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toutenglisse

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Everything posted by toutenglisse

  1. When you reach your zone, you can use "mist.goRoute" to immediately assign them a new Wpt (example : landing at their mainbase, using mist.fixedWing.buildWP). Mission Scripting Tools Documentation - DCS World Wiki - Hoggitworld.com
  2. Hi, here is an exemple using respawnInZone on a late activation airborne unit (S3B) that has no task and no route. At Time>2sec the unit in respawned in "Respawn" zone, and a "DoScript" assign a route (using mist.goRoute) with 1 waypoint, a main task (tanker), an "Orbit" task when waypoint is reached, and also a RTB on bingo option, a radiocom frequency and a beacon (Tacan). (you can see on F10/map the assigned route when you "click" on the S3B unit) A player F18 is on ground hot start and you can hear tanker reporting "on station" when he starts orbiting on Wpt (com2 is set to his freq.). You can then ask for air refuel. In exemple the Wpt is on fixed coordinates but it can be randomized on another zone, or near an other unit, or whatever, and you can set as many Wpt as you need. test-RespawnInZone-tanker.miz
  3. If I don't mistake, Grimes gave you procedure to avoid displaying "KIA" if Jtac is not killed but "despawned" by trigger (with "flag" set to true), but assuming this message was displayed by one of your own trigger. Knowing that you use the autolase script, this "flag"-check procedure must be used inside the script itself. (you have to be able to modify the script for that purpose)
  4. You have some listed at the end of this page : Simulator Scripting Engine Documentation - DCS World Wiki - Hoggitworld.com (under "Scripting Engine Links")
  5. Do some tests. But with options you usually want them to be set as soon as possible (1st Wpt - 1st line of wrapped actions).
  6. Previous to 2.7 there was dynamic ligh projected to ground from destroyed object's fire. Maybe it's intentional but now it is missing, and I'd like it to come back.
  7. You have to set options for sead fighter : "weapons free" and "evade fire". Here I attach an example where target is SA-11 (launchers + SR + CC) with a Wpt between target and SEAD fighter, 30-35 km away from target, and fighter's options set (fighter engages with all weapons until target or fighter is destroyed). test-SEAD-Wpt-script.miz
  8. If you tried to SEAD with the F15E of my example it won't work - it is armed with 2 GBU-31. If you replace it by a F18c with harms it works. In my example I just put a SR SA-11 so no threat to engage with bombs. When I wrote that I tried SEAD/attackunit on a SA11 site with launchers it was with an FA18c with harms, not the F15E. Usually when I do SEAD with AI I never use an "attack" task. I just lead the AI to target area and when AI gets a RWR spike it engages immediately the SAM site radars (SA-11 site including command center or any other - not tried SA-10...) - workaround is : lead your fighters to target and their SEAD main task will make them engage SAM site when RWR detected. What is tricky or bugged here is the "attackUnit/Group task" that is intended to lead to and make engaging a group or unit that is not detectable/out of sensors reach.
  9. on the first client slot selection when pressing ok it took some seconds (maybe 5 or 6) to enter the cockpit, and then it was almost instantly for entering other slots. I have no idea why it's that long for you.
  10. Did about the same as your screenshot (armed B1B with Mk84) and it worked
  11. Hi, it's not the mission. I've loaded it and entered all 6 client slots with no issue.
  12. Hi, here a little .miz made with mission editor : a F18c Ai SEAD config, a SA-11 Buk site (1 SR + 2 LN) placed on the other side of the mountains (no possible RWR spike or line of sight), and Ai F18c has an attackUnit task with SR as target. Here the F18c Skill is set to "operationnal", and The Ai accept the task and directly go north toward Sam site, but crash on the highest mountain every time. (unit is placed to have mountain right on route to target) (Play the mission at high speed ex: x80 for the time that the Ai reach the mountain) If Skill is changed to Vet or Ace the Ai doesn't take the task and RTB. Type of SAM site (radar type almost) does also matters and "attackGroup" instead of "Unit" fails. (Note : linked to some tests in this thread : Ordering a unit to attack SAMs - Mission Editor Discussion and Questions - ED Forums (eagle.ru) ) test-SEAD-attack-unit-mission-editor.miz AI-SEAD-attUnit-bug.trk
  13. Yes I made a mistake and didn't save file with sam radar. I resaved here with 'SA-11 Buk SR 9S18M1' as target and it works. But if I use 'Kub 1S91 str' it doesn't work. So yes there is an issue with specific units. (and probably not with task type) I tested "attackUnit"/SEAD with a SA-11 Buk site (search radar + launchers) and it worked. But as I understand (not tested) it would have also work with "attackGroup" and SA-11 Buk, and would have failed with 'Kub 1S91 str', whatever the task was "attackUnit or Group". test-attack-group-CAS-allbyscript.miz
  14. No I don't see that : here an example with everything scripted (both target and attacker plus task) and target is 1 or 2 search radar. CAS attacker does his "attackGroup" task normally. (groups are created at T>2seconds) Edit : I think the issue with SEAD+"attackGroup" (supposed to work by text...) is due to a conflict in actual AI / SEAD logic, and maybe on purpose. Edit 2 : SEAD + "attackUnit" does work. Edit 3 : bad file deleted
