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gromit190

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Everything posted by gromit190

  1. Thanks! Tried to find the bug tonight, but no joy. Will investigate this more later.
  2. Thanks! Can you try adding a unit to your mission, and give it a route? I mean the regular way, not using autogft. If that unit moves then there must be some kind of difference between a units "autogft route" and a regular route.
  3. This mission works as it should for me. Units gets routes and moves as they should. Let's take a different, minimalistic test mission (test.miz attached) for debugging. This mission works 100% for me. The unit gets a route, and it starts moving towards its target. Please test this mission, and answer the following questions: 1. Can you load this mission to the mission editor without any error? 2. Does the unit get a route? (Play as tactical cmdr to see the route) 3. Does the unit move at all? 4. Are there any error messages in the log? test.miz
  4. Hi, You're right, there seems to be an issue with the 1.14 example. Not exactly sure what it is. But anyways, I fixed the example now with 1.15 code. Tested, does not crash for me. (download 1.15 here) Gonna test your (non-crashing) 1.14 example now
  5. Sorry, I can't test this mission. It won't open. Probably since I'm on the (older) Steam version. To be able to fix this bug, I'm gonna need some investigation from you guys.
  6. Thanks @Taslehoff. Haven't tested your mission yet. Can you upload a completely minimalistic mission? No Mist, no Moose, no scanning/staging/misc scripts. No extra units except a single one that illustrates the problem. Just absolute minimum.
  7. Hey guys, I cannot reproduce the error you are having. In my tests, routes are added fine and tanks move as they should. For what it's worth, I'm on the Steam version. Someone please upload a minimalistic mission where the error occurs for you.
  8. Sorry, didn't have time to work on it yesterday. Will try again tonight
  9. Hey guys, sorry for being so slow with my replies. I'll take a look at it later today. If somebody wants to help out, I'd like to know what happens exactly? Do the units not get a route? Or do they get a route but just not move through it?
  10. I did some "hierarchical" changes to the code, and built some new docs for it. Now the Setup class only contains appropriate functions. Other, more "background-code" functions are moved to other classes. Here is a link to the new docs: https://birgersp.github.io/dcs-autogft/Setup.html
  11. Appreciate the feedback :) Yeah it's a little confusing, not sure how to name them to really. But here's the breakdown: addControlZone: The "control zone" is a zone which the units must control at all times. So even if they attacked it, won and moved on they may still retreat to it later if enemies re-appear in it again later in the mission. addIntermidiateZone: The "intermidiate zone" is a zone which units will only care to capture once. So when all enemies are cleared out, they will advance to the next. But they won't return to the "intermidiate zone", even if enemies re-appear at it. You don't need to worry about it. Just use "addIntermidiateZone" to add a "capture task". But if you still want to know, the coalition numbers can be obtained with coalition.side.RED or coalition.side.BLUE
  12. Great, keep em coming :) The “advancement timer” is a time interval between “task status updates”. On each “task status update”, the script will check if the units should go to the next, the previous, or stay in the current (zone). If the script decides that the units should just keep moving towards the same target as before (on previous update), the script will only calculate a new route if the units are standing still. So if your units are moving for 120 seconds then stop I would guess it means that they just reached the end of their route. They sit there waiting for a new route (which comes when the advancement timer expires, 25-30 seconds later). If the zones are close (i.e. short distances between tasks) you could do setAdvancementTimer(30) or something. But the “task status update” can be a bit performance-costly, so just keep that in mind if your mission starts slowing down ;) You could try to observe their route in the F10 map and see what happens with their route (I have done this for hours and hours while developing autogft). Now about the max route distance. The max route distance is just there to improve performance. Because, if the next target zone is very very far away from the units, DCS will use (relatively) much time to compute a route to it. So that’s why I added the “max route distance”. If the next target is more than the max route distance (let’s call it X) away from the group, then the script logic says don’t actually go to the zone but go to a point X distance towards the zone. So 10km max distance and 300 seconds between status updates is what we found to be a reasonable “sweet spot”. Realistically speaking, military units waiting in a spot for up to 300 seconds before deciding where to go is not long. And 10km means that DCS can compute a route there without slowing down the server. So those are the deafults that autogft use, if you don't use setAdvancementTimer or setMaxRouteDistance. No, the CaptureTask:new takes these two arguments: zone name (string) and coalition id (number). Not exactly. Invoking USCapture:isAccomplished() will return true when blue is in control1. The term “flag” I guess is from DCS, but USCapture is a lua table containing information about a “task” that a “task force” may accomplish. The capture task is a task where the units go to the zone, clear enemies in it and move to the next (with a “never look back” attitude). To add such a task to your setup, use addIntermidiateZone like this. autogft_Setup:new() :addBaseZone("SOME_BASE") :addIntermidiateZone("CONTROL1") :addIntermidiateZone("CONTROL2") :addIntermidiateZone("CONTROL3") The other types (like CaptureTask) in autogft aren’t really meant to be used by the “user” of the script. Or are you trying to do something more “custom”?
