

ESAc_matador
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Everything posted by ESAc_matador
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Seems ok
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Thanks!
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Is it possible to activate a flag if you switch navigation ligths on or off via scripting? I want to do a scenario for navigation in combat situation where certain actions must be taken to avoid being shoot down for a supposed friendly fire.
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Why for do you need the scripts? In our squadron, i always have CTLD. Load and cargo troops, and autolase. Detection script. Makes the IR SAM visual detection more realistic IADS. Makes SAMS net smater EWRS. Kind of GCI AWACS C4IRS. Makes ground unit report en my position, and mark if needed. Also, you can put IA FLIGHTS that will attack such groups on demand via F10. Suppression fire. If enemy unit is attacked they hold fire few seconds. Flak. If needed some enviroment, together with IIIWW mod with 37 mm and 88 mm AAA. All of them are my MUST HAVE in big missions with féw different roles.
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Preferred way to provide intel for players
ESAc_matador replied to gromit190's topic in Mission Editor
You can use Moose to make your own script or use the one I made. It makes that every friendly ground unit report enemy situation on demand. And if theyr are close enough they can mark them with https://forums.eagle.ru/showthread.php?p=2713321 -
I suggest you to use the IADS script by Grimes. Sams become more intelillent.
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This is what I wanted to hear. :thumbup:
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Situational Awareness - The Virtual Battlefield Journal
ESAc_matador replied to FLANKERATOR's topic in Multiplayer
When? -
May I ask, if you are working in the systems already?
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Thanks, I ll try
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Again!!! Every few days I see this question. Please search! Hahaha
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It Depends. What this button does is, if the button is pressed, the headtracker of the missile starts following the target, so you don need to keep the enemy in the pipper. What is this good for? Bassically for lead pirsuits dogfigth and low level flying. It is not necessary it is just another tool. I use it just in case y cant follow the target properly, this way i have a firing solution for few more seconds
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for a better control of the ground units, you can use this script https://forums.eagle.ru/showthread.php?p=2713321 just put it after Mist. It gives you latlong of enemy units that are LOS of your own units. Also, you have to put a trigger zone called BEB in the bullseye for blue units, or BER in for red units in the red bullseye, it will give you the Bullseye position of ground units, and a brief description of the units. Also you can mark enemies, with smoke if they are at less than 2km. You will like it.
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I tryed to put the full function. That, works if not using the io.write. In fact, the values an parameters are good because you can see in the generated file, but you only get one entry. function reconpresentationObjects() -- this is to get the current altitude local Position_vec3 = Unit.getByName('recon1'):getPoint() local _elevation = land.getHeight({x = Position_vec3.x, y = Position_vec3.z}) local _height = Position_vec3.y - _elevation if _height <= 2 then -- This makes the Display of enemy objects only if you are below 2 meters. Just write "--" in front of this line if you dont want to wait to see the targets display local _tabletarget = table_unique(targetObjects) -- All duplicated groups removed, this is because every loop, an enemy object is added in _tabletarget for k, v in pairs (_tabletarget) do local _redStaticObject = _tabletarget[k] local [b]_redStaticObjecttypename[/b] = _redStaticObject:getTypeName() -- Type Name. this works local _redStaticObjectname = _redStaticObject:getName() -- Name. this works local [b]_redStaticObjectpos[/b] = mist.getLLString({units = mist.makeUnitTable{tostring(_redStaticObjectname)} , acc = 2,}) -- faster way to get the LL position of a unit. It works --trigger.action.outText(_redStaticObjecttypename.." in position ".._redStaticObjectpos,20) -- if you want to display in game remove "--". It works. [b]local text2 = _redStaticObjecttypename.." in position ".._redStaticObjectpos -- this part should add a line every loop done in the previous loop with "_tabletargets" but only add one. exportFile = io.open("ground units report", "r+") exportFile:write(text2,'\n') exportFile:close() [/b] end else trigger.action.outText("You need to land to reveal the pictures",20) -- advice that you have to land to get the picture. end end
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hello guys, I am doing more interesting updates to the Recon mission. I want to present the results in a file. so I am doing this. for k, v in pairs (_tabletarget) do local _redStaticObject = _tabletarget[k] local _redStaticObjecttypename = _redStaticObject:getTypeName() local _redStaticObjectname = _redStaticObject:getName() local _redStaticObjectpos = mist.getLLString({units = mist.makeUnitTable{tostring(_redStaticObjectname)} , acc = 2,}) [b]text2 = _redStaticObjecttypename.." in position ".._redStaticObjectpos exportFile = io.open("ground units report", "r+") exportFile:write(text2) exportFile:close() [/b] So, each _redStaticObjecttypename.." in position ".._redStaticObjectpos /[code] should be written to the "ground units report" file, but it only adds one. ANy help out here?. I am pretty sure each line is correct, since I can see them in the game.
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Ok, guys, I made a modification. Mr Pikey asked me to include Static Objects in the script... sounded a good idea to me, so you can fly, looking for enemy camps, or just some suspicious buildings. Even Static Objects like Aircrafts or Helos are in the report. THis is good to use in an airfield recon mission It wokrs only for blue side yet... but now you have two options to "reveal" pictures, ground units and Static objects. It does not get FARPS i dont know why.... probably they arent in the Static Object table. So, it is easy, just put any Static Object with FARP name (such as FARP Depot or something) I had to modify I modified the mist.getUnitLOS() to make the function getObjectLOS() which is basically the same, but I had to adpat to work with static objects. I you need you can use is. And now, you have to land before get the report!!!!! The unitset2 must be only Static Objects. function getObjectLOS(unitset1, altoffset1, unitset2, altoffset2, radius) It still keeps all old features. Remember it works with mist. Enjoy it!!! planerecon1.lua
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That is why is a game, not sim.
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Good to read!
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Manual says, don't expect to lock on small targets soon...
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Greeeeatt!
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Ehy it does not work online? Or should everyone has the same change? Usually this is a server issue.
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Wow!! Interesting!