

Wrench
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Everything posted by Wrench
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What's odd it this works, path[1]["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = { [1] = { ["number"] = 1, ["auto"] = false, ["id"] = "WrappedAction", ["enabled"] = true, ["params"] = { ["action"] = { ["id"] = "ActivateBeacon", ["params"] = { ["type"] = 4, ["AA"] = false, ["unitId"] = 1, ["modeChannel"] = "X", ["channel"] = 69, ["system"] = 3, ["callsign"] = "STN", ["bearing"] = true, ["frequency"] = 1156000000, }, -- end of ["params"] }, -- end of ["action"] }, -- end of ["params"] }, -- end of [1] }, -- end of ["tasks"] }, -- end of ["params"] }, -- end of ["task"] mist.goRoute(group1 ,path) but this doesn't path[4]["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = { [1] = { ["enabled"] = true, ["auto"] = false, ["id"] = "WrappedAction", ["number"] = 1, ["params"] = { ["action"] = { ["id"] = "Script", ["params"] = { ["command"] = "wrench_orbit_carrier('carrier','tanker')", }, -- end of ["params"] }, -- end of ["action"] }, -- end of ["params"] }, -- end of [1] }, -- end of ["tasks"] }, -- end of ["params"] }, -- end of ["task"] mist.goRoute(group1 ,path)
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Furthermore, is it possible to add waypoint actions at all? I've been trying to get activatebeacon to work, and I copied the table straight from a mission that has it on a ME waypoint, but it won't work.
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Version 0.8 uploaded, see 2nd post for details.
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I can't really take credit for that one Yoda. That's ED's code. The script just tells the group where to go. In other news, I've got some pretty big stuff coming.
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Hey all. I'm using mist.ground.buildWP and mist.goRoute to create waypoints for a unit, which works great. But is it possible to add a DO SCRIPT to the waypoints created by mist.ground.buildWP? I'd like to have the last waypoint created, i.e. Path, to call the function that created the waypoints in the first place. This is to add some features to my Carrier Script. Thanks much Wrench
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So I've made some progress. I'm not really 'hip' to the naval terminology, so what's the radio shorthand for when the carrier is able to recover, and when they aren't'? I'm thinking about adding a single message to say when the carrier turns and getting rid of the repeating message as I've seen a few people ask if that's possible. I might even have someone record a voice (radio) message for me, but the files would need to be copied to any mission using the script.
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Tricky bastard... :P
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No worries Yoda, I really do appreciate the answers. As to your point, I say "Touche." Perhaps I'll make a time-based version as opposed to a distance based version. That hard part was getting the carrier to bahave as I wanted (and the math.) I could change the current functions name to something like "carrier_distance" and create a new one called "carrier_time" in which you'd specify the recovery cycle time. Hm.. This requires investigation...
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Has anyone looked into the static templates yet? I'd assume that would work. You'd probably have to go through each one and bind them to the carrier after placing it, but I imagine it could be done pretty easily.
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I don't think so, no. The SYM (symbology) brightness control isn't implemented yet. I've heard from multiple actual '18 pilots that they preferred to turn the map off for pretty much of the time. That's what I've been doing and I can't say I've really missed it.
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Thanks for fielding questions for me Yoda, lol. As for longer distances, it's a bit of a balancing act. Let's assume wind speed of 15kts, making the carrier steam at 10 knots (easy math, right?) If you set a distance of 74080 meters (40 Nautical) it will take the carrier 4 hours to reach max distance. However, the carrier's maximum speed in the sim is 25 knots, which means it will take over an hour and a half for it to return. Meaning you get 4 hours of recovery, 1.5 hours non-recovery time. If your missions last less than 4 hours, job done. However, if your missions tend to run longer, the other option is to go with something like 10 Nautical. That will give you an hour of recovery time, but only ~25 minutes non-recovery time. I would guess the latter is more accurate to IRL operations.
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In version 0.7, there is a MISSIPN START trigger action, which runs a script wrench_wind_setup('stennis',50000) or similar. Change the number, in meters, for how far you'd like the carrier to go.
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4th of July update! For my fellow Americans, today is a perfect day for version 0.7! Added a stop option for the carrier, and a 'Query' option which will tell you what mode the carrier is currently in. I haven't had time to make the update video yet, but that will come "soon."
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Yup, that'll work. FWIW, one of the features I'm planning to add for 0.7 is a 'stop' command for the menu. Also, FYI, it's also possible to script anything in the radio menu with a trigger. That'll be in my next video.
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No, unfortunately there isn't. The whole system is dynamic, not based on any set time/speed, which makes it pretty impossible to predict a 'schedule.' You'll be able to recover at minimum 1/2 the time. You can also use manual override if need be.
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I'm just glad it wasn't me, tbh. :P
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Just tested it, and the ID doesn't work even in a mission I made with just the carrier and an F18, no script. Seems to be bent. I'm sure ED will get it working in all cases with an update at some point.
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I'm not sure to be honest. Are you running the mission, or using the script in another one? If you're using just the script, can you check if it works with the demo mission and post yours?
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You're welcome guys, I'm glad you think it's worthwhile. If you have any ideas for any other information you'd like to get from the Carrier, Like a LatLong or MGRS let me know. I've got the framework down for the F10 menu, so it'll be pretty easy to add more.
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0.6 Update Ready! This addresses a few of your concerns. Namely; allows multiple carriers, makes menu system coalition specific and adds a Manual override to stop carriers from returning. See OP for download, YT video to come soon in 2nd post.
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Sort of. I've fielded this question on Discord already, so I'll add it here. The best way I can think of is to delay the script call until a few minutes before you plan on landing. It's kinda difficult to do script-wise because IRL you have humans running the ship. I might look into an 'override' that can be accessed through the F10 menu, where it will ignore the distip variable, but not the shore variable, as I'd rather delay landing a few minutes than beach the ship. It'll take some dynamic variable work as well, which I'm currently working on, so I might be able to add something along the same vein.
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It's pretty close. I'll look into making the last few teaks soon. Let me briefly explain what isn't currently setup for that. There's a MiST function used by the script called mist.flagFunc.units_in_polygon Which sets a flag under certain conditions, and cannot be used to run script. Therefore, I have to use the ME to tun the script that returns the carrier to it's IP. So if any carrier gets too far they'll all return. When any one of them gets back, they'll all starting following the wind again. So I'll have to find a workaround to get a Dynamic Variable for that. It's something I hadn't invested the time on yet, given the vast majority of the time in my missions I only had players on one Coalition, so only needed one carrier.
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It should work with multiple Carriers, actually. To include the BRC. I'm not sure how the carriers returning part of it will work though, I hadn't really written it for that. It would be possible though. I just need to set it up to use a dynamic variable instead of the static "carrierreturning".
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Check OP for Update.
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Wasn't aware of the TACAN bug. That should be pretty easy to add. I've been giving some thought to BRC information, the problem is I can't add anything to the Carrier's comms menu, so it would have to be in the F10 menu. But it shouldn't be a problem to add.