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toutenglisse

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Everything posted by toutenglisse

  1. The only other "parameter" I can think of is : be sure that "reaction to threat" comes first in 1st Wpt advanced list. Edit : "source" : AI F18 only fires HARM at max range - AI Bugs (Non-Combined Arms) - ED Forums (eagle.ru)
  2. I only know the scripting function that solves this request ( DCS func isTargetDetected - DCS World Wiki - Hoggitworld.com ) - I tried it works well for a RWR detection from wingman triggering a message. I don't know if it is doable with editor's functions ?
  3. It is because "reaction to threat" has changed some times ago. By default actually the wingman only takes safest possible shot, meaning he goes back and engages from as far as possible, relative to threat. If you set for your flight the option "reaction to threat" - evade fire (see manual p.272), then your wingman will shoot as soon as ordered by you.
  4. I agree - Choose what works for you. I went through same issue with MIST respawn function, replaced it by a simple new spawn with same properties because MIST respawn seemed broken and didn't apply original tasks and routes and behaviour. Then I understood that it was the way MIST respawn was designed (just a simple respawn of "static" units on the field), and I then was able to use it again, I just define routes/tasks/options after respawn and it works OK. Several solutions with same result. Choose the simpliest working one for you. Edit : I also share the pain we have when facing an issue with scripting, it can be a big amount of time and brainfarts to solve. Kudos for finding a working solution !
  5. It's a big hope that I think anyone using scripts for dynamic scenarios has. Functions to handle scenary objects are working very well like you said for being away of or really close to urban areas but not merged with objects, and the same is needed to interact with trees/forests. I'm pretty sure it can be done, if not with tree objects maybe with surface type (need access to substract texture types for example or other thing that defines a wooded area). But we are still waiting.
  6. Scripts are not mods. Having scripts in a mission requires nothing to use it. Scripts interact with DCS scripting engine the same way as if you click a button in mission editor. It's just that mission editor can't have ten thousands of buttons, that's why scripts.
  7. Static template saves absolutely everything in your mission (except triggers).
  8. Probably. No issue on my side / no missing parts.
  9. LOL ! Yes it's MUCH simpler ! I simply was not aware of.
  10. Edit : Deleted outdated method I gave + pictures to free space
  11. In the minwhile, with this mod by Suntsag : Infantry Unit - Animated Pilot Mod - Mods and Apps - ED Forums (eagle.ru) and the function that replace an ejected pilot, wherever he stands, by an interactible infantry unit, there is already a relatively good solution to Vincent's request.
  12. It works with this script example : Dead zone condition - Mission Editor Discussion and Questions - ED Forums (eagle.ru)
  13. In case you don't find a solution the way you want or as StevanJ proposes, here is a little test .miz I made for another user some times ago. It uses MIST (loaded at mission start), a little do script that can be easily modified, and two "flag" triggers to make a "timer" to call the script every 20 seconds. When called, the script makes a table of "blue helos" and display a message to name units that are in zone (if there are). 3 Ai hellos are going in and out of zone - play this mission in F10 map view, accelerate time and see if it approx. matches what you want. This should work the same in multiplayer. Instead of calling the function evey 20sec it's possible to call it with a radio item, change units-table, zone name and action of the script pretty quickly. test-table-in-zone.miz
  14. It works ! In this test the pilot ejects, lands nearby the humvee (for visual purpose), and when stands up is replaced by a soldier that you can rescue. Done with : DCS event landing after ejection - DCS World Wiki - Hoggitworld.com and MIST. test-a pilot to rescue.miz
  15. Yes to this - almost. After unit creation you can still set options (like ROE...), commands (like comms/tacan...), but no physical properties except internal load mass for helicopters. Things like fuel, weapons, life are not modifiable outside ingame interaction (refuel/rearm/repair). (for what I know using DCS scripting functions) Ex : see SET functions available under "S" letter : Category:Scripting - DCS World Wiki - Hoggitworld.com That said, maybe and very possibly you can achieve this kind of modification (on fuel, life, etc..) using lua functions : MUSHclient documentation: lua_base (gammon.com.au) but I can't help actually
  16. I took the script that doesn't work, and just re-wrote few things the way I'd do and used MIST eventhandler, and it works : function doNothing() trigger.action.outText('Hello World' ,10 ,true) end function crashtest(event) if event.id == world.event.S_EVENT_CRASH then doNothing() end end CrashID = mist.addEventHandler(crashtest) That said I can't tell where and why your script is failing - crashtest on Khalifa tower .miz file attached. test-crash-event.miz
  17. I just toned down decibels of this alarm with audacity software to make it bearable, as I've not found an other way (it seems it's not tunable in game). Zip file contains required folders like in DCS install folder to make it ready for mod manager like jsgme. EDIT : added the new Bingo Fuel alarm, also toned down. M2000c alarme AOA-Bingo.zip
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  18. BTW there is a "trick" you can use to achieve what you want. It requires using MIST and scripting the teleportation of SAM groups, and to change your F16c player to F16c client slot and to occupy this slot only after teleportation. Put your SAM groups somewhere far away on the map, and 1 second after mission start you enable a "random flag n°1" with value between 1 and the total number of SAM groups. Then create triggers : if flag n°1 equal 1 then SAM group 1 is teleported to his dedicated zone1 on your area of ops, flag n°1 = 2 then SAM group 2 teleports in zone2, etc ... When you start the mission don't take the client slot, select "back" and "spectator", then after 1 second you can select your slot. You will see on SA page only the teleported group (others are potentially visible but far away on map's border). Here a .miz example achieving that. In my example each "teleport" function works for 1 group and its dedicated zone (G1, Z1 - G2, Z2 - G3, Z3), but you can add zone names in the function and teleport this group randomly to any of listed zones. You can also teleport several groups to several random zones etc... this is just an example. test-teleport-sam.miz
  19. SAM displayed on SA page is something that is entered on aircraft system before mission. It is either known and displayed, or unknown and hidden. Not possible I think (and not logical) for SAM to appear on SA page after mission start.
  20. If you want to have a SAM group to be hidden on the F16c SA page, you have to tick the option "hidden on the map". (if SAM group is spawned by script it is the parameter : ["hidden"] = true, that you have to use)
  21. No, the trigger "out of moving zone" is working correctly on my side. Maybe you made a mistake or something broke on your trigger for a reason ? Here a .miz example with Hornet cold start on Roosevelt carrier moving at 25km/h, and a trigger that displays a message when you leave the carrier's moving zone (roughly size of the carrier) by taking off. It works correctly. test-out of moving zone.miz
  22. Only by script for what I know. Here a .miz file as example (a S3 is engaged by Mig29A + Mig29S + Su27 / on S3's death a message tells who killed the S3). It's not much script to write : function KillEvent(event) if event.id == world.event.S_EVENT_KILL then trigger.action.outText(event.target:getName() .. ' Got Killed by ' .. event.initiator:getName() .. '!', 10) end end KillEventID = mist.addEventHandler(KillEvent) (note : this example requires MIST to be loaded at mission start) test-who-killed.miz
  23. I think the same. As an option you can use "uncontrolled" AI aircraft set to cold start, with the loadout you want - like normal AI units. They will act as statics, but you can't place them exactly where you want (they will necessarely occupy a valid parking slot).
  24. point = trigger.misc.getZone('your zone name in mission editor').point
  25. yes : Follow Task - Mission Editor Discussion and Questions - ED Forums (eagle.ru)
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