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Everything posted by gromit190
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Thanks for saying that! :thumbup: Yes, you can take a look at the code API here: https://birgersp.github.io/dcs-autogft/Setup.html These documents list every function in the project. But I've only added a description to the functions that may be relevant for mission designers directly.
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Hey wrl11, Glad to hear it's working. And thanks describing how you solved the issue, it's really helpful for others who might run into similar problems :)
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Hello Haydz192! Sorry for such a terribly late reply. Take a look at the "staging" example script (LINK), it should get you started with using staging in AutoGFT.
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I don't think that's the proper way to create multiplayer slots ("clients"). But I'm not sure. Maybe you need to pre-declare all the player slots (client aircrafts), and then just move them to random locations instead. Haven't tried creating multiplayer slots "during runtime" myself, someone else can probably provide you with a more experienced answer :-) EDIT: This thread is somewhat relevant: https://forums.eagle.ru/showthread.php?t=114576#2
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Just a thought; could it be because they are out of ammo?
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Overview of popular scripts, libraries & frameworks?
gromit190 replied to JLX's topic in Mission Editor
MOOSE and MIST provides you with a lot of nice features for basically all aspects of DCS mission design. CTLD I'm not really familiar with, but it appears to be a really handy tool for including transport/logistics in your mission. AGFT has the sole purpose of enabling the mission designer to have AI ground units autonomously fight over objectives (zones) in the mission. So all-round mission development, MOOSE/MIST is probably the way to go. But scripts like CTLD/AGFT are made for their particular (niche) mission design features. Just a small clarification; while it is true that CTLD uses MIST, AGFT uses core DCS features only. -
(Please forgive me for another late reply) Thanks for the feedback! I haven't tested naval or infantry units with AutoGFT. I highly appreciate any feedback from those that do. Pikey tested naval units earlier and according to him it didn't work. I assume that it still doesn't, unfortunately. Groups will advance if they are inside a zone with no enemies. I could add a condition here to check if enemies are present (not just in the zone in question, but near it). (Issue) Yes, good suggestion. Units who are out of ammo should defintely fall back. I think maybe the units can get their ammo resupplied (meaning they don't have to respawn), but I'm not sure. I'll look into implementing this. (Issue) Sure! I'll add a way to change the formation between the tasks (issue).
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Glad to hear! Any errors in AutoGFT should result in a (popup) error message. I suspect that your mission not showing any error messages and the faulty spawning is related somehow... Let me know if you run into any other challenges using AutoGFT
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So I gave your script a go today, and red, USAF Aggressor units are spawning in the mission. So I'm not sure why they are not spawning for you. Maybe you could create a new mission and just create a simple test where it is failing for you, and upload the test mission so I could take a look at it? I put the working test mission here, if you want to have a look (maybe spot what we're doing differently): https://drive.google.com/drive/folders/1N2HuzNlB9T_tmODJuJWakWxI4WspFJi5
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I see. Please post your script so I can test it.
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If I understood your question correctly; you want Russia to be in the BLUE coalition? I think you have to select which countries are in the RED/BLUE coalition when you click "New mission". Here's a screenshot of the menu.
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Your code gave the following error (picture): Did you get this error? If not then I'm not sure the script is even loaded to your mission. Anyways, adding task group and specifying units (i.e. not using pre-added units to define your task force), you need to specify a country. I modified your script, and ran a successful test. --Blue Ground Forces autogft_Setup:new() :setCountry(country.id.NORWAY) :addBaseZone("BLUE_BASE") :addControlZone("OBJECTIVE_WEST") :addControlZone("OBJECTIVE_EAST") :setCountry(country.id.USA) :setSkill("High") :setSpeed(30) :setMaxRouteDistance(5) :setAdvancementTimer(300) :addTaskGroup():addUnits(6, "Leopard-2"):addUnits(8, "Marder") :addTaskGroup():addUnits(2, "Gepard"):addUnits(2, "M1097 Avenger") :setReinforceTimer(300) --Red Ground Forces autogft_Setup:new() :setCountry(country.id.RUSSIA) :addBaseZone("RED_BASE") :addControlZone("OBJECTIVE_EAST") :addControlZone("OBJECTIVE_WEST") :addTaskGroup():addUnits(8, "T-72B"):addUnits(10, "BMP-2") :addTaskGroup():addUnits(4, "ZSU-23-4 Shilka"):addUnits(2, "Strela-10M3") :setSkill("High") :setSpeed(30) :setMaxRouteDistance(5) :setAdvancementTimer(300) :setReinforceTimer(300)
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Hi Tyrannik! Hmm, can't see any errors with your script. I'll have to try it myself (this evening (GMT)) to see if I can figure out why it isn't working. Meanwhile, maybe you could try testing the example code from the getting-started-guide to see if any AutoGFT script is working for you? If not, then it's probably nothing wrong with your code, but with how the mission is configurated. EDIT: Scratch that, the cause of the issue has been found...
