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sunski34

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Everything posted by sunski34

  1. Hi ked, new release V1.0.11 : fixed the bug. link here : https://forums.eagle.ru/showpost.php?p=3001608&postcount=1 Thank you for your return Sunski.
  2. Hi everybody, today a patch V1.0.11 fixed a bug when aircraft starts form aircrafts carrier or boats with helipad. Enjoy ATME Sunski
  3. Hi ked, Ok I'am agree, thee's a issue when player airplane starts on Aircrafts carrier. I will see that and fixed it ASAP. Thank you for your return. Sunski
  4. Hi, I never test that case (just having ATME Core) because you must have your own module script after ATME Core (at least one). So if I find the same problem I will add what is necessary in ATME Core to have no problem. I will tell you if I confirm that issue and will fixed ASAP. If you want to try, download ATME_basicmodel.lua here https://forums.eagle.ru/showpost.php?p=3001608&postcount=1 and had it after ATME Core using clone. See image below and replace ATME_HelloWorld.lua by ATME_basicmodel.lua which does nothing. That should work. here a short video : Hope that help. Sunski
  5. ATME don't do and will not do that. As I said, I think the best way is to read ATME documentation, you will see ATME abilities. After if you have specific questions tell us. Sunski
  6. Bonjour, une nouvelle version d'ATME a été publiée, ajoutant à la classe ATME_Area le suivi d'entrée/sortie d'aéronefs ou groupes d'aéronefs. Voir la première page de ce thread pour le détail, le lien de téléchargement et la documentation en français déjà à jour en V1.0.10 N'hésitez pas si vous souhaitez vous lancer ou si vous avez des questions. Sunski
  7. Hi, yes of course, object:getName() does that. But the best way, is to look french documentation here :https://forums.eagle.ru/showpost.php?p=3001633&postcount=1 This works for groups and static objects too. You can find object form its name with ATME.C_Group.getByName(name) for groups, ATME.C_AIUnit.getByName(name) for AI units and ATME.C_Player.getByName(name) for players. You have lot of functions like positions, altitude, relative positions (isNear, crossAxisFromLeftToRight etc..), fire flares & smokes, load/unload troops in personnel carrier , attributes (isSam, isAirplane) for AI units or groups, etc.... For polygon, not yet, but i'm working on it. So I hope soon. Sunski
  8. English documentation will be updated soon.You can find french informations and documentation here : https://forums.eagle.ru/showpost.php?p=3001633&postcount=1 Sunski
  9. Hi, today a new version of ATME with new area abilities (V1.0.10). Now, the ATME.C_Area have 4 new functions to track Aircraft unit or aircrafts group when entering an leave an area. 4 new ATME core events have been created : "AREA_AIRCRAFT_ENTERS" and "AREA_AIRCRAFT_LEAVES" for Aircraft unit (AIUnit or player). Their datas are unit and area "AREA_AIRCRAFTS_GROUP_ENTERS" and "AREA_AIRCRAFTS_GROUP_LEAVES" for aircrafts group. Their datas are group and area. Here is attached a new mission with one group of three AI. Enjoy ATME. Sunski. test Area.miz ATME_Area.lua
  10. Hi ked, actually, you can add a boolean flag for each player and you need to define onCreatePlayer to initialize this flag like this (I suppose player is not in zone when he enters mission, if not you to do a same test you did in onZonePass function) : local thisModule local moduleName = "QuickResponse" local function onCreatePlayer(player) player.modules[moduleName].inZone = false end local function onZonePass(player, events) if player:isInDCSZone("Delta") == true then if player.modules[moduleName].inZone == false then -- Test the flag to do it once local err, var1 = ATME.C_GroupSpawnDatas.duplicateFromMissionDatas(" Delta Quick Response F15", "Delta Quick Response F15" .. math.random(10000)) if err == false then var1:spawn("Delta") player:display("L'ennemi à décollé de batumi faites attention !",10) end -- and just after, set flag to true. player.modules[moduleName].inZone = true end else -- Player leaves zone, flag has to set to false once. if player.modules[moduleName].inZone == true then