

sunski34
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Merci ... en fait nous avons bossé à 2, surtout pour les tests multi, il a donc fallu avoir une doc pour permettre d'avancer sereinement. Et ce travail conjoint a été enrichi d'exemples pour aider au démarrage sur ATME. Ensuite, le tout a été traduit en anglais. Il y a également une petite vidéo de présentation et un exemple sur le spawn d'autres vont suivre. S'il y a des questions, ne pas hésiter.
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[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
Update today English documentation. See above to download -
[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
The concept is different. The rescue mission uses ATME_Rescue.lua module which is optimized with ATME abilities of C_F10Menu Class. So it isn't the best way to discover ATME. I will make a video to explain how Rescue works soon. I suggest you to start with basic examples you can find at the beginning of that post. In fact there's two cases if you want a comparison : In other scripts, you have to write code for multiplayer management. In ATME, it's already realised. So writing a mission for mono or multiplayer is quite simple but of course you have to understand the callback concept. Here is the particular approach of ATME. No need to rewrite the world. ATME has a lot of functions and some classes. Here of course, no real difference between ATME and other scripts. Reading documentation is a must. Important : Using Rescue needs C_Group:changeReadyToBoard function (then group will be ready to embark) and a group must be in the good distance to be loaded (<200m) . Hope that explanation helps you. Regards -
Same pb with std load config I tried with a standard load config Bomb Truck GBU12. Only RPL and GBU12. Same problem. so it's a real bug.
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[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
New version of ATME_Core.lua -> V1.0.2 No impact on documentations or external functions. Support spawning of all new cargos available in 1.5.5 download here https://forums.eagle.ru/showthread.php?p=3001608#post3001608 -
Some images to illustrate Here's three image : -> The M2000C's load -> An external view of GBU12 -> The kneeboard view with BAP-100 ! Regards
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[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
Video training - spawn groups Here is a video explains how to spawn groups with ATME. -
When having a load of 2 GBU12 (1 on each wing), 4 Mk82 and an central RP, kneeboard ordonance information is BAP-100 instead of GBU-12
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New version online V.1.0.1 ATME.C_GroupSpawnDatas.duplicateFromMissionDatas works for ground groups and ships. Returns an error code if helicopter or plane (BAD_TYPE_UNIT).
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[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
@Pikey : It's very difficult because my approach is completely different. ATME is based on callbacks when for example players enter or leave a mission... So you create the function, assign it to have a callback and then your function will be called when event occurs (like player enter -> callback onCreatePlayer). ATME is oriented object too. You will find several examples in that thread (lua code and missions) and full documentation for informations. -
Yes, you've right. You've got right. I forgot to ask that in documentation. Actually, I limited duplicateFromMissionDatas/spawn functions to ground groups and ships because of a problem I have with planes and helicopters when in air. They fell directly to ground :cry: And when starting on ground, seems to have a problem with parking. So wait and see ... In that case, duplicateFromMissionDatas return nil with no error... I'm going to add a return error for that case.
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Advanced Tools for Mission Editor ou ATME est un ensemble de classes et de fonctions lua simplifiant la mise en œuvre de script Lua dans l’éditeur de mission de DCS World. L’objectif d’ATME est de faciliter la création de missions compatibles mono et multi joueurs, sans limitation du nombre de joueurs. La dynamique induite par l’entrée en jeu des joueurs, leur départ/destruction, ou le changement de slot, est intégralement prise en charge. ATME est basé sur un concept de modules, le module de base s’appelant ATME Core et devant être chargé impérativement en premier. Chaque module supplémentaire, ou ATME User Module, créé peut être générique ou dédié à une mission. Les futurs modules génériques apporteront des fonctionnalités supplémentaires. Ce concept offre une grande souplesse en permettant à des utilisateurs qui ne sont pas à l’aise avec Lua de créer des missions complexes avec peu de code. La complexité de DCS est masquée par ATME, notamment la gestion des délais à la création d'unités ou lors d'un changement de route. ATME Core regroupe les grandes fonctionnalités suivantes : · Mise à disposition de fonctions globales reprise de DCS (encapsulation), génériques (conversions, etc…) ou mathématiques (vecteurs, droites 2D, positionnement relatif, etc…) · Référencement des FARP, airbases et bateaux avec la capacité hélico ou avions d’une mission en fonction du théâtre d’opérations. · Gestion des objets unités, groupes, objets statiques, cargos, armes, objets de scène. Gestion de spot, détection de cibles ennemies. Possibilité de spawn de groupes, d'objets statiques ou de cargos. · Gestion avancée de route (création, modification ou suppression, copie). · Gestion de zones 