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toutenglisse

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Everything posted by toutenglisse

  1. "AND" is implicit, automatic and invisible between 2 lines. But if you want that only 1 unit is enough to trigger, you need to fill condition with : unit1 is inside the zone/speed unit1 is below 40knots OR unit2 is inside the zone/speed unit2 is below 40knots. If you want that both units must be in zone and below 40 you need to cumulate the 4 lines without "OR".
  2. It seems that it doesn't work with my oculus CV1 - everything seems like in Sr. pictures, except difference only applies to oculus mirror, on desktop screen, but not in HMD (I can toggle on and off with "end" keyboard and see a clear difference on screen, but no difference at all in VR mask).
  3. "Unit hits" does work for what I can see, with aircraft or ground units. Here a few seconds track with a plane shooting another and triggering "unit hits". Maybe you can post a specific example not working for you ? test-flare-every-20hits.trk
  4. It seems to work using mission editor (I tried with a humvee shooting a BTR82A - flares popping every 5 hits by trigger). Maybe relative to specific unit types ?
  5. Time > 1 sec : Group stop Time > a minute or two : Group resume
  6. Should be doable with this function : DCS func knowTarget - DCS World Wiki - Hoggitworld.com
  7. yes here (smokewinder is not necessary) : DCS func ctfColorTag - DCS World Wiki - Hoggitworld.com Edit : Grimes' one is spot on your request
  8. I gave it a try and if I don't mistake it seems that it doesn't work. As an option the Mist equivalent function does work. Here a short example, if you want to try this way, the building in front of your parked aircraft will explode and trigger the 'message to all' (the function in script is set to test every 10 seconds if the building/scenery object in zone is destroyed). test-deadzone.miz
  9. No idea. When I use this task on a multiple units flight (helos or airplanes), all are attacking.
  10. click on "units" button (triangle, diamond, square) and select your airplane unit.
  11. You can make a group table including every group with 'cas' prefix and run the "pushtask" through the table in a similar way. Spawning randomly is not an issue - just run the "attackGroup" when new cas group spawns, linked by a function-scheduller (and directly refering to the correct group name).
  12. Rename your 50 groups : 'Blue CAS 1' to 'Blue CAS 50' (to match script) and use this "do script" : local target = Group.getByName('Convoy1') local groupId = Group.getID(target) local Task = { ["id"] = "AttackGroup", ["params"] = { ["groupId"] = groupId, }, } for i = 1,50 do local groupName = 'Blue CAS ' .. i if Group.getByName(groupName) and Group.getByName(groupName):isExist() == true and #Group.getByName(groupName):getUnits() > 0 then Group.getByName(groupName):getController():pushTask(Task) end end I don't know for your last question.
  13. If you want to get the BRC (like in LSO view) from a radio item it's done with Mist script - here a .miz example in Caucasus with Hornet, Stennis and a simple radio item to get a live carrier's BRC. test-BRC.miz
  14. It looks like it lacks () in the third line : for i, unit in pairs(gp:getUnits()) do
  15. You need to fill 1st line with : local gp = Group.getByName('name of your group') For "push ai task" to show options you have to create tasks : select the group, open tab "actions", create a task.
  16. It works... but in example it lacks the parenthesis : mist.flagFunc.units_in_moving_zones({ units = {'[blue]'}, zone_units = {'[red]'}, flag = 500, radius = 10000, stopflag = 9999, req_num = 4, zone_type = 'sphere', interval = 10, })
  17. On Kc135mprs, right side is a "ghost" if left side is not used. Go left side if not used first, go right side if left is on duty.
  18. Give to the helicopter the "ground escort" task when your convoy stops (description page 234 of DCS user manual).
  19. I just made a quick try, and it's pretty easy and straight forward. Here a little .miz example : a Russian SU25 attacks with laser rocket the leading unit of an US convoy, and when the leading unit is destroyed a group of 2-3 stinger soldiers immediately spawn around the wreck and retaliate lol. test-spawn-on-dead-unit.miz
  20. MP radio transmissions seem to be issue affected : Radio transmission trigger problem in MP - Mission Editor Discussion and Questions - ED Forums (eagle.ru)
  21. Spawning a group in a small zone placed exactly where a unit died is I think a challenging task. Forget about the "unit inside moving zone" function, it's for detection only and the zone-unit must be alive. I can think of an approximative function that would require checking and storing position of designated unit every second on a non local item (by scheduling a new check in 1 sec when one is done), that will fail when unit dies (unit.getbyname returning nil). Coupled with a check "if unit is dead", and when unit is dead spawn a group on the stored position within a small radius (the last position value stored before dead event that fails position's check). This way the function would work even if the designated unit instantly dies.
  22. Take a look at Grimes' post from Nov. 1st 2020 : MIssion Scripting Tools (Mist)- enhancing mission scripting Lua - Page 64 - Mission Editor Discussion and Questions - ED Forums (eagle.ru)
  23. "Alarm state" set to "green" does work for ships, the same way than for sam sites. (radar shut down)
  24. Hi, you can make a static objects table with this function : https://wiki.hoggitworld.com/view/DCS_func_getStaticObjects Filter needed types with StaticObject.getTypeName(). You can use :getPoint() on table's static objects and get their distance to zone(s).point(s) to check if inside ( https://wiki.hoggitworld.com/view/MIST_get2DDist ), and when distance is < to zone.radius you can display a message with data you want. I think what you want to do is doable.
  25. Flying Mission as a Wingman - Mission Editor Discussion and Questions - ED Forums (eagle.ru)
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