player.modules[moduleName].inZone = false end end end -- MAIN do local newHandlers = { onCreatePlayerHandler = onCreatePlayer, onDeletePlayerHandler = nil, onUpdatePlayerHandler = onZonePass, onTakeoffPlayerHandler = nil, onLandingPlayerHandler = nil, onStartEnginePlayerHandler = nil, onStopEnginePlayerHandler = nil, onCreateAIUnitHandler = nil, onDeleteAIUnitHandler = nil, onDisableAIUnitHandler = nil, onTakeoffAIUnitHandler = nil, onLandingAIUnitHandler = nil, onStartEngineAIUnitHandler = nil, onStopEngineAIUnitHandler = nil, onCreateGroupHandler = nil, onDeleteGroupHandler = nil, onDisableGroupHandler = nil, onCreateStaticObjectHandler = nil, onDeleteStaticObjectHandler = nil, onTimerHandler = nil, onModuleStartHandler = nil, } thisModule = ATME.C_Module(moduleName, newHandlers, true) end Be careful on callback parameters : onUpdatePlayerHandler has 2 parameters, player and events. I modify it in your code too. events are all ATME event fire each second (ATME Core events, or user trigger event). ATME will have a new possibility soon (in next version) with two new functions in class ATME.C_Area and two new ATME core events to track aircrafts in areas. But you will have to use ATME Core events Sunski
  11. Hi Suntsag, ATME has two functions (see in english doc) : ATME.convertMGRSToLL(tableMGRS) to convert a MGRS to latitude/longitude ATME.convertLLToMGRS(latitude, longitude) to convert latitude/longitude to MGRS For tableMGRS format, here : http://wiki.hoggit.us/view/DCS_func_LLtoMGRS After, I never use it really except to convert JTAC info MGRS into L/L in NATO.lua DCS file. Sunski
  12. Bonsoir à tous, une nouvelle version d'ATME V1.0.9 avec quelques fonctions nouvelles comme l'autorespawn ou la possibilité de patrouiller ou de démarrer un groupe d'aéronefs non contrôlés dans la mission. Quelques détails et une mission exemple ici (en anglais) : https://forums.eagle.ru/showpost.php?p=3065423&postcount=54 comme d'habitude le détail ici avec le lien en bas de page pour le téléchargement : https://forums.eagle.ru/showpost.php?p=3001633&postcount=1 Je mets la documentation en Français à jour rapidement. Merci à vous Sunski.
  13. New Version V1.0.9 : auto respawn and patrol Hi, today a new release of ATME V1.0.9, see here for détails and download : https://forums.eagle.ru/showpost.php?p=3001608&postcount=1 I will update documentation as soon as possible (French and English). Examples of new ATME_C.Group functions : local troops, nb = ATME.C_Group.getGroupsInDCSZoneForCoalition("BLUE", "LoadingZone", false, "GROUND") The last parameter is filter (here "GROUND") : it is optional or can be set to "ALL", "GROUND", "AIRPLANE", "HELICOPTER" or "SHIP" Those kind of functions now return groups (a list of ATME.C_GROUP instances, here a list of troops) and number of groups. group:setAutoRespawn(2) Parameter 2 is rules and represents a delay (number or string with specific format) to before respawn, and it is optional. Of course random time exists, you will see that in future documentation. auto respawn respawn a group after its destruction or desactivation. It must be set after each creation. It's possible to reset it at anytime. group:setPatrol("BeginPatrol", "EndPatrol") setPatrol set a patrol between two points defined by their name or number, same number than id in Mission Editor. An optional parameter stopCondition (string with specific format) will stop patrol under certain conditions (nb of turns, time or random). We will have more informations in documentation. Of course, resetPatrol exists too. You can now use duplicateFormMissionDatas with only one parameter to prepare the same group to be spawned. You can use that function with original groups, defined in mission if that group has been destroyed (or desactivate) before. And, finally, onCreateGroup Handler now accepts a new parameter called alreadyDeleted, so you know when a new group is created if it was already dead before in mission : local function onCreateGroup(_group, _alreadyDeleted) if string.sub(_group:getName(), 1, 6) == "troops" then -- The troops have to be ready to board, if not, troops cannot be embark ! _group:changeReadyToBoard(true) _group:setAutoRespawn() elseif _group:getName() == "H1" then _group:setPatrol("BeginPatrol", "EndPatrol") _group:setAutoRespawn(2) _group:setWaypointsTracking(true) local unit = _group:getFirstUnit() unit.modules[moduleName].onEarth = true unit.modules[moduleName].alreadyBoarding = false unit.modules[moduleName].index = 0 if _alreadyDeleted == true then local troops, nb = ATME.C_Group.getGroupsInDCSZoneForCoalition("BLUE", "LoadingZone", false, "GROUND") thisModule:output("Nb troops on zone = " .. nb, 1) if nb == 0 then _group:resetPatrol() ATME.setFlag(1, true) ATME.setFlag(2, true) else ATME.setFlag(1, false) ATME.setFlag(2, false) end else ATME.setFlag(1, false) ATME.setFlag(2, false) end ATME.displayForAll("Transport unit " .. unit:getName() .. " ready",5) end end I put a small mission here you can destroy troops and transport helicopter. See what happen ! Note : A problem with DCS event S_EVENT_LAND when using task "land" make my script more complex. S_EVEN_TAKEOFF works in that case.. Strange ! Enjoy ATME Sunski test AI transport respawn.miz ATME_AItransport_respawnV2.lua
  14. I want to say that ATME may work with MIST. Some people have done a mix of ATME and MIST, and that works. Sunski
  15. Hi Dart, actually, the rule is not to create dynamic points directly. It's not a question of difficulties, because ATME already do that for troops when disembark from helicopters. I think that it's easier to create WP with ME than with float numbers in lua tables. That's why setRoute function exists. you can create several AA groups with waypoints, set them with late activation and use their route with another AA group. In the future I think a good way is not to create WP dynamically but define tasks dynamically (for example engage group or FAC). For me : -> setRoute to change rouute (use the route of another group defined in ME) -> dynamically change specific tasks (engage group with dynamic target point, or land at a specific dynamic point for examples). I will begin that with land and load/unload troops functions for helicopters (in road map like polygons ;) ). So, step by step, all tasks will be implemented and modify dynamically. If that case is not enough, dynamic waypoints will be implemented but not yet. The next version will add new auto respawn abilities when a group as been destroyed... perhaps more like start function when an aircrafts group is created uncontrolled in ME. Sunski.
  16. Bonsoir à tous, sur un challenge (ici https://forums.eagle.ru/showthread.php?t=183340) j'ai proposé une petite mission test avec 2 groupes d'infanterie qui vont être transportées par un hélico AI. J'ai ajouté un hélico joueur avec des menu F10 pour détruire soit les groupes soit l'hélico AI. L'hélico AI transporte les troupes d'un point à un autre, en cas de destruction, le groupe est recrée à sa position initiale et l'hélico AI tentera de le retransporter. Si l'hélico AI est détruit, il est repawné et il reprend sa mission. La mission s'arrête quand il n'y a plus de troupes à transporter sur le point d'arrivée. Dans ce cas, l'hélico AI fait un RTB (pour le test c'est à côté). le lien sur la mission et le module ATME https://forums.eagle.ru/showpost.php?p=3058448&postcount=10 Il manque encore des fonctionnalités (notamment le respawn automatique pour simplifier le script), mais ca donne une idée des possibilités. ;) Sunski
  17. Hi, I create a small test mission (my answer of a question, see thread for more information https://forums.eagle.ru/showthread.php?t=183340) with 1 helicopter to transport troops and two infantry groups. F10 menu in the player unit can destroy the helicopter or the troops. helicopter transports troops from one point to another. If troop destroyed, it respawns. If helicopter destroyed, it respawns too. https://forums.eagle.ru/showpost.php?p=3058448&postcount=10 Interesting challenge even if some functions are not implemented yet (as automatic respawn). Sunski
  18. Please, try this .... I add a second troops group, and a player with 3 F10 menus : One to explode first group -> then it will respawn Second to explode second group -> then it will respawn Third to explode helicopter -> then it will be respawn and continue its mission Helicopter turns will stop if no more troops in LoadingZone (no use of F10 and WP4 passed), RTB. Of course, you can destroy them by another way ! OUPS ! Forgot to manage explode when helicopter has troops on board in first version ... Now it's good. Sunski test AI transport respawn.miz ATME_AItransport_respawn.lua
