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deadlyfishes

ED Beta Testers
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Everything posted by deadlyfishes

  1. Yeah, so using this method is for units that are placed in single-one-off missions that don't have any dynamic or randomized spawning. I can explore this in the near future, but I am sure that the dynamic spawning method isn't 100% compatible with that feature in CTLD.
  2. Good catch, however the priority system was never implemented and had to be scrapped a long time ago, due to it causing an issue with spawning. Some of the unit names still retain this in their unit name but it doesn't actually do anything.
  3. As per the update notes: - Removed non-Super Carrier extra miz file and included tutorial in included README.txt on how to change the Super Carrier units to the free carrier units.
  4. Just uploaded a hotfix; UPDATE 10/02/2020 - 1: v1.71b - Fixed a critical error where the main Trigger List lua file was not loading on Aleppo. - The A-10C II was actually the A-10C (original), fixed. - Changed Super Carrier units to CVN-72/71 for better MOOSE/Airboss compatibility.
  5. Thanks for the log, it looks like the Trigger List SP file was not opening properly. Have you made any changes to the settings? You may have put in a setting change that was done incorrectly. Also, A2G Easy missions are auto-start by default and there is only 1 of each mission type allowed up at any given time.
  6. UPDATE 09/30/2020 - 1: v1.71a - Added A-10C II module - Added C-101CC module - Added MiG-29G module - Added AI Helo Transport Script - Add new debug feature and option to remove enemy ground units that are dynamically spawned above ground on top of buildings, folliage etc... - Fixed incorrect tanker information in briefing and kneeboard - Joint Task force coalition add to use for ease of adding/changing units - Change Kuznetsov country to Joint Task Force Coalition Blue - Change Su-33 country to Joint Task Force Coalition Blue - Removed intrusive config folder that blocked some custom client settings from being applied - Removed redundant mission detection checks to improve performance - Improvements and optimizations to JTAC Auto Lase script to improve performance - Disabled a few mission types by default to improve performance - Disabled Airboss Rescue Helo by default to improve performance - Disabled F/A-18C and F-14B Ground Random Air Traffic spawns by default to improve performance - Removed non-Super Carrier extra miz file and included tutorial in included README.txt on how to change the Super Carrier units to the free carrier units.
  7. UPDATE 09/30/2020 - 1: v1.71a - Added A-10C II module - Added C-101CC module - Added MiG-29G module - Added AI Helo Transport Script - Add new debug feature and option to remove enemy ground units that are dynamically spawned above ground on top of buildings, folliage etc... - Fixed incorrect tanker information in briefing and kneeboard - Joint Task force coalition add to use for ease of adding/changing units - Change Kuznetsov country to Joint Task Force Coalition Blue - Change Su-33 country to Joint Task Force Coalition Blue - Removed intrusive config folder that blocked some custom client settings from being applied - Removed redundant mission detection checks to improve performance - Improvements and optimizations to JTAC Auto Lase script to improve performance - Disabled a few mission types by default to improve performance - Disabled Airboss Rescue Helo by default to improve performance - Disabled F/A-18C and F-14B Ground Random Air Traffic spawns by default to improve performance - Removed non-Super Carrier extra miz file and included tutorial in included README.txt on how to change the Super Carrier units to the free carrier units.
  8. UPDATE 09/30/2020 - 1: v1.71a - Added A-10C II module - Added C-101CC module - Added MiG-29G module - Added AI Helo Transport Script - Add new debug feature and option to remove enemy ground units that are dynamically spawned above ground on top of buildings, folliage etc... - Fixed incorrect tanker information in briefing and kneeboard - Joint Task force coalition add to use for ease of adding/changing units - Change Kuznetsov country to Joint Task Force Coalition Blue - Change Su-33 country to Joint Task Force Coalition Blue - Removed intrusive config folder that blocked some custom client settings from being applied - Removed redundant mission detection checks to improve performance - Improvements and optimizations to JTAC Auto Lase script to improve performance - Disabled a few mission types by default to improve performance - Disabled Airboss Rescue Helo by default to improve performance - Disabled F/A-18C and F-14B Ground Random Air Traffic spawns by default to improve performance - Removed non-Super Carrier extra miz file and included tutorial in included README.txt on how to change the Super Carrier units to the free carrier units.
  9. UPDATE 09/30/2020 - 1: v1.71a - Added A-10C II module - Added C-101CC module - Added MiG-29G module - Added AI Helo Transport Script - Add new debug feature and option to remove enemy ground units that are dynamically spawned above ground on top of buildings, folliage etc... - Fixed incorrect tanker information in briefing and kneeboard - Joint Task force coalition add to use for ease of adding/changing units - Change Kuznetsov country to Joint Task Force Coalition Blue - Change Su-33 country to Joint Task Force Coalition Blue - Removed intrusive config folder that blocked some custom client settings from being applied - Removed redundant mission detection checks to improve performance - Improvements and optimizations to JTAC Auto Lase script to improve performance - Disabled a few mission types by default to improve performance - Disabled Airboss Rescue Helo by default to improve performance - Disabled F/A-18C and F-14B Ground Random Air Traffic spawns by default to improve performance - Removed non-Super Carrier extra miz file and included tutorial in included README.txt on how to change the Super Carrier units to the free carrier units.
