-
Posts
1745 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by toutenglisse
-
MISSILE IN ZONE does not work with AGM 154C jsow Broach
toutenglisse replied to Darkenmass's topic in Mission Editor Bugs
Yes it can work with bomb for example in case 1) bomb is GPS guided with near vertical path on final, or 2) 2 non GPS guided bombs are dropped, with little gap between them. In these cases the every 1 second check allow to detect the bomb inside tiny zone before impact. (Also if the structure is big it can help much) But it is not very reliable (a single laser guided bomb is never detected for what I can see on hangar zone). Missiles, with high speed and near horizontal path, have near zero chance to be detected inside tiny zone. -
MISSILE IN ZONE does not work with AGM 154C jsow Broach
toutenglisse replied to Darkenmass's topic in Mission Editor Bugs
Hi, your issue is that the zones you use for missile detection are structure shaped zones intended for scenery object destruction detection. They are way too small for using with missile detection, because this type of detection is updated every second. If you place bigger round shaped zones it works (just tested), but it doesn't proove that the missile hit the targeted building. For this purpose you can turn missile detection into scenery object destroyed detection. But hangar needs to be hit by a penetration bomb to be destroyed. -
Quick question on setting up respawn script
toutenglisse replied to Hammer1-1's topic in Mission Editor
The steps are described in the post linked. If it is still not clear, just post your mission here, it will be quick to post it back to you with the trigger added. -
Quick question on setting up respawn script
toutenglisse replied to Hammer1-1's topic in Mission Editor
Hi, you can do almost the same as this other example, except in your case the condition would be for example "coalition red out of zone". If you want to delay the respawn you can activate a flag instead of using respawn function, and create another "switched condition trigger", condition "time since flag", and action respawn + deactivate flag. -
Firing missiles MLRS M270 not working
toutenglisse replied to Art of Simulation's topic in Mission Editor
What I did wad just create a new mission test , put a MLRS M270, and add a "fire at point", designating a point between min and max range (the 2 rings). Launch mission, MLRS immediately manover and orientate its launcher to correct launch position, then 3 min after (can be shorter if support vehicles - mddm - are added) it starts shooting. -
For example here is a command I use to load a lua file to get a payload : local WMPayloads = dofile("CoreMods/aircraft/AH-64D/UnitPayloads/AH-64D_BLK_II.lua") WMPylons = WMPayloads["payloads"][2]["pylons"] But you can probably also put each of your mission script inside a function, for example : function mission1(), in the same whole script, load the script at start and then call the function you want when you want.
-
Firing missiles MLRS M270 not working
toutenglisse replied to Art of Simulation's topic in Mission Editor
I just tried that and it is working, just be aware that the MLRS needs 3 minutes aiming/preparing before firing. -
Here are two .miz example with A10C II. I think it can only work for single player, since it uses trigger's condition : cockpit argument. (4 arguments are checked : position/formation/antiCollision lights and pinky switch - because pinky can enforce ext lights, or on the opposite deactivate ext lights) The one named testing displays a toggling message when any combination makes external lights working (even 1 cranck of formation lights but it is tunable). The one named SAM-Alert sets SAM Red + a message if Player is inside the zone with any combination that makes external lights working. You can find cockpit arguments in clickabledata.lua and Hotas arguments in HOTAS\HOTAS_commands.lua, both in Cockpit\Scripts\ folder for each module. test-EXT-light-SAM-Alert.miz test-EXT-light-testing.miz
-
There are some problems with the way you build up waypoints and tasks. The waypoints are really too close (0-1-2) considering the speed of aircraft. For example first AI immediately switch to wpt 2 because 1 is already reached from their point of view. Not a big issue as I moved wpt 2 away so they don't also immediately reach wpt 2 (last wpt for 2 out of 3 AI) and RTB. Then you set triggered actions (2 follow 1, 3 follow 2, 1 and 2 shoot forbidden) but you don't trigger them. I put a trigger (condition time>1 sec) to activate the 2 follow tasks. I don't activate "shoot forbidden" because it makes AI with "interception" main task to RTB (this may be a bug). As I can only guess what you want to achieve (3 follows 2 that follows 1, until last wpt 2 is reached, then they all RTB ?), I think it is now working ? 14april vid-mod.miz
-
Hi, your issue is that flag 1 stays "true" after first activation (red in zone). Just create a "switched condition" trigger with any suitable condition (example : speed of A10 inferior to stall speed - happens when refuel/rearm, or A10 in a zone over airbase or wpt 4, or anything that happens after first CAS), and "deactivate Flag 1" as action. Then it works (because "switch to wpt 2" when Flag 1 is true needs Flag 1 to switch from false to true to trigger. If Flag 1 is already true before switch task is given, nothing happens).
