

ESAc_matador
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Everything posted by ESAc_matador
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Caucasus.... but I caught only Tors, more than one. Now I removed and works great. My jamming script is Nice!!!! Now I can do missions with both, standoff jamming and defensive jamming (based on your trinity misiles.... i created a bubble with diferente distances to specific aircraft, so you can protect your friendlies if they fly close to you!!!). The Offensive jamming, or standoff works with target detected.... and uses up to 6 different parameters to determine the probability of jamming the sam. Altitude of the target and the jammer (, distance between the Saam, the target and the jammer, everything related, position between the target, jammer and sam too simulating the lobe, pitch and bank of the jammer etc. Now I need to tweak the distance.... now is very simple, but I want to make a function.... to get more geometric relation to distance. Really worth it flying over a good IADS (and it's fully compatible with your IADS script. I use ROE off and State of Alarm off. Would be great to be able to remove a posible target from the SAM list. Is it possible?
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You can even add Tacans by modifying the beacons lua. U usually have 3 or 4 extra for friendly land... Enemy territory... Is another thing... Using Tacan low precision because the distance, watch, map and pencil. Soooo fun!!
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So, I have been working hard looking for alternatives, but I also have the same problem. Only TORs are recognized. So this function does not work as it should. I would like to collect ALL RED UNITS WITH RADAR CAPABILITIES. Seems that hasSensors: and hasAtributes: does not work properly, I only get info from Tors... radarList = {} function getRadars() local redUnits = mist.makeUnitTable({'[red][vehicle]'}) for i, unitName in pairs (redUnits) do if type(i) == "number" then local samUnit = Unit.getByName(unitName) local samSensors = samUnit:getSensors() if samSensors then if samUnit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS) or samUnit:hasAttribute("SAM SR") or samUnit:hasAttribute("SAM TR") then env.info(" - also has Radar") table.insert(radarList, unitName) end end end end end getRadars() trigger.action.outText(mist.utils.tableShow(radarList),20) EDIT: Again... when I am done of trying something, i ask for a solution in the forums... and voilá!!! I found out the problem. This! caused the problem.... If I take it out, it works. gegrgrgrgrgrgrgrgr:cry::cry::cry::cry::cry::D:D:D:D radarList = {} function getRadars() local redUnits = mist.makeUnitTable({'[red][vehicle]'}) for i, unitName in pairs (redUnits) do if type(i) == "number" then local samUnit = Unit.getByName(unitName) local samSensors = samUnit:getSensors() [color="Red"]if samSensors then[/color] if samUnit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS) or samUnit:hasAttribute("SAM SR") or samUnit:hasAttribute("SAM TR") then env.info(" - also has Radar") table.insert(radarList, unitName) end [color="red"]end[/color] end end end getRadars() trigger.action.outText(mist.utils.tableShow(radarList),20)
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try this local unitPosition = Unit.getByName("yourunit"):getPosition().p -- return a Vec3 local point = { y = unitPosition.z , x =unitPosition.x } -- THis is to put a vec2, if you want vec3 just add " z = unitPosition.y " [i]mist.msgBR('EnemyArmor1', [b]point[/b], '30', [b]recipient[/b])[/i]-- recipient should be a table, so no " ' " needed. I approach this problem with mist.getBRString and then I do myself the snippet for display the message. Try what I told you... it will probably work. however, can you put all relevant code??
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Again, my lack of experience in .lua programming, made me loose my precious time... ahahha. Problem solved. I was using "local" where I shouldn´t. Just to remind other newbs at this I ll expalin my problem and the solution. This is the problem.... function start() [color="Red"]local [/color]myFunc = mist.scheduleFunction(message, {}, timer.getTime()+5,5) end start() mist.scheduleFunction(removeFunction, {myFunc}, timer.getTime()+60) Since I was calling the function "start()" from outside the "local myFunc" function... When I called mist.removeFunction(myFunc) it did not find such "local" variable. For everynewby!! remember where and why you put locals!!! so proper code is: function start() myFunc = mist.scheduleFunction(message, {}, timer.getTime()+5,5) [color="red"]-- wiithout "local"!!!![/color] end start() mist.scheduleFunction(removeFunction, {myFunc}, timer.getTime()+60) PS: I have lots of small scripts for the AI to do something... And this is a great tool to switch on, off without using triggers in ME, and is veriy automated. For instance... I want to update my "recon aircraft" script, to switch On/off the camera. Or my EW Jamming... so now we can start and stop making emissions (that affects also our own missiles). Also, if you want to make a function until certain conditions are met.
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Radio menu ATC options coming up in black
ESAc_matador replied to RocketmanAL's topic in Bugs and Problems
Easy comms is selected? -
I am not very good at this. Sorry, what do you mean for print out? Edit> the question is, I want to practice "rejoinings" in a holding point. I set an AI aircraft doing orbits. So, when he is in certain positions he will say "I am in sector 1, 2, 3 or 4". The script works, but I dont know how to stop it. I am using the formula. function message() bla bla bla mist.schedulefunction(message,{},.....,4) so each 4 seconds the loop starts. But i dont know how to stop it. I am trying different formulas, but any help is welcomed.
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The problem is that it is not you who is marking the map. I just fly with Tacan, NDBs, and Visual. Problem is when HSI is damaged!!!
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Muy buenos los videos!
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Try this by private email... May be they dont want to show their sources... Dunno!
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Great!!!! For helicopters... I made a script, but i am susimg CTLD... With that you can use IA helos for embark disembark at will.
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is it working in Nevada 2.1?? it seems that not to me... to add new ones please let me know what should I put in the such places. name = _('Mesquite'); beaconId = 'world_38'; type = BEACON_TYPE_RSBN; callsign = 'MSQ'; frequency = 816000000.0; channel = 16; position = { -424440.156250, 1080.228532, -1424.503052 }; how to get the position?? via script? positionGeo = { latitude = 35.995752, longitude = -114.863607 }; I guess I can get this from the ME sceneObjects = {'t:131269307'}; I dont understand what is this, what should I do to get here for new beacon?
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Hunter killer is awesome.
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Thanks razbam. And the all the respectfull comunity.
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F-5E Dynamic Campaign: Desert Tiger 76
ESAc_matador replied to MBot's topic in User Created Missions General
I just wonder. When i give the order "mission and then rejoin" to my wingmans... They stay in combat zone instead of come back to formation. Any suggestion? -
Helicopter Assault Script... (eye candy...)
ESAc_matador replied to ESAc_matador's topic in Mission Editor
I have added a little addition... in V1.01 - Random IA deployments... by simply doing the function, automaticIAdeploy("helicoptertransport", "triggerzone", number of troops) the group called "helicoptertransport" will deploy troops in random point in zone "triggerzone". You can do it with a timer, or for instance when group A and B are dead... so it will trigger and the helicopter (which need to be in the ME) will go to a random point and will deploy infantry troops. -
Helicopter Assault Script... (eye candy...)
ESAc_matador replied to ESAc_matador's topic in Mission Editor
dont worry!!!! it works as intended, but with your help we can add or adapt options... -
Some AC and mirages!!
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use another country in the same coalition
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Landing and takeoff events with helicopters
ESAc_matador replied to sunski34's topic in Mission Editor
i use this if helicopter:inAir() == false then whatever action end