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EasyEB

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Everything posted by EasyEB

  1. I can go for Size, Location, Unit, Time.
  2. We could go with Concentration of Units Nautical Tally System if you would prefer that.
  3. Sure, mission is attached. Thanks for taking the time. In mission TeleportAttackExample.miz Reaper1 will be teleported to the enemy group, and after 10 seconds Reaper1 and Reaper2 will be given the attackGroup command. In mission TeleportOrbitExample.miz Reaper1 will be teleported to the enemy group, and after 10 seconds Reaper1 will be given the orbit command instead. TeleportAttackExample.miz TeleportOrbitExample.miz
  4. Which name do you mean needs refering? I can assign tasks to the AI aircraft just fine, the problem is that it will not execut attackGroup tasks as it has lost it's "CAS" role. Names stay the same, both group and unit. Is a teleportation of a unit where it keeps it's group name, unit name, task (CAS) and all other data possible via Moose?
  5. I think the output could be shortened a bit and perhaps a little clearer. Perhaps a bit like a BRA call like As for the name, I think GUCK - Ground Unit Call Knowledge. Or perhaps Familiar Unit Call Knowledge.
  6. Tried mist.getGroupRoute to no avail, the AI aircraft copies the rout all right, but is still not accepting the AttackGroup task.
  7. I've ran into a problem assigning an AttackGroup task to a, via MIST, spawned (teleported) AI aircraft. I can assign an Orbit task to it without issues, but it seems to refuse to accept AttackGroup. I wonder if it's role gets lost in the teleportation perhaps? Any input on this would be much appreciated. Cheers!
  8. Got it. Thanks! For you future searchers out there: local rifleHandler = {} function rifleHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT then local _initiator = event.initiator local _initname = _initiator:getName() if _initname == "Unit1" then trigger.action.setUserFlag(1, true) end end end world.addEventHandler(rifleHandler) Will turn flag 1 true when a unit named "Unit1" fires.
  9. Ok, so a little progress. local rifleHandler = {} function rifleHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT then trigger.action.setUserFlag(1, true) end end world.addEventHandler(rifleHandler) This sets flag 1 true when someone shoots. Now I just need to specify for when a specific unit fires.
  10. I feel like I'm the GAU-8 of questions recently, but... Is it possible to set a flag true when an AI plane has fired a weapon? If so, how? I'm looking att events but can't make heads or tails of it.
  11. Thanks! So I got the script working (http://wiki.hoggit.us/view/DCS_task_attackGroup) but I can't seem to get attackQty working. I set attackQtyLimit = true and attackQty to 1 but the plane just keeps reattacking until the target group is dead. I tried expend = "ONE" aswell to no avail. I feel like I'm missing something.
  12. Does this display the units in the order they are in the group? Bonus question: Is it possible to get the unit ID of say the third unit in a group of five?
  13. Hi. It's me. Again. Is it possible to make an AI ground attack aircraft start, take off, fly to and attack an enemy group of ground units that has been spawned dynamically (and can be anywhere on the map), when say flag 1 is true? I feel like it should be possible, but I don't know what is the best way to do it.
  14. EasyEB

    Pilot Photo?

    I love this thread.
  15. Mission updated. Added: Friendly ground units will report when they have visual contact with the enemy. Added: Friendly ground units can be ordered to report position (MGRS format). They will also report distance to target if a task is active. Added: Ground units can now also mark targets with smoke. Be sure to turn their lasers off first, and then on with smoke. Improved: Friendly ground units will now report when they are taking casualties correctly. Improved: Enemy spawn locations moved to avoid friendly ground units to end up stuck (no guarrantees though, just role play that their vehicles got bogged down or something). Changed: Reaper now correctly reports laser off.
  16. That seems basically like it! Thanks! So, here's the code This gives me a message about the distance in meters between "Unit 1" and "Unit 2". What I need now is 1: To get "Unit 1" unit name from the leader of a group called Red1. 2: To get "Unit 2" unit name from the leader of a group called Blue1. 3: To get the distance in nautical miles. I'm just thinking out loud here, but if anyone has the know how, please chime in! Update: Ok, so I had to ask my wife for help and she gave me this: So now it's in nautical miles. But it's showing like ten decimals, and I want it to round off to just show one decimal. Update 2: Ok, so now I've got it down to one decimals. Update 3: Ok, so I went and got a beer and my wife gave me this: Using MIST to get lead position of groups Blue1 and Red1. Update 4: Ok, so now I want Blue1 to give their MGRS coordinates aswell. I need to find a way to convert the Vec3 from blue1pos to MGRS and get it into the message. Update 5: Ok, got it. This will result in a message where group Blue1 gives their MGRS coordinates, and hos far away they are from group Red1 in nautical miles, rounded off two one decimal. I think I will try to change mist.getLeadPos to mist.getAvgPos, but whatever. Update 6: So here is the same thing but using mist.getAvgPos instead of mist.getLeadPos.
  17. I'm no expert, but I think the multiplayer section of the bug report section of the Combined Arms section of the forum is the wrong place to look for buddies to fly the Viggen with :) But I have been known to make mistakes... from time to time. Try here: https://forums.eagle.ru/forumdisplay.php?f=522
  18. The Warthog HOTAS is a true masterpiece. On the outside. The inside is worse than China quality, so go easy on the stick and throttle and maybe you will get a few years before you will have to open it up and see for yourself.
  19. Hi! Is it possible to get a message to player with range between two groups? For knstance have a message for ten seconds saying "Blue1 is 2 nm from target" and "target" beeing group Red1. So,I'm still learning this. I guess what I need is a way to get the position of Blue1 (a) and Red1 (b) and then to measure that distance (n). And then make a message that says "[a] is [n] from target"
  20. Oh man, thanks!
  21. Ok, so doing my homework it seems as if Mist has this funcion in mist.flagFunc.group_alive_less_than. I'm getting an error message when trying out the example though:
  22. So, while I'm on fire with questions, I'll throw this one out aswell! Is it possible to have a flag set true when a unit of one group has line of sight to a specified enemy group? What I'm trying to do is get a message when group Blue1 has line of sight, and preferably is within a specified range to any unit of group Red1. To have them say "target aquired" or something equally as cool. Love you guys. Cheers!
  23. Greetings! Is it possible to make a trigger to fire when a spawned or teleported group is taking casualties? I'm struggling with it a bit and can't get it to work. I have a group that I teleport, and I want stuff to happen when one of them dies but after the first teleport the trigger stops firing. What I have set up is a ME trigger using Group Alive Less Than.
  24. I'll give it a shot, thanks! Hopefully Blue1 will too. I'll show myself out.
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