  19. Merci à vous ;) J'ai oublié de préciser que la doc était également à jour sur la page historique Sunski
  20. When I created ATME pickup/drop troops abilities (personnel carrier attribute for some helicopters or ground vehicles), there was 4 aims : Be realistic on pickup with dynamic personnel loading : Troops come towards personnel carrier and climb one by one. Of course, if there's a problem due to DCS, there's a timer based on the distance between troops and personnel carriers. Personnel carrier can be an AI unit or a player unit. In that last case, if you takeoff before end of boarding, some unit in troops may be killed. Same if you disembark near water and a unit of troops spawn in water, killed in that case too. The abilitie of pickup troops present in a radius around the personnel carrier vehicle. So you don't have to know the name of troops for pickup. The ability of define pickup zones : When troops enter such a zone, they stopped and become ready to be boarded. You can have signal on pickup zone too when a friendly helicopter (with personnel carrier attribute) is less than a defined radius. A personnel carrier vehicle can load several groups (of troops) with a limit of maximum units to be loaded depending of that personnel carrier vehicle. So MI8 can load more troops than Huey. So ATME can pickup troops with helicopters or some ground vehicules (personnel carrier attribute in ATME), spawned or not, since its first version V1.0.0. Actually, there's just a voluntary limitation in ATME : you can't spawn group which is already exists in mission (defined in DCS Mission Editor), so you have to create a group in DCS ME, then set it "late activation" and spawn it a first time with ATME. That's what I've done for the troops in my example but not for the helicopter. But it's possible to do the same now with helicopter. That limitation seems to be too strong... so I will adjust it in next version. I will send you a full example (with helicopter respawning) ASAP (perhaps this night if I have time).
  21. with 1.5.6, with my new Mobo, min is 38FPS (low alt, upon forest,), max settings.
  22. With 1.5.6, CPU is very important too... I bought a 1080GTX put it on a old I7 2600k and its motherboard (16GB RAM). Compare to the 970GTX I had before not really better performances. I changed my motherboard (32GB RAM) too, add a new 6700K then it's correct but not incredible ;) With 2.0.4, I had much better performances with GTX1080 compare to 970GTX,, using my old motherboard. Of course it was nearly perfect (never under 60FPS when flying upon Vegas) with my new motherboard. But with the last update 2.0.5 FPS dropped (sometimes less than 40FPS upon Vegas) :doh: I hope this will be fixed soon !
  23. Bonjour, un exemple de mission téléchargeable montrant le spawn (véhicule et un groupe de 2 hélicoptères). Le tout est activé par menu F10 pour le player. Il y a également le code du module lua qui s'appuiera sur la V1.0.8 d'ATME Core (obligatoire). le lien : https://forums.eagle.ru/showpost.php?p=3056907&postcount=47 Je reste disponible pour toute question Sunski.
  24. Please, find below an example mission which allows the player to spaws a groud vehicle or a group of 2 helicopters. The player can do that with F10 menu. The route is set by random and for the 2 helicopters, theirs callsigns are changed. You can download the mission and the specific lua module. This mission needs the last version of ATME V1.0.8 Test it and see. Enjoy ATME. Sunski test menu spawn and destroy.miz ATME_menu_spawn_destroy.lua
  25. Hi, no, I didn't do it in this mission but of course it's possible. A link here for such an example : https://forums.eagle.ru/showpost.php?p=3056907&postcount=47 Same problem if you want more than one troops... It's just an example done rapidly. But I think there a new generic ATME module idea here.
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