponding screenshots for STAGING1A and STAGING1B) MIST is used to clone red ground groups at various zones. For the testing purpose, I've placed one of those zones near Zugdidi (near the main blue force at GH31). Once all red forces in that area are destroyed => displays a message that "zone Alpha has been neutralized". Once a minimum of 4 tanks arrive at the zone=> displays a message "Zone Alpha is secured" Thanks! Assaf. Test autogft and MIST.zip
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Hi, I've been trying to incorporate the AutoGFT in a MP mission I've built a while back, that's already running MIST 4.3.74. Everything seems to run great when I test it on my own PC (either through the mission editor or when starting my server) However... whenever trying to run on someone else's server, only the MIST functions are working but nothing seems to be happening from the autogft (No error windows appeared). I should point out that I have nearly no idea about scripting... Some details that might be relevant: In the editor , I load the scripts as follow: 1) Autogft (standalone) starts on mission-start 2) MIST loading a few seconds afterwards 3) Some MIST functions a few seconds after mist-loading from this point on, there are some triggers that can activate either autogft reinforcements as well as MIST functions - depending on the mission progress. Any ideas? Thanks! Assaf.
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Gromit, Great script, thanks a lot for sharing! I've already implemented in my "Operation Safe-North" and it feels like a major addition. Thanks! Assaf.
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Mbot and ESAc_matador thanks for the scripts you've shared, I haven't flown SEAD missions for quite a while, but I remember that both Kh-58 and Kh-25MPU used to be very effective (perhaps too effective?) - almost all of the missiles fired did hit their targets unless being shot down. Today I've been experimenting with both scripts and could see that even when there's no "Anti-ARM" script running (for comparison purposes) - the ARM's often miss their targets. Sometimes hitting close enough to damage the radar units, but sometimes hitting far enough to not even scratching it (Direct hits were quite rare...). My question is: has ED made any tweaking in the ARM parameters in the simulator, reducing their effectiveness? or perhaps my impression is all wrong and those ARM's never did hit as good as I remember..? Thanks! Assaf.
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This thing is great, thanks! I've tried it with the A-10C SEAD Training mission, and it really improves the efficiency of the training - having no need to takeoff again and again. I did notice that when going up against an SA-15, the first few missiles it shot at me did not hit (I received the "eject with shame" messages), but the 4th or 5th did hit. (might be related to the fact that when that final missile was launched I was really close to the SAM unit, though). Thanks
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Tactical Map - Abkhazian/Georgian border area v1.0
IAF.AssafB replied to IAF.AssafB's topic in User Created Missions General
Thanks emolina, Not much of a scheme - all work was done in the Windows Paint. I tried using a very simple logic to keep myself from naming any two map places by the same name... The method of naming the towns and villages is described in the PDF file. As for the roads, I defined the "main" road (-1-) as the long road running along the coast , through Gali and Zugdidi. All other road numbers are generally progressing from South-East to North-West, with even numbers for roads going from -1- eastbound and odd numbers for roads going from -1- westbound Road numbers are generally progressing from those splitting from road -1- (i.e 2,4,6... and 3,5,7...) to "secondary" roads that receive higher values (i.e. road 511 splits from 5, 151 starts at 15 etc). I was unable to be consistent with this method all over the map as all those small, rounded roads west of Gali messed things up...but nonetheless it does seems to work (whenever we ran "Safe-North-A" using the map , most coordination between forces was done in rather short ranges and it was quite easy to locate specific points as the operation progressed. Assaf.