2D/3D . Gestion d'ensemble de zones. Possibilité de tracking entrée/sortie d'aires. · Gestion de séquences sonores, des communications radios, des balises (TACAN, etc...). · Ajout d’objets particuliers pour en faciliter la gestion (menu F10 joueurs, fumées, flares, etc…) · Gestion des marqueurs. · Gestion complète de l’embarquement/débarquement d’unités d’infanteries avec dynamique de montée dans le véhicule. Ajout d’une notion de transport de troupes (personnel carrier) autorisant l’embarquement à bord d’unité AI (sol ou hélicoptères) ou d’unité joueurs (hélicoptères). Possibilité de créer des zones d’embarquement ou des signalements de position par fumée ou flare. · Gestion complète des tâches affectés aux groupes. · Déclenchement d’événements pouvant être traités dans les modules (embarquements/débarquements, tirs, nouvelles routes, fin de traitement de recherches, entrée dans un zone de signalement, etc…). · Création et gestion d'alarmes permettant le déclenchement d’un événement unique ou répété à instant T définissable en temps absolu ou en relatif à un flag. Cet événement issue d'alarme ne sera émis qu’au module ayant créé le trigger. · Support multi-langue : Français, Anglais, Allemand et Russe actuellement pour les messages et labels. La mise en place de cette fonctionnalité est à la charge du créateur du module. La première version V1.0.0 a été mise en ligne le 31/12/16. Ne sont listées que les mises à jour de la version majeure courante. A ce sujet, un énorme merci à Snowsniper. Nouvelle version du 16/06/21 - Version ATME 2.01, avec exemples et documentation à jour complète - Compatible DCS 2.7.0 et suivantes Refonte d'ATME, optimisations du framework Téléchargement : https://forums.eagle.ru/topic/151841-advanced-tools-for-mission-editor-atme/page/3/?tab=comments#comment-4693266
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Use this thread if you have questions or problem with ATME. Link of the ATME thread : https://forums.eagle.ru/showthread.php?t=179992
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[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
And a little video... You can find a little video which explains ATME general functionalities.... If you want an idea just have a look !!! -
[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
English documentation Attach English documentation updated for ATME_Core V1.2.0 ATME_referenceManual_EN.pdf -
Advanced Tools for Mission Editor or ATME is a set of lua classes and functions which intend to simplify DCS World mission editor lua script implementation. ATME aim is to simplify the creation of single and multiplayer compatible missions, without limiting the number of players. Players entering, destruction or exit mission, the ability of changing slots are fully implemented. ATME is based on a module concept, the basic module is called ATME Core and have to be loaded imperatively first. Each additional module or ATME User Module created can be generic or dedicated to a mission. Future generic modules will provide additional functionalities. This concept offers great flexibility, allowing users who are not comfortable with lua to create complex interactiv missions with few code. The Core ATME module brings all the necessary abstraction and interfaces with many of DCS World's functions. These functions organization is primarily oriented towards mission designers. An object approach provides the necessary clarity. ATME Core brings together the following major features: · Providing global functions including DCS functions (encapsulation), generic (conversions, etc ...) or mathematics (3D vectors, 2D lines, relative positioning, etc.) · Referencing mission based FARP & Airfields for a theater operation (NEVADA or CAUCASUS for the moment). · Player objects, AI units, groups and static objects management. Spawn ability, roads or recoveries of route from a given waypoint association etc ... · Adding specific objects to facilitate mission and interactiv management (radio players menu, smoke, flares, etc ...) · Multiplayer races with 1/100th, intermediate, lap, total time and rankings, complete management. Creating raids with several races ability. · Infantry units with dynamic climb in the vehicle, embarkation / disembarkation complete management. Transport of troops (personnel carrier) concept, authorizing the AI unit embarkation on board (ground or helicopters) or player unit (helicopters). Able to creating embarkation zones with smoke or flare position reports. · Core events triggering which can be processed in the modules (end of embarkation, race events, reporting zone entry into, etc.). · Complete task management for groups. · Alarms creation and management allowing triggering of a single or repeated event at a "T" time which can be defined in absolute time, or relative to a flag. This alarm Event will only be available to the module that created the trigger. · Multi-language support: French, English, German and Russian. Available currently for message and label. Multi-language implementation is the module creator choice &responsibility. ATME is DCS 1.5.5 (and later) & DCS 2.0.4(and later) compatible. This tools took more than 6 months to develop and test.... The first beta version was V1.0.0 uploaded on 12/31/16. A great thank to snowsniper for his ideas, help on multiplayer tests and translation. This thread is only for future new versions of ATME. If you have problems or questions use https://forums.eagle.ru/showthread.php?p=3001625#post3001625 New version on 03/30/18 : V1.4.0 Be careful, some functions have changed ... Lots of bugs fixed, tested with DCS 2.5. Complete dynamic