-
Anyway to get MarkPanels from GameGUI environment?
toutenglisse replied to ldnz's topic in Mission Editor
I'm not sure what to answer, someone with real knowledge with server may help, but in my POV you can create markpanels table (there is also this function : DCS func getMarkPanels - DCS World Wiki - Hoggitworld.com ) at a time, or get the table populated by events - markpanels add or remove -, and do what you want with it (f.e. print with env.info). as example this .miz (launch mission, enter TF-51 client slot, put some markpanels on F10 Map, then use F10 radio menu to print the markpanels table in Logs folder\DCS.txt - just for testing, but I think you could print/export or whatever with server commands) test-marks-table-printLog.miz -
You only need the steps described - load mist at start (to have access to its functions) and use respawn function when you need (example : unit in zone). no need to deactivate (but you can if you want for a reason).
-
Anyway to get MarkPanels from GameGUI environment?
toutenglisse replied to ldnz's topic in Mission Editor
DCS event mark added - DCS World Wiki - Hoggitworld.com Using a handler with this event makes you able to create and update a table as mark panels are created or removed. Edit : As an example, this script add coordinates of marks panels in the F10 radio menu as long as they exist on the map (using mist functions) : -
Hi, use : "switched condition" trigger, condition : Group alive (client slot's group), action : sound to group (client slot's group).
-
In case you want to try with mist it is a utterly simple to employ function. 1) download mist ( GitHub - mrSkortch/MissionScriptingTools: Mission Scripting Tools for Digital Combat Simulator ) by clicking green button "code" and choosing "download zip". (then unzip somewhere on your storage) 2) create a 'start mission' trigger, no conditions, action 'do script file' and select the file mist_4_5_107.lua 3) create a 'switch condition' trigger, condition 'unit in zone' (ex : 'Civil1-1' unit in 'respawn' zone), action 'do script' and copy/paste in code box : mist.respawnGroup('Civil1', true) (if Civil1 is the group name of the flight you want to respawn when in zone). Other script options are also certainly easy to use.
-
Bomber Groups Ignore Group Attack Setting
toutenglisse replied to Exorcet's topic in Aircraft AI Bugs (Non-Combined Arms)
Playing as it is, I see the same bug. But just deleting the "attack unit" task and re-creating it with exact same parameters as you used, does work. -
In case it still helps, (cfrag already did it) if you want a script with conditions valid when 'Insurgents' units only shoot guns or sams to player only, with message telling what weapon is used, with a check that initiator and target both exists (to avoid any possible errors), you can use (it's your script with some changes):
-
Yes, you were trying to access (f.e. unit:getName()) unit's data at the same time it was created (respawn) - it must be delayed or issues happen.
-
No problem. I put it in a .miz file. 5 seconds after start, 'BadGuy1' group is destroyed / respawned and you get the skill messages. test-skill-message-respawn.miz
-
You should post a .miz example, with an AI having your issue. Then it is possible to see what is wrong.
-
I only checked that the little code I wrote to get units skills from 'BadGuy1' group works. (it just displays skills, not names. If you want them you could use : msg.text = unit:getName() .. ' : ' .. mist.getUnitSkill(unit:getName()) Looking back to your first post I suspect that your issue is that you try to access units at the time they spawn, and that usually doesn't work well. Run the "message" part a second later. "i" just means "value" (as "k" means key). "unit" is what to refer to in the msg.
-
yes (and I forgot to add the Group. and Unit. for functions without the ":").
-
the complete line means for each value, refered as unitTable, inside the table of Units made of all units from the group that the Unit named 'myUnit' belongs to, do what follows in the code. Unit.getByName('myUnit'):getGroup():getUnits() is the same than Group.getUnits(Unit.getGroup(Unit.getByName('myUnit')))
-
If your group is created with mission editor, the unit name is what is called "pilot name" (by default, if group name is for example "Plane-1" then the unit name is "Plane-1-1"). If I take your code example, what you need to get messages for USA players that will display skills of all units of group 'BadGuy1' is : Spoil : units with 'random' skill will return 'random'... If you want skill to be random, but with you being able to know what the skill is, I assume you would need to use a random number to choose between available skills, and then dynamically spawn bandits with that skill so the messages won't return 'random', but 'Ace' or 'Vet' etc...