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ESAc_matador

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Everything posted by ESAc_matador

  1. Nop. But you can edit your beacon.lua and add TACAN everywhere.... i have got some in Sochi, Gudauta, and Nalchik... Aslo in the middle of the map
  2. That is great then! Very good job yours!
  3. I guess you already know the IADS Grimes script.... but just in case... I needed to mention.
  4. A question. Has the recon fligths any influence in the campaign? How?.
  5. Exactly. I made a simpler script about this. It was defensive.. so, as the enemy progressed, my own units will reinforce damaged ones, or move forward or even will fall back. It is not difficult to make, but the Mbot campaign, need to support the saving ground units situation. But.... that is the future!
  6. My thougth was, may be using something like DAWs, then, to make some ground units moving with triggerzones, and finnally setting up CAS fligths tjat would attack if enemy ground units are in zone of friendlies. Automatically set an order to the CAS fligth. It may be a future approach to develope some ground war too...
  7. I flown 5 missions, and relly enjoing it! But i would like to know if this saves the ground units movements. If so, i wouldnlike to. Make small campaigns attacking logistics too.
  8. Just a reminder. We are at beta phase, as Mbot said... And as far as I read Mbot... Yes we will be able to create our own campaigns.
  9. MboT. Question.... Do the Campaign save ground units movements? Like DAWS?. May be, we could do some simple triggers during the campaign to move some groubd units. The point is if those movements would be saved. ( i am not tallking about self generqted routes).
  10. May be... (this happened to me) you have to give permissions to overwrite the DCS folder. By default, you are unable to do so.
  11. I think it is modelled.
  12. I do apologise if I have seem rude but you said. "So it is a fixed story dynamic campaign engine ? There is no flexibility for the user to create his own initial conditions ?" So, If you read the thread, precisely this is a non fixed story, depends on previous results and missions packages are autogenerated. And the purpose is that you can create your own initial conditions, in whatever map with whatever units. I felt shocked with your affirmations, since they were exactly the opposite of Mbo's work. And not, I am not a fanboy... In any case. I am sorry for my answer and let's get back to the topic!
  13. I wonder how do you get this conclusion... You probably didnt read the whole thread (probably not even few posts...) so you dont understand the MBOT work here... You have the tools to create a dynamic Campaing, in NTTR or Caucasus. Now... What do you thing, creating a campaing means? You need to create targets, type of packages, loadouts, and many things. It is not just. Create a campaign button, with options like... An awesome one... With lots of Migs and some dogfights. You need to put all the inputs for the program to create the dynamic enviroment, depending on the previous result. It should be, and needs to be something complicated. With lots of work from your side. Once created, it is forever.
  14. I am workimg in a script that covers that matter. It is not perfect but works really well. Still work in progress. Read the EW jamming script there a two threads. I did two scripts one makes a bubble that works as defensive ECM... All aircraft in such bubble are protected, the closer the better. Another script is for Offensive ECM this shut down enemy radars, taking into account lots of parameters. We made some compararions with the SAM simulator and it works really similar. Wait a couole of weeks and try it. Then tell me what do you think. I would like to make some pods like the AN ALQ 99 or so.. But this is out of my scope!
  15. I thought the same but... In hard landings probably you pit even more weight.
  16. Just wanted to report, it works, perfect!
  17. Like sabre I guess...
  18. Thanks!
  19. Wow thanks!
  20. No way. It does not work... Grrrr!
  21. will the radar be affected by weather... mist, or clouds?
  22. Thanks, i think, i tryed that already but I ll let you know. I have done many tabkes like this and this is the firat time this happens. Let see
  23. Hello guys. I am working in a script, and I want to make a table of red units with radars. My code is as simple as this. To make sure the list is completed, i call the mist.utils.tableshow() function. SamList = {} function getRadars() local redunits = mist.makeUnitTable({'[red][vehicle]'}) for k, v in pairs (redunits) do local Sam = redunits[k] -- trigger.action.outText(Sam,20) local Samobject = Unit.getByName(Sam) Samname = Samobject:getName() local Sam_sensors = Samobject:getSensors() if Sam_sensors ~= nil then if Samobject:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS) then SamList[#SamList +1] = Samname end [color="Blue"][i][b]trigger.action.outText(mist.utils.tableShow(SamList),20)[/b][/i][/color] end end end getRadars() ANd it works, BUT. If I want to use the table SamList outside in other function... nothing happens for instance, this does not work. function getRadars() SamList = {} local redunits = mist.makeUnitTable({'[red][vehicle]'}) for k, v in pairs (redunits) do local Sam = redunits[k] -- trigger.action.outText(Sam,20) local Samobject = Unit.getByName(Sam) Samname = Samobject:getName() local Sam_sensors = Samobject:getSensors() if Sam_sensors ~= nil then if Samobject:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS) then SamList[#SamList +1] = Samname end end end end getRadars() [color="blue"][i][b]trigger.action.outText(mist.utils.tableShow(SamList),20)[/b][/i][/color] any idea why??
  24. That would be a much better solution. Less work for the CPU I guess, and you are updating orders... Nice work.
  25. I imagined that ;)
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