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EasyEB

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Everything posted by EasyEB

  1. I would like to know this aswell. But tbh it sounds a little weird if it was minutes. I mean, there are three zeros. What falls for over 99 minutes? Maybe you can get a Mk-82 Air to fall for over a minute?
  2. Update: Enemy trucks now may or may not unload infrantry. They may or may not carry RPGs, so make sure you cover your friends back on the ground. Also, they may or may not carry MANPADS, so watch your own ass when a convoy stops. This is made possible by MBots Dismounts script. Also, let me take a minute to describe this mission. The thought is to make a whole map kind of low intensity insurgent hunt type of scenario. Your opposition is not battalions of tanks pooring across the border. So if you are after World War 3 type all out war, this is not it. Instead it is smaller assymetric units that make up the opposition, and they are already well inside the country. Also, there may be times the task if pretty far away. This is intentional and if you think a task is just way to far off you can always skip it. And another thing: this mission will not hold your hand. You will need to be familiar with inputing coordinates, searching for laser spots, and most imortantly: keep your eyes outside the cockpit. Situational awareness will be required from time to time. Reaper UAVs will locate the enemy forces and it's up to the Georgian government forces to take them out. With your assistance from the air of course. UNDER THE HOOD When you request a CAS task a script will select a random point for the enemy group to spawn. They may consist of between two and about ten vehicles ranging from unarmed and unarmored trucks to main battle tanks (though the latter is a little rarer). When the enemy group has spawned in, Reaper UAVs will orbit the target and automatically laser designate the target and report it's position (MGRS). Furthermore, the Georgian ground units will have taken up position near the target and stand by for your instructions. They can be given the command to advance towards the enemy, halt, hold or open fire and they can also laser designate targets, making for quite a show at night using NVGs. Now, the enemy group may or may not take off from their original position and drive away. The Reaper will follow automatically but the ground units have to be given new commands. You see, when the ground units are given the command to advance they go to where the enemy group was when the command was given. When the target group stops (either because they arrive to their destination, or disperse when coming under fire) they may unload troops that can defend against armor and/or airborne threats. So keep your eyes peeled. The other type of task is a Strike mission. This is a bit farther away to the north west, into Russia and is made to be an air interdiction type of task. The setup is about the same though, except no friendlies on the ground on these. If you plan on going on one of these endevours, hit Arco up for some fuel. TACAN and frequencies for the tankers are in the briefing. So, all in all it's a pretty random experience. Let's look at what is randomized: 1. Enemy starting location. 2. Enemy group size. 3. If the enemy will drive away from their starting location. 4. Where they will go if they decide to drive off. 5. Where they will stop. 6. If the enemy has disembarking troops. 7. If the enemy disembarking troops is anti-tank or anti-air. 8. Location of friendly forces from the enemy starting position. These randomized options are randomized each time a task is generated, and sometimes multiple times during the task, such as the enemy route. So the chance of you flying an identical mission two times in a row are slim. Anyway, hope you enjoy it if you choose to give it a shot. Let me know if you liked it.
  3. Shit, I'm sorry, I meant in script. Thanks for taking the time though!
  4. Greetings! I can't for the life of me get engageGroup to work, could someone please post an example code? Say group Blue1 is to engage group Red1.
  5. I think maybe the second option might be the best way to do it. They do not have to be on a road, just on a surface that they can drive on (and away from). I'll look into it, thanks!
  6. Update: Reapers can now report target intel when prompted from the F10 menu (Air Assets/Reaper)
  7. Thanks for trying to help man, you know I appreciate it but I don't say it as often as I should. gave me EDIT: I FORGOT TO UPDATE THE SCRIPT FILE! IT WORKS!!!
  8. Yeah, I got an error and no message in game.
  9. Hi! It's me again... Is it possible to make a message displaying the composition of a certain group to the player? The group is spawned with some elements of randomization so it may consist of between two and ten vehicles ranging from MBTs to trucks. I want for instance a message for ten seconds saying "Enemy group of 7 vehicles. 1x T-72B 3x BMP-1 3x URAL 375" Is this possible? If so, how? As always, thanks.
  10. Greetings! So I have a little problem. I use mist.teleportToPoint to teleport friendly ground units to a point on a radius around an enemy group. Sometimes that makes them end up on top of a mountain peak or some such so they are stuck there. I was wondering if it is possible to make a command that first finds a random point in a radius around the enemy group, and from that finds the closest point that is a road, and then places the friendly ground units on that point. What I'm using now is mist.teleportToPoint({groupName="Friend", point=mist.getLeadPos('Enemy'), action="teleport", radius=9418, innerRadius=7408})
  11. No way is laser printing yourself the most cost effective way. Last time I checked printer cartridges were expensive as hell. Print shops though are cheap.