  13. New version: https://github.com/birgersp/dcs-autogft/releases/latest/ The crash in setAdvancementTimer should be gone now, and maxDistanceKM should be working as intended. gunterlund21 can you give 1.14 a go and let me know if the errors are gone? And can you check if you still have the same problem with setAdvancementTimer (Russia and US using the same advancement timer)?
  14. Okay. That's odd, the script should be able to determine the coalition using those units in BASE_ZONE on mission start. They should be independent. Can you share the mission and/or script you are using?
  15. Hello, I think this error occurs because the script is not able to determine which coalition the units in the "task force" shall be. Are there any units present in BLUE_BASE? Hmm, looks like you're right. It appears that the maxDistanceKM (which setMaxRouteDistance alters) is not in use. Must have been forgotten during a refactor. I'm puzzled that this hasn't come up before. I'll try to get that fixed. Thanks gunterlund21 :)
  16. So this version should have the crash fixed: https://github.com/birgersp/dcs-autogft/releases/latest/ I didn't really have time to test it but I'm fairly confident I didn't break anything :) Let me know if there are some issues with it
  17. Hey guys, So glad to see people are still finding this useful! Even though I find very little time for DCS myself these days. Yeah this one seems to ring a bell. The error occurs when the group lead is killed within those two seconds that the "checkPosAdvance" is delayed. As you said it was reported before (I think). I will implement a fix for it today and upload a fixed version. In short, it takes 2 seconds for the code to reach "step 2" here: local function checkPosAdvance() if self.groupLead then local currentPos = self.groupLead:getPosition().p <--- (step 2) if currentPos.x == prevPosX and currentPos.z == prevPosZ then self:forceAdvance() end end end autogft.scheduleFunction(checkPosAdvance, 2) <--- (step 1) Sorry, I haven't looked into that. Thanks! Always nice to get some input. Even though this might make the error silent, the error may still occur as mentioned.
  18. Hey! Sorry for the terribly late reply. Yep, each Setup creates its own TaskForce. And you can have as many Setups (thus, TaskForces) as you want in your script. (https://github.com/birgersp/dcs-autogft/blob/master/autogft/setup.lua#L28) Sorry, not sure I understand your question. Control points? Do you mean zones? If you mean zones, then no. In the basic example you can see that two Setups use the same control zone: https://github.com/birgersp/dcs-autogft/blob/master/examples/basic.lua BLUEBASE_1 is just a mission zone. You can use the same zone multiple times for multiple Setup instances (i.e. TaskForces). No, Setup is the top. A setup controls a TaskForce. Thanks! :)
  19. Hi, I've done some changes to the project to make it easier for anyone wanting to develop/contribute to the project: - Removed submodules (copied external dependencies into the project), and - Removed hardcoded file references I've also written a small section in the README on how to develop/experiment with the project; here. Maybe somebody will find it useful :smartass: :joystick:
  20. There was a bug in autogft preventing the max respawn timer to work properly. It should be resolved now. Please let me know if it isn't :) So the project is now at version 1.12. Download here.
  21. Hey DUSTY, Thanks for the feedback :) Your script looks correct, I'm gonna do a test with it later today to see if I can solve the issue.
  22. You need to create a "MISSION START" trigger, and add two "DO SCRIPT FILE" actions to it. The first "DO SCRIPT FILE" must load the autogft-1_11.lua file. The second "DO SCRIPT FILE" must load your homemade script which instructs autogft how to work in your mission (examples are found here) One important thing to note is that whenever you want to make changes to your homemade script, you have to re-select it to apply the changes to your mission. Just select the "DO SCRIPT FILE" action, click "OPEN", select your homemade script file and click "OK". Here's the writeup of how to get started.
  23. So I just gave the test mission (bundled with the latest download) a go, and there were no errors with it. Is there any chance you could upload your mission where the script errors occur? The latest version of autogft is 1.11, but I guess this the one you've tested?
  24. Hi, Terribly sorry, but I'm currently out traveling for my job. I won't be able to test and (hopefully) fix the issues until I'm back. It'll probably be another week. I'll be in touch!
  25. Hi! Yes, you should be able to get started with the utility pretty easily. I've tried my best to keep it as uncomplicated to use as possible. Here's a quick guide on how to get strarted. And of course, if you wan't some help just post your questions here and I'll be glad to help out. Thanks! Hope you'll find it useful.
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