  15. Thanks, I get it now. The way I used it was dumb.
  16. Hi Grimes, sorry OP for out-thread : I don't understand the self-check part of this function. It is supposed to self check with an interval of 1 sec by default when run once. but I've never seen that. If I run once it is checked at this moment and never after. I always schedule this function every 2 or 10 seconds relatively to interval I want. (2 examples attached - a F18c do some flyby above a ground unit that triggers message. Ex 1 function is ran once, Ex 2 function is scheduled) test-mist-UIMZ-schedulled.miz test-mist-UIMZ-selfcheck.miz
  17. Yes I run 2.7 OB, and yes "attackGroup"/CAS works with both mission editor task and script task (attached .miz example with a script "attackGroup" - at 1 sec in mission the F18c starts to rejoin and attack target hidden in a valley, instead of rtb). The task makes an invisible group to become visible and attacked by the AI aircraft. Just a note : I use pushTask instead of setTask (probably doesn't matter anyway), and when you do : Controller.setOption you use alarmState, but it is not supposed to work on Ai aircraft (only ground vehicles and ships, but again this should not have any impact on attackGroup task). test-attack-group-CAS.miz
  18. Hi, I think nothing is wrong with your script, but there seems to be an issue with the combo "SEAD"/"AttackGroup" (in theory it should work). Using your doSEAD function or the same AttackGroup function from editor or a simplified scripted function (with just targetID as parameter) has the same non working result, tried with both Su25T and F18c in SEAD config. Using "CAS"/"AttackGroup" works : it makes the target visible and lead fighter/bomber to objective (with both editor function or script). But with SEAD and SAM with radar target, it doesn't make the target visible and makes the fighter RTB (if target is not initially visible - RWR spotted - of course). This "issue" I think probably has to be reported.
  19. I've just did a test, and it seems to cause bugs. The "off road" moment is only between last and first Wpt. Put them close from each other on a strait portion of road and it's ok. But when the group starts the second "lap" problems occures : leader tends to stop to wait others frequently and "ground path" bugs occures - the group struggles to finish second lap. On the other hand you can use mist patrol function instead ( mist.ground.patrol('Ground-1') on the last Wpt action), and it works flawlessly. Examples attached. test-patrol-me.miz test-patrol-mist.miz
  20. Did some tests. I see inconsistencies in Ai behavior. Before 2.7 I had no issue with wingman AAR (but not since a long time, and no testing because no real issue except external tanks not refuelable). Now some strange things came back, misalignements, speed mismatch, fuel still received after disconnect, sometimes Ai can achieve AAR and continue, sometimes no. AI-refuel-kc135mprs.trk AI-refuel-S3b.trk
  21. On trigger action you can either use the mission editor "destroy unit" (like StevanJ said with an explosion) or use a "do script" box and copy/paste this text (same destroy function but from script, that doesn't employ explosion but simply remove the static unit, named 'Static test' in my example ) : if StaticObject.getByName('Static test') and StaticObject.getByName('Static test'):isExist() == true then StaticObject.getByName('Static test'):destroy() end .miz example attached. (Static unit is removed after 2 second in mission) test-despawn-static.miz
  22. I found both pods struggle to lock on moving targets (at least in morning light conditions), and while gbu12 cue stays on moving target when locked, MavF locking point tends to quickly stay behind target to a static point on ground. And I've failed also to be able to slew MavF as usual... I can only cage/uncage, slaving to pod (or radar GMT). New procedures to use ?
  23. Since 2.7 AI wingman doesn't disconnect when reaching 100% internal fuel. (and doesn't go above 100%, just occupy the hose until for example an orbit here order is given)
  24. Yes, this script example that you can directly use in a "do script" box in mission editor will destroy (or deactivate) all red coalition's groups (whatever the type) : for i, gp in pairs(coalition.getGroups(1)) do targetGroup = Group.getByName(Group.getName(gp)) if targetGroup and targetGroup:isExist() == true then targetGroup:destroy() end end You can change the number inside parenthesis in first line according to the available function's parameters here (for changing coalition or groups types) : https://wiki.hoggitworld.com/view/DCS_func_getGroups You can also use trigger.action.deactivateGroup(targetGroup) instead of targetGroup:destroy() on 4th line to deactivate instead of destroy.
  25. This link you provided is the good one, except what is displayed is "master" branche (4.4.9). Click on "master" button and select "development" and you'll have the version you want (4.5.98)
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