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doodenkoff

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Everything posted by doodenkoff

  1. Wouldn't "AI OFF" at mission start, then "AI ON" with a TIME MORE of X seconds work? I've placed ground units like this if I want the units visible but not shooting yet. EDIT: Nope. Can't do it with air units. Just checked.
  2. Thanks, I was assuming I could, just wanted some input before I started making changes.
  3. I'm building a single-player mission that will have more than one aircraft to choose from. They will be at different airports. At each airport, the player will have AI activity happening around them for immersion. But if the player chooses the Huey at Mesquite airport for instance, I don't want the AI jumping around at Creech, where the L-39 is, since no one will be there to see it. Question is: Can I start the AI at the chosen airport with the Unit Is Alive condition depending on which aircraft the player selects? Mission Start > Unit Is Alive [Pilot #009] > Action [AI groups at that airport]
  4. If you updated to 1.5.7 you will not see it. I don't think mirknir has updated the server yet and clients/servers must be same version number.
  5. Version 3 of "Defense of Krymsk" is live. Combat Search and Rescue is available for pilots in the MEDEVAC helos flying out of the MASH location. If enough live pilots aren't bailing out, there will be AI rescues available. Be careful on medevac missions, there is some live fire nearby in most areas. I'm using the MOOSE framework from FlightControl to provide Air to Ground tasking. Please visit the forum thread at the link. Also, the Combat Search and Rescue relies on the CSAR script from Ciribob. I'm also relying on MIST scripting tools. I'd like to thank all of the developers and players who helped develop these mission scripting tools. They make mission design, even for a total noob like me, more fun and rewarding.
  6. I wish I could have seen a playback of all those AI planes starting off at once.
  7. Yeah, that's the other configuration change I noticed this morning while sitting here at work. Grrrrr...I leave work in 30 minutes.
  8. After additional testing, forcing an ejection by setting fuel level to 0% works to get a pilot ejection and subsequent plane crash, but it isn't generating a 'MAYDAY!' warning from CSAR. Right now, I can get CSAR alerts only if I trigger an "explode unit", but the Mayday warning is always "No chute", and debriefing shows "pilot dead". I don't get a "rescue-able" pilot. Here's what I've setup for testing: A have a "late activation" AI plane, activated with a One Time trigger on a condition of Time More (15) seconds. 3 seconds later, I trigger an "explode unit". This will produce a Mayday! warning, but with the "No Chute" notification. Also, the debriefing shows the pilot as dead. If I eliminate the "explode" trigger and instead set the fuel to 0%, I get an alive pilot ejecting, but no notice from CSAR and no medevac/sar task. EDIT: I'm at work now, can't access my system, but I think I found a clue? I thought that "csar.csarMode = 0" would cause "csar.enableSlotBlocking = true" to behave as if it were "false". That may not be the case. I also just noticed another configuration setting I'll need to change. And I'm stuck at work all day.
  9. Thanks Carl, I'll give that a shot.
  10. I tried a couple of tests, trying to figure out how to use CSAR. I spawned an AI plane then 2 seconds later triggered an "explode unit". Problem is, the pilot keeps dying, leaving me with no medevac task. Is there a trick to ensure an ejection and possible rescue?
  11. I'm not sure that I'll do Search and Rescue right off the bat. I'm thinking of medevac missions into hot zones though. That might be fun. I'm deciphering how that scripting works.
  12. I had an A2G server up named "Kashuri Breakout", but I realized that was too specific. So I changed it to just "Ground Pounders". Nothing but air-to-ground ops....for now. I'm considering some AI air defenses just to keep things exciting. The current mission is "Defense of Krymsk". It is made up of ground targets south and west of Krymsk. There are missile defenses closer to Anapa airfield, with some SEAD targets randomly spawned at Anapa. The huge majority of the target areas are marked with a single smoke marker. Red smoke markers indicate target zones with at least a couple of AA guns. On the coast they might have short range missile defenses. Green smoke marker zones have at most, small arms fire and vehicle weapons that will shoot back at you. White smoke markers can probably be attacked with impunity. I don't currently have anything ready for helo search and rescue. Sorry, I'm working on that. Coming soon will be naval targets for the Viggen and other brave souls. I'll expand the theater to the south east down the coast. I'm using "MOOSE" for A2G tasking. It's a menu system that I think is pretty useful. Use your comms menu and F10 to open and join a task. Press F1 a couple of times and get: Here you see Battlefield Air Interdiction, Close Air Support, and Supression of Enemy Air Defenses menu items. Select one of those choices (BAI for instance); and now you get a list of all the BAI detected zones. Once you have joined a task, you'll get a buttload of information; Number and type of targets with bearing and range to the target area. I've skipped a couple of minor details in this description. You'll need to press some buttons to see what the other menu choices are. If you don't want to use the menu, just fly around and find stuff to shoot. There's a couple of small armored columns roaming around the AO. I haven't marked them in any way. I suppose if you flew too low and slow near them you could shoot them. After they shoot you of course.
  13. Have you tried the mist.cloneGroup(groupname) function? Or maybe mist.dynAdd? One of those may work just different enough. For instance, the documentation for mist.dynAdd says, "If it is the same as a pre-existing group, this function will overwrite and remove that group existing from the mission."
  14. doodenkoff

