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ESAc_matador

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Everything posted by ESAc_matador

  1. Flying low...getting into the minimum radius... best chance. I think, the lack of speed is the key to make it difficult to avoid SAMs.
  2. I have an issue with this... I made script, works fine in single player, I made this as a test... assaulthelo({"gato 2", "gato 3","gato 4"}, "helicargo1", {"bat1", "bat2"}) assaulthelo({"gato 2", "gato 3","gato 4"}, "helicargo2", {"bat1", "bat2"}) where helicargo1 and 2 are the pilots names... In the scripts there are commands, but if you enter the cockpit after the script is executed.... you dont have the commands. I suppose it does not detect you entering the cockpit... how can I solve it?? i tried a lots of things, but I dont understand the event handlers... shouldnt this work?? function assaulthelo(transportable, helicoptercommander, batery) _Helo = Unit.getByName(helicoptercommander) if _Helo == nil then return else ....
  3. ÑI want to make a script and I need if Unitname has landed then ctld.unloadInProximityToEnemy("helicargo1",500) But I could not make it with S_EVENT_LAND Any suggestion?? Edit: I solved it with getHeight
  4. Also would be really good if you add some dirty aircrafts... With oil stains and and that stuff.
  5. Find attached the script in .lua file in english. Next version with the message asking for support, will be given the location with a message like... Here "groupname" we are under heavy artillery fire at Lat Long N 43°23'2'' E 043°23,2' / Bullseye 295° 24km!!!, we need air support!!! " Then CAS can come to help at this location looking for enemy artillery. artillery 1.02 English.lua
  6. Oh, sorry. I ll do in couple of hours!
  7. Hello Ciribob. I want to make a script where a group will check the nearest group in Line of sight and then go there as in your script when you drop an infantry group. I though that using part of your script would save my time. What is the function needed? And what variables I need? Edit It doesn't matter I found it. Can I use this functions?
  8. Fantastico!!! Awesome!!
  9. So find attached my last script. WIth this, the IA will select targets through observers... (works for both sides...) You just need to run "Mist", "Artillery 1.02.lua" adn teh following command. artilleryIA("obs1", "art1") so, obs1 is the name of the group of observers and art1 the name of the group of the guns. You can edit few things at the beggining of the lua probability_level = 60 -- If there are units in LOS with the observer, the probability to start shooting is 60... tiempominimo = 100 -- minumum time for every loop tiempomaximo = 200 -- max time for every loop radiodebombardeo = 200 -- dispersion cantidaddedisparos = 15 -- number of rounds for each loop rangodeteccionobs = 5000 -- detection range from the observer, THIS IS NOT THE RANGE OF THE BATTERIES!!! activarmensajeunderfire = true -- mesage of targeted group asking for help That s it!!! artillery 1.02.rar
  10. I would like some skins with dirty all over it. Wear and tear,!
  11. A Ahaha sorry, this works only for blue!! I'll make another version, :)
  12. Actually, each country has their own doctrine, and there is not good or bad profile... just depend on the threats. You dont want to fly high with SAMs and without Jamming... Also, you dont want to go low with lots of AAA with IR. Do you have enough Fuel or you need to save?? do you have Escort?? You have to get the balance... by reading books, (apart from the funnier side....) you get a lots of histories... Vietnam war are really cook, because they changed their tactics very often (depending on the number of aircrafts shot down that month...) I strongly recomend this: Since I understand, you are bunch of friends, to make things more interesting, one makes the defenses... and redact a Intel report with maps, zone of threats (dont say exactly where the bads are, or at least not all of them) and what is the target that day. You send it to one of your friends, that will be the flight commander, and he is responsable to make the flight plan, according with the data. Another advice, start always from the end....and add wps, back. ;), PS> FInd attached a Briefing we made for an intersquadron. So, different squadrons had to comply with the TIMELINE, but each squadron made their own plan. Its in spanish, but is plenty of maps and diagrams, you will like it.