  12. Most of you who? I never have nor will fly with a black HUD.
  13. Update: Reapers and ground units will prioritize targets when designating. Air defences first, then heavy armor, light armor and so on.
  14. CAS Infinity – Joint Force DOWNLOAD LINK: https://www.digitalcombatsimulator.com/en/files/2410245/ This mission is for the A-10C. Ok, so by popular demand I've made this mission for the Black Sea map. Request tasks consisting of CAS in coordination with ground units and strike missions against enemy supply and armored units behind enemy lines. TASK TYPES CAS TASKS -- Coordinate with, and provide close air support to Georgian ground units against targets in and close to Georgian territory. STRIKE TASKS -- Destroy enemy armored and supply units across the border in Abkazia and southern Russia. Note that these tasks may involve some flight time to get there. COORDINATION WITH GROUND UNITS Ground units Alpha and Bravo are available during CAS missions. At the beginning of the CAS TASK they will be located in close to medium proximity to the target and may be given commands to advance, halt, designate targets, hold fire, open fire and mark their own position via the F10 menu. ALPHA 3 BMP-2 IFVs. Marking targets with LASER CODE 1462. Note that Alpha must be given the command LASERS ON to mark targets. BRAVO 2 T-72B MBTs. Marking targets with LASER CODE 1341. Note that Bravo must be given the command LASERS ON to mark targets. TARGET DESIGNATION Reapers will designate targets during all tasks using LASER CODE 1515. Note that Reaper can be given the command to turn the laser on or off. KNOWN ISSUES -Sometimes Alpha and Bravo must be given the "Lasers on" command two times to start marking targets. -Alpha and/or Bravo may end up in a position where they have trouble finding a path to the target. CREDITS Scripts CAS Infinity, by Chrisofsweden MIST by Speed and Grimes CTLD by Ciribob Dismounts by MBot Big thanks to all of you for providing these great resources for me to play with. DOWNLOAD LINK: https://www.digitalcombatsimulator.com/en/files/2410245/
  15. For ground units: http://wiki.hoggit.us/view/GroundPatrol
  16. The visuals were toned down a few months/a year ago to lessen the strain on the hardware. It's not a bug.
  17. Well, yes. You are stating the obvious and the start of this whole thread. I think the point of this whole discussion is that mission design tools and possibilities, features of the editor and support for mission makers is under valued and could use some love. I feel that everyone making missions, including myself, has "faced it" multiple times, but it is infuriating to have something that breathes so much life and continued enjoyment so low on the priority list. And when you feel that steps are beeing taken to actually make your life as a mission designer harder, well, you kind of want to talk about it. If it only was a detailed sim with a map and the oficial missions this simulator would be dead a long time ago, hence the feeling of under value. For the record, I know ED is not trying to make mission designers lives miserable on purpose.
  18. USAAF. Yes. I'm that guy.
  19. Greetings! I have a quick one: Is it possible to make a spawned groups presence a condition for firing off a trigger? If so, hau? Cheers!
  20. Was there ever any progress on getting the JTAC to prioritize target types, without naming the units "priority" or "hpriority"? For example make it target in the order SAM, AAA, Heavy Armor, Light Armor, Artillery, Unarmed?
  21. I have a very messy way of doing this by having the group move to random point in random zone when it enters a zone on the map spammed with zones. It's awful. I look forward to a more civilized way.
  22. Ok, so I got it working and it wasn't really unresponsive. It didn't want to execute tasks from it's editor placed task list, but it was responsive when given scripting commands/tasks.
  23. Is there any way to mod the game so the wingman not use lights at all? I'd rather have him dark all the time than bright all the time.
  24. Greetings! I'm having trouble with a function I'm trying to implement. So I want a Reaper to teleport to a spawned groups position. This part all works like it's supposed to. Then I want the Reaper to orbit the spawned groups position. This part also works like it's supposed to using DCS task orbit (http://wiki.hoggit.us/view/DCS_task_orbit) Then, I want the Reaper to update the orbit position as the group it is orbiting moves, and this is where I run into problems. When the Reaper has gotten it's orbit task, it is like it is locked into following that one task at that one task forever, and it cannot recieve any further instructions once it has been teleported. Now, is there any way around this? What I want, and what works if you don't teleport the Reaper, is to just push another task for one second after 120 seconds of orbit, and then give the Reaper the orbit task again immediately after. But this does not seem to work once the Reaper has been teleported. If I teleport it again I can give it the task to orbit, but again only once. Any help on this would be much appreciated, as always. Cheers!
  25. The translation mod looks a little shady on those screenshots......
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