spawn now works fine. New function ATME.getRandomPlayerFromCoalition to get a player randomly New functions ATME.isPoint2D and ATME.isPoint3D return boolean Complete task management for groups and route. New class ATME.C_Task Add new function addTaskToWaypoint to ATME.C_Route class Add new functions setTask, resetTask, pushTask and popTask to ATME.C_Group class Add new functions addInitialWaypointsFrom and addWaypointsFrom for waypoints copy from another group. Add new function setOption to ATME.C_Group class replacing old functions (one per option before). Modify parameters of function load of ATME.C_AIUnit and ATME.C_Player classes Add a new possibility to unload function of ATME.C_AIUnit and ATME.C_Player classes. Automatic troop disembark when transport vehicle stops. Renamme functions setAircraftTracking and resetAircraftTracking of ATME.C_Area class into setTracking and resetTracking Rename core events AREA_AIRCRAFT_ENTERS and AREA_AIRCRAFT_LEAVES into AREA_ENTERS and AREA_LEAVES Rename functions setAircraftsGroupTracking and resetAircraftsGroupTracking of ATME.C_Area class into setGroupTracking and resetGroupTracking Rename core events AREA_AIRCRAFTS_GROUP_ENTERS and AREA_AIRCRAFTS_GROUP_LEAVES into AREA_GROUP_ENTERS anf AREA_GROUP_LEAVES New version on 04/01/18 : V1.4.1 Bug on FAC_ENGAGE_GROUP and FAC_ATTACK_GROUP tasks fixed Add FORMATION option for aircrafts groups New version on 04/22/18 : V1.4.2 (Be careful : some functions have been renammed) Add ATME.C_Stack class for stack management (FIFO and LIFO) Rename ATME.getRandomPlayerFromCoalition into ATME.C_Player.getRandomFromCoalition Remove getBarycentre function of ATME.C_Group Add getPosition to ATME.C_Group to get the group first unit position . Add getRandomUnitPosition function in ATME.C_Group to get a group random unit position Rename setCrossingMultiSegmentTracking function of ATME.C_AIUnit and ATME.C_Player classes into setMultiSegmentTracking Rename resetCrossingMultiSegmentTracking function of ATME.C_AIUnit and ATME.C_Player classes into resetMultiSegmentTracking Add zone extension to "ATTACK_GROUP" and "FAC_ENGAGE_GROUP" to clean a ATME 2D zone. New version on 05/13/18 : V1.4.3 New optimizations Several bugs fixed for ATME.C_Route class and for mark functions Add new countries : ALGERIA, KUWEIT, QATAR, OMAN, UNITED_ARAB_EMIRATES Add new readOnly and message parameters to ATME.markToAll and ATME.markToCoalition functions Add new readOnly and message parameters to mark function of ATME.C_Player class All ATME and ATME.C_Player mark creation functions now returns an ID which can be used for remove it when needed Add new ATME.markRemove function to remove a mark by its ID even for player's one Remove soundChange function in ATME.C_Player class Remove ATME.createUserDatas to create proxy table Replace all userDatas proxy table by simple lua table New version on 20/05/18 : V1.4.4 New optimizations for players Several bug fixed on signals End of mission handler "onEndMissionHandler" of ATME.C_Module classe works now "EJECTION" event core is removed and replaced with a new parameter named "cause" in onDeletePlayerHandler and onDeleteAIUnitHandler of ATME.C_Module class. New version on 09/09/18 : V1.4.5 New optimizations Crash when respawn after a plane destruction fixed Bad waypoint altitude when create new waypoints on a route fixed Several bugs fixed New isPilotDead function for ATME.C_AIUnit and ATME.C_Player classes New isPilotEjected function for ATME.C_AIUnit et ATME.C_Player classes Zip file contains lua ATME core file, link to download : https://forums.eagle.ru/showpost.php?p=3001633&postcount=1 Thank you and enjoy ATME
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It's just a possibility Sorry, I read thoses last pages and I'm surprised... Zeus put an option to desactivate DDM so it's perfect for all people.... Thanks to him. Those who want to have a full realistic 2000C (I'm not sure it's possible on DCS because of classified documents) without DDM and those who want to have more possibilities.... So no problem at all and make missions as you want ;) to have fun !
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In 1.5.5 update 4, JTAC give the azimuth min/max to enter Attack zone.... if you're not in the correct axis... Perfect...
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The Détecteur de Départ Missile (DDM) - Bugs and observations.
sunski34 replied to Zeus67's topic in Resolved Bugs
Ok yes thanks With SA8, no problem thank you -
Perhaps that was a problem of JTAC skill average.... Now skill is excellent
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yesterday in such a situation, lasing was ok, GBU12 took the laser change its direction but fell between JTAC and targets !
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Strange I retried today, and that was ok... Lasing was good... here's an image with jtac and target and line blue, mirage fly plan.... So wait and see perhaps a problem from myself...
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The Détecteur de Départ Missile (DDM) - Bugs and observations.
sunski34 replied to Zeus67's topic in Resolved Bugs
Just a question, is DDM working on 1.5.5 update 3 release version ? I tried with russian manpad, no alarm... and the missile hit me. If it works can I have a little explanation how to do? -
Now JTAC works for me. But I have to have a good approach (JTAC toward ennemies heading) to have a good kill. If not (for example perpendicalar approach of the axis JTAC/ennemies), the GBU-12"sees" the laser but don't hit the unit.... Try several times on the last version 1.5.5, same result.... Why?