  10. UPDATE 09/30/2020 - 1: v1.71a - Added A-10C II module - Added C-101CC module - Added MiG-29G module - Added AI Helo Transport Script - Add new debug feature and option to remove enemy ground units that are dynamically spawned above ground on top of buildings, folliage etc... - Fixed incorrect tanker information in briefing and kneeboard - Joint Task force coalition add to use for ease of adding/changing units - Change Kuznetsov country to Joint Task Force Coalition Blue - Change Su-33 country to Joint Task Force Coalition Blue - Removed intrusive config folder that blocked some custom client settings from being applied - Removed redundant mission detection checks to improve performance - Improvements and optimizations to JTAC Auto Lase script to improve performance - Disabled a few mission types by default to improve performance - Disabled Airboss Rescue Helo by default to improve performance - Disabled F/A-18C and F-14B Ground Random Air Traffic spawns by default to improve performance - Removed non-Super Carrier extra miz file and included tutorial in included README.txt on how to change the Super Carrier units to the free carrier units.
  11. Logging is finicky especially with dynamically spawned units, which most dynamic pve missions use.
  12. So for the truck, you need to use the waypoints to DRAW the SHAPE of your spawn zone. The circle is what now DETECTS the units inside that mission, so it's needed for that and other script related uses. However, if you don't care for drawing the zones, I did leave a little tutorial in a text file how to go back to the old method. Spawning on buildings is something that changes with every other update from ED, but it seems like it's going to stay this way -- I'm still testing a method to remove vehicles/units atop buildings without doing anything that significantly hinders performance. Sure, there is a way to delete them, but its a huge CPU draw to search and detect every ground unit, and then detect their altitude individually. I've done a few great changes so far in my current build-- including an amazing AI Helo Troop Transport feature. I think I'll be releasing a new version with the release of the A-10C II module.
  13. That's not my intention, things just get saved and ported over to the miz files sometimes. I think it's got something to do with some setting I have on my end. I'll be sure to check up on this for the next update. Thanks for looking out for each other. See you all in a new update soon ;)
  14. This is a great question, recently brought to my attention from the /r/hoggit subreddit: The RAT system is quite comprehensive and is a great tool to make your missions feel more alive with ease. I first recommend looking through the MOOSE RAT documentation here: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Rat.html So for the TTI Mission, RAT is very specifically tailored for it so if you want to PROPERLY add your own RAT aircraft you'll have to follow some steps. To simply just add a new RAT aircraft you need to add a TEMPLATE UNIT onto the mission editor map of the RAT aircraft you want. For simplicity's sake please call it RAT_[aircraftname] in the GROUP NAME and SET IT TO LATE ACTIVATION. Let's pretend we want to add a RAT L-39. 1) Add GROUP L-39, name it "RAT_L39" in the group 2) SET IT TO LATE ACTIVATION 3) Add the following to the rat lua file in the miz, after you extract it out: after these lines: a10:Spawn(fighter_rat_a10_spawns) end add the following code in a new line right under it: for this example, the L39's VARIABLE NAME will just be called "l39" -- you need to declare and name your own variables for your aircraft of choice. keep it simple, call it the aircraft name without symbols; Ka-50 would then be "ka50" or if you want you can call it ka50_variable, whatever works for you. local l39=RAT:New("RAT_L39") --- PUT THE EXACT GROUP NAME IN QOUTES l39:SetTerminalType(AIRBASE.TerminalType.FighterAircraft) -- LEAVE THIS ALONE l39:SetDeparture({airbase_1, airbase_2}) -- LEAVE THIS ALONE l39:SetMaxDistance(max_distance_destination) -- LEAVE THIS ALONE l39:TimeDestroyInactive(inactive_timer) -- LEAVE THIS ALONE l39:ATC_Messages(false) -- LEAVE THIS ALONE l39:SetROE(roe_setting) -- LEAVE THIS ALONE l39:SetROT("evade") -- LEAVE THIS ALONE l39:SetFLcruise(air_traffic_flight_level)-- LEAVE THIS ALONE if fighter_jet_immortal == true then l39:Immortal() -- LEAVE THIS ALONE end if fighter_jet_invisible == true then l39:Invisible() -- LEAVE THIS ALONE end l39:Spawn() -- LEAVE THIS ALONE The reason you want to leave these alone, is because these options are already set for you in the mission settings in the editor trigger list. 3) once you edit the mission by adding your RAT group template, and you edited the lua SAVE the LUA 4) import the LUA back into the miz, either by RELOADING the RAT lua file in the mission triggers or dragging the new LUA where you got it from in the miz -- Using 7zip for opening miz files is great. 