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toutenglisse

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Everything posted by toutenglisse

  1. No, but for example you can make 2 groups of 1 unit to act as 1 group of 2 units, with "follow" or "escort", until you want them to separate.
  2. 2 mistakes : 1) trigger "zone 3"/"tom" : you schedule function Handler.move11 while the function's name is Handler.move1 2) using Handler.something as function name seems to cause script errors (function seems to call event handler and so parameters are missing). I made corrections to these points in attached miz. test_ev.miz
  3. Example attached. Tell me if it doesn't do what you wanted. test-2-helos-follow-disembark.miz
  4. Yes it is possible using Mist functions ( MIST groundBuildWP - DCS World Wiki - Hoggitworld.com and MIST goRoute - DCS World Wiki - Hoggitworld.com ) Attached is an example : TF51 Player is used to order "Patrol 1" or "Patrol 2" to naval group through radio item. Little zones are used as waypoints (Wpt1 to Wpt12). Start mission, go to F10 view to see Naval group and its 2 Patrol zones, accelerate time (ex : x20) and use radio items to send Naval group to any Patrol pattern at will. (I used both ME triggers and Mist script for ease, but you can script all) test-ship-2-patrols.miz
  5. It just lacks a comma after "10" on second message.
  6. I hope that a solution can be made available (either with tree object detection - but means handling big numbers ! - or with surface detection - forest ground texture for example) !
  7. A quick test shows that it is working normally (2 moving zones - 1 bigger 1 smaller - linked to a moving unit, switched condition trigger with another unit going inside and outside continuously works normally). Do you have example showing issue ?
  8. You can use the "invisible FARP". The only "visible" consequence is removal of some trees. Any kind of FARP is needed as a base to get access to services (with required related units ex : page 313 of DCS User Manual EN 2020.pdf)
  9. You should post material to replicate your issue (track or mission file).
  10. There is no way with ME only, except creating enough groups to never lack of them. You can create a script in ME. I think the easiest way to respawn your groups at will is the way I described using Mist respawn function.
  11. For what I know, you can only change parameters (with SetMarkup... functions) of script created markup ( DCS func markupToAll - DCS World Wiki - Hoggitworld.com ).
  12. I suppose that, after a while, trigger tries to activate of a group that has already been destroyed, so nothing happens. The solution can be to use Mist to respawn by script. Download Mist here : GitHub - mrSkortch/MissionScriptingTools: Mission Scripting Tools for Digital Combat Simulator (Click on green button "code" and download zip) Unzip, in your mission add a "mission start" trigger with no condition and "do script file" as action, select the Mist lua file (mist_4_5_106.lua). in your Spawn trigger, replace Group activate actions by "do script", and write (or copy/paste - Ctrl+C/Ctrl+V) in the box : mist.respawnGroup('Convoy 1', true) repeat for all groups.
  13. you can use : DCS func ctfColorTag - DCS World Wiki - Hoggitworld.com (example, use : trigger.action.ctfColorTag('hélico-1-1', 1) to enable green smoke, trigger.action.ctfColorTag('hélico-1-1', 0) to disable)
  14. Refering to @Wags words from latest Apache video, there are "all those hundreds of FFB sticks out there..." (in a bit of ironic way - lets say 100 to safely be in the right magnitude), and the rest (spring centered sticks) represents "probably about 99.9% of most customers". So if 100 is 0.1% of customers, 100% of customers are 100 000 (nearly because it can't be rougher math).
  15. Hi Simba, your issue is due to 2 factors that are not very clear when you don't really understand them. 1st is : as you lead the flight as player, you never reach your waypoints from the AI wingman perspective. Only AI flight reaches its wpts and so applies the wpts actions. So only the actions made in wpt zero (spawn) are applied to AI wingman if leader is player. 2nd is : ROE only designated means engage only targets designated in wpt actions. But your 1st priority wpt action is CAS-a so all ground targets (but with threat priority) will be engaged, not only target designated in "en route" task. If you want the "en route" target to be the only one you need to delete CAS-a. Here a post from @Grimes that gives a detailed explanation of ROE etc... : And attached is your mission with some modifications (CAS-a deleted, deletion of unnecessary actions, actions transfered to first wpt (wpt 0) for AI wingman effectiveness). I've not tested as designed (player + AI) but with AI only flight and auto trigger of SEAD and Strike packages, but it should work now. test-from-track.miz
  16. Click on module manager, on DCS main menu, and you will be prompted to install the new module. When install is done, activate module in module manager.
  17. It's probably not a clue, but I find curious that the A20G Havoc, as an AI, stands with all the flyable WWII modules in DCS files, instead of being with the other "only AI" WWII aircraft... an appealing aircraft btw. (DCS World OpenBeta\CoreMods\WWII Units)
  18. IDK, creating a mission with just 3 tankers show all of them in radio comms...
  19. This vehicle is of course not a rocket launcher. It is supposed to increase targeting efficiency of the MLRS.
  20. Here on this page you have the list of numbers for all categories (Statics are 3) : DCS Class Object - DCS World Wiki - Hoggitworld.com You can add the category you want the same way than the 2 others.
  21. Here an example, P51D player on ground hot. 2 zones (Z1,Z2) can broadcast radio transmission (with 2 different sounds) on 124AM(default P51 radio), you can toggle on/off one or the other with F10 menu. test-radio-transmission-f10.miz
  22. I'm not sure. I don't know (has to be tested) what happens if leader group of big formation is destroyed. I think big formation is probably considered as a group and leadership just switch to next "inside group", so formation remains and escort still does its job. In this case it's better to associate tasks only to leader group. I've seen that P51s struggle to stay in formation, I put that on credit of performances (a bomber is not a slow bomb truck). Yes it's possible to make a command to "hold fire and go back to bombers" if P51s are X nm away from bombers. (ex : trigger condition : Unit outside moving zone (X nm radius, attached to bombers), actions : push AI task -> corresponding P51 groups command "weapon hold". 2nd trigger Unit inside moving zone, back to weapon free) But I'm not sure it would be better for their behavior, has to be tested.
  23. In fact the same issues happen like in your first example. Wpts are not reached because the groups are doing escort or following or big formation tasks. When their task is over they resume to wpts unreached. Wpts can only be reached by AI and by themeself (with go to wpt as only active task), and for this reason you should also avoid to use any stop condition of "Wpt" type for AI following Player, because Players/clients don't realy "reach" Wpt the same way than AI does. For bombers I just removed "last wpt" option for big formation, so they keep formation with no limit, as last point is orbiting. I changed "stop conditions" and bomber start time to zones/flags. Now it seems OK. One thing I didn't change (and you should change it maybe) is bases coalitions. As there are many neutral bases on both side of "La Manche", some damaged german planes land in England and vice-versa. EDIT : regarding "big formation", when a group has this task at a wpt, they must have at least a next wpt (and different than "landing") or they immediately RTB. So if you want the leader group to land at the end (instead of orbiting), you should have for following bomber groups a "next wpt" near the "last wpt" of big formation task, plus a landing wpt. In this case, and if they start in air with big formation task, they will be oriented toward the "next wpt" and while their vector will follow leader they will seem to fly as "crabs" for some seconds. Could be considered as a very "little bug". (In your case there is no "last wpt" in big formation options, so they don't go back to the "next wpt" when big formation is over, and as the "next wpt" is oriented toward leader's first wpt they don't fly as "crabs") bomber_escort_mod.miz
  24. I've not tested, but this should work (it should create 2 files with the same previous function : 1 for Players kills on units and 1 for Players kills on scenrey objects, with typeNames) :
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