    Bug

    Does it do this with TrackIR not running?
  15. Okay, I get it. I was picturing a group of AI that you were directly engaging, not somewhere else on the map. I assume you expect that particular unit may be destroyed more than once?
  16. Interesting. For the record, I just set this up in 1.5 and it works as expected. Switched Condition > Group is Dead: (groupName) > Do Script: mist.respawnGroup(groupname) Last unit in group is destroyed and immediately a new group is spawned to replace it. I think this part is an issue for you: > continous action > condition unit dead (plane 1) dead > action = message out (unit dead) My guess is that the original units do not disappear from the data tables and since it is a continuous action, it is repeatedly seeing a dead unit. If you don't mind my asking, why do you want a message when one plane dies?
  17. I have a small mission where a helicopter is performing a medevac flight into a combat zone. Lots of tracers and booms and noise....fun. I use a switched condition to activate the AI combat groups. It is triggered when the helo group leaves a zone centered on the FARP. Works like a charm; the helo exits the zone and a little war commences. I'm going nuts though trying to figure out a strategy to stop the AI once the pickup is complete and the helicopter gets a sufficient distance away from the LZ. I thought the switched condition would do it. When the helo re-enters the zone, the AI would de-activate. But that ain't happening. Got any hints?
  18. Do it as a switched action, try that. And if you're using the latest Mist, you don't need the "if not" part. I've literally just been playing around with that mist function. In other words, the action part is "Do Script" and then mist.respawnGroup("groupname", true)
  19. "Client" can be set on any playable aircraft. If you don't own the module, you can't select "player". If you're playing as a client, you can't fly an aircraft for which you don't own the module. It's pretty straight forward.
  20. Here ya' go Lenux. You'll have to set the F5 to "player" since I don't own the module. Everything air starts. Have fun. F5_v_MiG15.miz
  21. You may want to go back and look at previous posts.
  22. You'll need a trigger that will activate your second 2 X MiG group. It will be set as a "run once" trigger, with a condition of "Group Dead", and an action of "Group Activate". Create two Mig groups with the second group being set to "late activation". Then when the first group is dead, the second will activate and be shootable. I've attached an example mission for your pleasure. Mig15_example.miz
  23. Yay me. Thanks for the assistance. I don't know why the bearing returned appears to be off by about 6 degrees, but it's a start.
  24. Gonna pull my hair out. do mist.msgBR({ units = mist.makeUnitTable('EA1'), -- A single red armor unit named as such ref = Unit.getByName('Doodenkoff'):getPosition().p, -- an L-39 I'm sitting in displayTime = 20, msgFor = {units = {'Doodenkoff'}}, --send the message to me, Doodenkoff. }) end I checked and doublechecked the unit names in the mission editor. No matter what I change in the above script, I get the identical error message in DCS.log: DCS: Mission script error: : [string "C:\Users\micha\AppData\Local\Temp\DCS\/~mis0000647F"]:2141: attempt to index local 'unit' (a nil value) stack traceback: [C]: ? [string "C:\Users\micha\AppData\Local\Temp\DCS\/~mis0000647F"]:2141: in function 'makeUnitTable' [string "do..."]:3: in main chunk
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