5) SAVE the miz file 6) rejoice as your new RAT aircraft are flying around now! _________ So for the next question; when it comes to increasing the amount of A2A targets. This is quite simple since the A2A enemy aircraft are spawning a GROUP template, which usually has TWO aircraft in one group. You can increase these to 4 max. Take the template group named "su33_norm" It has two units in the group, so when the su33 normal a2a bandits spawn there will be two in that group. change this to 1-4 as desired. If you want to spawn SEVERAL groups of 1-4 you'll have to edit the Air Missions Lua file; Lets take a look at A2A normal: function a2a_norm_start() --2 per group A2A_Norm:SpawnInZone( CPS, true, 5000, 10000 ) end This will spawn a random a2a group in a random position You can change this so it calls this spawn TWICE: function a2a_norm_start() --2 per group A2A_Norm:SpawnInZone( CPS, true, 5000, 10000 ) A2A_Norm:SpawnInZone( CPS, true, 5000, 10000 ) end but these two groups will spawn in different locations; If you want to spawn two groups in generally the same location you can do this: function a2a_norm_start() --2 per group A2A_Norm:SpawnInZone( CPS, true, 5000, 10000 ) A2A_Norm_VEC = A2A_Norm:AddX(1000):AddY(200):AddZ(400):GetPointVec3() A2A_Norm_Secondary = A2A_Norm:SpawnFromVec3(A2A_Norm_VEC ) end then as before with the other changes; Save the LUA, import the lua back into the miz, save the miz.
  15. Yes -- SAM missions do spawn in open areas. The latest update with 'hand-drawn' zones adds a great and immersive feel to mission locations, however it does come with that issue with buildings/trees, especially in urban areas. It may be difficult to destroy units at a certain AGL, but that's worth looking into actually. -- Probably the best solution if I wish to keep these mission layouts as they are. Additionally, you are free to move and re-adjust these zones to your liking, but note that you'll have to update the map again when I release an update - So I understand why this may turn you off from doing so. There was a time that these spawns avoided spawning on top, and a time where spawns did clip into objects. We'll have to deal with these issues as DCS updates come but I'm willing to work through it. All in all, for now I'll look into some options to remove units that are above 0 AGL, and feel free to move mission zones and re-draw the polygon units (the one that draws the borders of spawns).
  16. So I took a look at the mission and it seems to be 760 / 29.92 QNH at 0 deg C. This is from the briefing directly on the Syria TTI maps.
  17. Do you mean a helo within a group? You can't use multi-grouped slots, it has to be a brand new group to get it to work properly.
  18. Somewhere in the initial post, check the changelog, an update from ED causes the AWACS + EWRS script not to work with a dynamic spawn, meaning that I have to use a pre-placed awacs that just exists in the mission.
  19. Great info, I'll add this to my issues list and work on this for next udpate
  20. Honestly it's probably something I overlooked when porting the mission over from the Caucasus version... Feel free to change QNH, do you have one you recommend for me to change it to for all the other maps as well?
  21. This is a message/warning that happens on an MP server when a player (unspecified) is kicked out of the server from the auto-admin or a manual kick if a player is team-killing or misbehaving.
  22. Hey Vangaurd. Thanks for looking into this issue. I personally was OK with the open-field missions since they were a bit on the easy side, however I think these zone polygons add a bit more realism in mission feel, and doesn't feel cheap. I can take another look at the zone polygons, but you are more than welcome to editing the zone shapes! If you had any mission setup in mind, let me know, send a pic of an ideal zone you'd like to see and I can see about making an improvement in this department. Thanks, I've added this to my issues list :) Sorry, I can't find that mission, which mission number is it? Which version of TTI Syria is it, damscus or aleppo? Where do you see this warning? It might not hurt to try it, but they probably warn of this to prevent incorrect behavior or crash issues. what kind of AI behavior are you trying to achieve?
  23. UPDATE 08/27/2020 - 1: v1.68d - Fixed an issue where spawning "hmv" via Zeus map marker command wasn't working - New logic in A2G Mission spawning will now prevent the same mission from re-spawning after being completed. A different mission will be randomly selected. - Ground mission vehicles will now spawn with a random heading/azimuth.
  24. UPDATE 08/27/20 - 1: v1.06a - Now includes The Channel map - Major scripting overhaul that now allows for more optimized mission detection logic - New logic in A2G Mission spawning will now prevent the same mission from re-spawning after being completed. A different mission will be randomly selected. - Ground mission vehicles will now spawn with a random heading/azimuth.
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