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Awesome! Yeah the function names and usage has changed quite a lot with the latest releases... Glad to hear it's working now
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Hi, Thanks for giving my project a go! I took a look at you script "random-units.lua". Now, if you consider the following script: autogft_Setup:new() :useRandomUnits() :setCountry(country.id.USA) :addRandomUnitAlternative(10, "M-1 Abrams", 5) :addRandomUnitAlternative(8, "M-2 Bradley", 2) :addTaskGroup() :addRandomUnitAlternative(5, "Vulcan", 0) :addBaseZone("SOME_BASE_NAME") Each line here uses the result of the previous line to invoke a function. But in the script in your mission there's other functions between the lines. So try removing the lines containing this from your script: trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 2) If you want to show the debug info between each line, this should work: local mySetup = autogft_Setup:new() trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 2) mySetup:useRandomUnits() trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 2) mySetup:setCountry(country.id.USA) trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 2) mySetup:addRandomUnitAlternative(10, "M-1 Abrams", 5) trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 2) mySetup:addRandomUnitAlternative(8, "M-2 Bradley", 2) trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 2) mySetup:addTaskGroup() trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 2) mySetup:addRandomUnitAlternative(5, "Vulcan", 0) trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 2) mySetup:addBaseZone("SOME_BASE_NAME") trigger.action.outText("Line "..string.format(debug.getinfo(1).currentline).." passed", 2)
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Hi, (sorry for the sporadic responses) I tried hosting your mission (regular MP, not dedicated server), and I'm afraid I can't quite reproduce the errors you are having. Sorry. If you want, could you perhaps make a perfectly minimalistic example of a mission that is not working as it should, run it, and post the log here? (EDIT: typo)
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Hi Assaf, Sorry to hear you're still having issues. We've been testing autogft with MP for some time now, and it has been working as it should. Could you upload a (simple, minimalistic) example of a mission using autogft where SP works but MP doesn't so I can have a look at what happens?
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Hi, DCS wouldn't start today, so I took a look at the logs. Seems it failed to find some lua modules, because it was searching for these modules using the LUA_PATH and LUA_CPATH env. variables. Steps to reproduce: 1. Set LUA_PATH and LUA_CPATH env variables to anything (other than DCS World installation folder). 2. Restart/logout-login 3. Try to start DCS World Removing the env variables and restarting fixed the problem, but this should be fixed IMO
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Hi all, I just finished version 1.9 for this project. A couple of new features: Respawned units can now be "randomized", meaning you (the mission maker) won't know the exact number of units that will come during reinforcements. Bases can now be "linked" to groups, meaning that you can put some buildings or static units in your mission that will make the base disabled when destroyed. The project no longer uses MIST, now there will be no conflict of MIST versions when using this script with other scripts. Release notes * Added randomization of units * Added "base links" feature, bases can now be disabled on destroying units * Removed MIST from project * Various improvements and bugfixes
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Not exactly, my point was that shorter route calculations (not necessarily on delay) require less CPU time. Okay, 200m is indeed very short. Then my tip won't help, sorry :(
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Hi all, First of all let me just give a huge thanks to Capt. Zeen for making these Helios profiles. They are truly awesome, and I cannot play DCS without them now. Capt. Zeen, thank you! But now that I've installed a third monitor, I'm having some trouble with the Ka-50 profile, so I'm hoping someone can help me or maybe share some experience with similar issues. I'm using the Capt_Zeen_KA50_v1.0b (for 16:9 users) profile. When opening it, it is intended to have the layout on the second monitor. But I want to put it in the third monitor, so I press "Reset monitors", set Monitor 2 to be Monitor 3 and press Ok. But monitor 3 does not appear in the list of Monitors, and the panels for the layout appear to be gone (running the profile, I cannot see them when clicking the buttons to reveal the various panels). Can someone help? EDIT: Solved by disconnecting my second monitor (so there were only two) then configuring the profile. Connected my third monitor and the profile is working as it should.
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Hi, does your newly created units have waypoints that they advance towards on spawn? I've been spawning units (large groups) like this quite alot, but I can't remember that I've noticed lag because of it. I have, however, noticed quite significant lag due to route calculations. If they have a waypoint on spawn, maybe that's what's causing the lag? If yes, I've solved the lag by dividing long routes up into smaller distances, where the groups only travel for a certain distance and their waypoint (destination) is updated on time intervals.
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how to know if a unit belongs to a player or AI?
gromit190 replied to sea2sky's topic in Mission Editor
Close. But the Unit.getPlayerName argument must be a unit, not a string (name). So you're gonna need to obtain the unit first (if you haven't already), then invoke "getPlayerName" for this unit. If this function returns a string, it is a player. If not, it's AI. -- obtain unit by name local unit = Unit.getByName(nameOfUnit) -- check if the unit has a "player name" if unit:getPlayerName() then -- it's a player else -- it's AI end Or if you prefer oneliners: if Unit.getByName(nameOfUnit):getPlayerName() then -- it's a player end http://wiki.hoggit.us/view/DCS_func_getByName http://wiki.hoggit.us/view/DCS_func_getPlayerName -
If by "originate" you mean be created or spawned in, then no. AutoGFT will (if scripted to do so) take control of unit(s) that are located in a reinforcement zone, regardless of where the unit originated from. So if you want to airlift your troops and make them battle with AutoGFT you can airlift the troops to a reinforcement zone, and have AutoGFT control them in battle.