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toutenglisse

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Everything posted by toutenglisse

  1. As an example, "Through the infierno" missions run both MIST and MOOSE libraries.
  2. If you need ejected pilots to be removed if landed on runway or taxiway it's simple to solve : (requires MIST to be loaded at mission start-doable without but I'm used to it) test-destroy-pilot-Rnw-Txw.miz
  3. Probably known. DCS OB latest update (Player can't, but AI can use 4&6 stations with Harms AI-F16c-bl50-fires-4-harms.trk
  4. ah ok. Maybe it's too old.
  5. I meant this mod : It adds a pilot model as infantry, to eventualy replace ejected pilot by a more convincing unit than a m4 soldier.
  6. With script, it's possible to replace any ejected pilot by an infantry of same country (or a pilot model, if using mod like the one by @SUNTSAG ), than check any helicopter of same coalition that lands within 100 meters from ejected pilot, that makes him run to the "evac" heli and jump onboard, and than when the "evac" heli lands on a defined "disembark zone" the pilot disembarks and walks away. Here is a track example with AI. I think if you own the UH-1 you can take control of it (Ralt J) and do the "evac" yourself. test-rescue-ejected-pilot.trk
  7. By testing zones where I saw issues with onroad moving groups. I attached a little test track where you can see the function testing destinations in a zone where there are several isolated portions of road. 2 times destination is unvalid (a neutral watchtower is used to see the destination) and function is ran again, and third time destination is valid and group is moving. It just lasts a few seconds. In this example unlinked roads are obvious. But I've found other roads that are linked on map, but still had issue (very rare). I've just tried with 1 place I remembered, but now it seems OK (it's the place in the picture from PG map. when dynamic group was placed on the left of yellow circle it would fail to find a linked destination, and when placed on the right it would be OK). And the issue was only there for dynamic stuff. With group placed and asked to move on road with mission editor it was ok. test-unlinked-roads.trk
  8. I've had a "similar" issue , and the root for me was a start point on road and a destination point on road that were unlinked. Sometimes obviously (example : 1 of the 2 points settled on a portion of isolated road) and sometimes obscurantly (2 points linked by road on map, but still unlinked, maybe a tiny little gap somewhere ? I don't know). What I did to avoid static convoy is to run a routine to check a flag 2 seconds after tasking route to convoy. The flag is set true at the end of the route function if the function ran flawlessly (points linked). If function failed (points unlinked that make either land.findPathOnRoads or mist.goRoute failing) the flag stays false and the check routine run again a route task. It does it up to 5 times in a row, and after 5 tries if still false it's because the start point is too isolated to find a valid destination. In this case I give option to find a new start point (new convoy).
  9. Explanation of the issue by Grimes here :
  10. To add to @HedgeSlammer 's solution, you can set a "perform command" -> "switch to waypoint" action at waypoint 2, pointing to waypoint 1. They will fly back and forth between these two waypoints 'till out of fuel (if you set RTB on bingo).
  11. The options setting for "perform task" -> "attack group" are described page 223 of DCS User Manual EN 2020.pdf The options you want to tune, relative to your issues, are these : MAX ATTACK QTY. The maximum number of attack runs cleared for this action. (you can set it to max - 1000 - if you want) GROUP ATTACK. When checked, the entire flight group will participate in the attack of the target. By default, each aircraft in a flight group is assigned one target. So you just need 1 task, with the right settings, and you can set "rockets" as weapon to use. When your group is out of rockets they will switch to bombs to continue attack runs if needed.
  12. I think setting the assets to "hidden on the map" should do it. EDIT : oops no it doesn't work, they are not visible through F2 / F7 ...
  13. The only case where this operation doesn't return zero when pallet is on the ground seems to be when it sits on the top of a scenery object.
  14. Like in the 'mist function for poly zone' example, you can use vehicle wpt to border/match your M.E. square zone.
  15. You have 1 example in this thread (lua math. function for circular zone) : Scripting Question - Mission Editor Discussion and Questions - ED Forums (eagle.ru) and 2 examples in this thread (mist functions for circular or poly zones) : Activating all "late activated" units in a zone - Mission Editor Discussion and Questions - ED Forums (eagle.ru)
  16. You can compare distance between cargo position ( local cargoPos = cargo:getPoint() ) and projected point on ground ( local projPos = {x = cargoPos.x, y = land.getHeight({x = cargoPos.x, y = cargoPos.z}), z= cargoPos.z} ). If distance == 0 it is on land.
  17. Visible before activation is only for ground unit, late-activation aircraft is necessarely invisible. So uncontrolled does it for aircraft (visible before activation). (example : 1 aircraft is uncontrolled, visible at start but without pilot, and the other is invisible and late activated. At time = 10s the uncontrolled one is "activated" with command - gets pilot and starts -, and the other appears/is activated) test-uncontrolled.miz
  18. Yes only circular zone in my first example, but you can use polygonal zones using the waypoints of a late-activation vehicle (so probably a neutral coalition one, to not mess up with others) and use another mist function. Here is an example. testzone-mist-poly.miz
  19. Ok, sorry I can't help - it is scripting with custom functions, hard to tell what would work.
  20. After first line, put : if land.getSurfaceType(_aheadPointInf) ~= 3 and land.getSurfaceType(_aheadPointInf) ~= 2 then then put all the rest, and add an "end" at the end to close the added "if".
  21. You can get position of a late-activation group, so this should work : EDIT : I put it into your testzone example. I added 3 other groups (1 inside and 2 outside of zone, just to test) and used mist to compare distance to zone center with zone radius. testzone-mist.miz
  22. Advanced wpt actions -> perform task -> land (expl. page 244 of DCS User Manual EN 2020)
  23. Hi, you have to press the button with a battle tank icon on it, in mission editor on the down border. It enables models to show up on the map.
  24. Your late-activation units are necessarelly static inside the zone you put them in, in mission editor. You should not handle them by presence in zone, but you should just name them with the zonename as prefixe, and activate them using that (your subject is in zoneA : make a table of all enemy units, and for each entry if the unit's name is starting by "zonea" you activate it) ?
  25. There is a way to do it by script, but only works with single aircraft flights (if a flight is composed of several aircraft the script won't work at all, at least the way I scripted it). Here in this track example 2 single AI hornet flights start with 75% of fuel, connect with tanker and stop refueling when reache 80% of fuel by script, then pursue their way. (PS : track made in OpenBeta from June the 16th, not latest one) test-refuel-80.trk
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