  13. Just want to say that i already tested this system to save time and it helps A LOT OF TIME!!! It took me a couple of hours to make a script for smart AI artillery support... And I am a very bad programmer!
  14. Good point. I collect info from books mainly, and real documents, Natops, etc.
  15. Dear SIrs... I cant fix following the instrucctions, I even unninstalled it, executed the file, restarted, and installed. Nothing
  16. Hello again... find attached a miz and lua. Load Mist first, then "artillery 1.01.lua" adn then through "do script". artilleryIA("observername ", "batteryname") where observername and batteryname are the name of the groups that will be the observer and the guns/mortars. By editing the .lua file you can change the time of the loops, the radius of the bombing, the distance the obsever can locate the enemies (they need to be in Line of SIght). You have a mission example. artillery.rar
  17. Worth it. 100% Simple avionics, simple check list: For the missions you can make. - Ground recon. - Electronic recon (you have an EWR, so pairing with a Ka50 is awesome) you have the Viviane in IR mode too. - SEAD, using you EWR to detect signals and using the HOTs missiles.... - Light CAS with Rockets and 20mm with L version. - Air escort... you can fire AA missiles!! with M version. - You can also deploy troops though CTLD script (or other) ,To be realistic, what I do is to deploy just a couple of guys that will be JTACs later... - AFAC, you have a decent navigation systems, together with the TV yoiu can get the position in LAT LONG to play with aircrafts, passing them coordenates. So... lots of things to do. FM. I different, more "stable" more in the rails, too much bashing about it, I cant tell you if it s realistic or not. Probably needs couple of tweaks, but on the other side you have engine limits... At the beggining you blow up the engine more than once . It seems to be cumulative... so if you push hard at 100% around x secs you blow it up, but if you push the engine 15 secs at 100 % and then you fly at 90 for a long time and then you push again 100% it breaks too. So you have to be quite conservative. Mostly hovering at high altitude.
  18. Not allowed... cant be hovering more than few minutes. It is not designed to do this.
  19. will it be multicrew?? I am from Spain, but Now I live in Brazil... last monday... all of a sudden I saw 7 tucanos (not supertucanos) flying in formation over my head... I would prefer a Skyrider, but... this little bird can be really funny. For CAS and recon. Take into account that with new maps, the SAMs, wont shoot or engage you throuugh trees... so Low level can be safer.
  20. . I don't really understand why, Poly doesn't delete everything and restart from scratch with advisors chosen here...In ED forum.... Plenty of aeronautical experts, Gazelle Pilots around as I can see.
  21. That inactivation thing could be very interesting.
  22. Exactly. The problem is the Host... ;)
  23. I know there is an issue when many groups are moving. Has this been improved? And most important... I read once that someone made a script to allow no mor thatn ten groups moving at the same time to aboid sluttering... Anyone knows about this?
  24. I have been asked to do this by a sqn mate... Wait a couple of days. :p!!
  25. I know a little about fuzes... (not to much). As you mentioned, the delay is used to achieve a penetration and then the explossion inside the targets. This is used for bunkers, bridges, runways etc. So, delayed fuse used against infantry or vehicles is worst. One way to achive this is by reducing the lethal radius, but increasing the strengh of.. the detonation. This way you can simulate better their effects. Example. You have a bunker or a building... With lighr vehicles close to it. With an Mk82 without delay you damage the building but kill infantry that is longer from the bomb detonation. With delay you kill the building but you dont kill the infantry. Same applies with our ground units when they are close to the enemy and we want to avoid blue on blue you put delayed fuze, or to reduce colateral effects. Using delayed fuze you reduce the shrapnel and the lethal radius but the effects are lower. Also you just want to destroy ONE infrastructure without damaging the surrounding ones. Opposingly, the proximity fuzes are very good for greater radius... So if you can change the parameters of the bombs during the game, would be awesome, the use of different programable fuzes opens a full new field in the simulation.
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