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Everything posted by toutenglisse
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Just 1 of many possible ways : create a large zone that covers the area where player can possibly be (I call it GameZone), and in your "end trigger" conditions put this : (exemple for 3 client units)
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Probably I don't understand the issue, but on my side when playing this .miz all seem normal, every 15 seconds the "test" message appears and I have added a message to display at same time the Flag1 value, that shows the value increasing each 15 seconds. time since flag not keeping track of time-mod.miz
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Most: Does anyone know of a good script for ground clean up?
toutenglisse replied to GR00VYJERRY's topic in Mission Editor
There are probably several/different ways, but for exemple a "once" trigger, with conditions : list of all AI units concerned has ground altitude > 10, and action : activate a flag. Then in your actual trigger that deactivate AI you add in conditions this flag in "true" state, so an AI can't be deactivated when speed<1 if all AI have not been airborne first. -
It is this option : https://wiki.hoggitworld.com/view/DCS_option_alarmState You can use these lines below in a "do script" action box to set the alarm state you want, in relation to conditions you want. local myGroup = Group.getByName('ME sam group name') if myGroup and myGroup:isExist() == true and #myGroup:getUnits() > 0 then myGroup:getController():setOption(9, 0) --0=auto, 1=green, 2=red. end
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It is for 1X A/A tacan (= 64X ground tacan so 1088) - I found answer/pdf chart in this thread : Scripting command "ActivateBeacon" - Mission Editor Discussion and Questions - ED Forums (eagle.ru)
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As an exemple of what you can do, knowing it is a red flag fight (no target really destroyed), here a little fight between two AIs (f15 blue vs Mig29 red). You can launch and watch it from point of view you want (1 AI or the other, or F10 map view). Both AIs have the same options : when closer than 30km away from enemy, become immortal (mortal again when exiting this 30km distance from enemy) - when get hit by enemy turn on smoke to visually signal to all units that it is out of fight (+ text message) - also "Fire forbidden" to stop fighting, set to invisible so other AIs ignore it, switch to RTB waypoint. This would also work with much more units involved (and adding as many triggers as necessary + adjusting the flag"5" : I use it to stop detecting unit hits when 1 is already hit/has lost fight, so if an other missile hits after that it is ignored ). test-redflag-fight.miz
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Respawning a large formation of bombers?
toutenglisse replied to GR00VYJERRY's topic in Mission Editor
I think, in "action" tab, you can schedule the respawn of all bomber group plus activate a flag "1" (set true) in a single trigger, with conditions : any of bomber group in zone or any of bomber group destroyed plus flage "1" false for each condition - ex : group1 destroyed + flage "1" false OR group2 destroyed + flage "1" false etc... - (so the first condition met, for exemple bomber group 1 in zone+flage"1" false, will stop any further respawn schedule action because after that the flag "1" is true so conditions can't be met). 30mn later a trigger set all the groups to respawn plus flage "1" is set to false, so the next time a condition is met to schedule respawn will launch again the process. -
You can use "Destroy Unit" instead of "Group deactivate".
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You can read this related post from Grimes and the links he provided (post from Nov.1st) : MIssion Scripting Tools (Mist)- enhancing mission scripting Lua - Page 64 - Mission Editor Discussion and Questions - ED Forums (eagle.ru)
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[LUA] trigger.radio.radioTransmission(...) Does not work?
toutenglisse replied to Vantskruv's topic in Mission Editor
script is in the "do script" action of first trigger. edit : I don't own the Huey so I can't give you an answer with your exact need sorry. (I adapted to AM radio of F16c) -
fil72's opinion is respectable. For DCS team credit they tried to maximum to be compatible with as many systems as possible. Useful words :
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[LUA] trigger.radio.radioTransmission(...) Does not work?
toutenglisse replied to Vantskruv's topic in Mission Editor
Here a working exemple with this scripted function (Caucasus map - F16c cockpit - at 2 seconds the radio transmission plays sound through default 127Mhz AM of COMM2) My guess : 'morse-code.ogg' -> 'l10n/DEFAULT/morse-code.ogg' , load sound in a trigger with an unused flag condition to be sure it's placed right in miz file. And a doubt about frequency as in function exemple it is said 9 digits required (35Mhz is 8 digit and it's not valid for F16c radio so I have not tested in my exemple - but IDK the matter of "9 digits required"). test-radio.miz -
Can't find "assign as..." in Mission Editor Manual
toutenglisse replied to JimBo*'s topic in Mission Editor
New Right click actions in ME - Mission Editor Discussion and Questions - ED Forums (eagle.ru)- 1 reply
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Here a version of mission with the unit you need. In the script I just changed unit/group names to "balise", set system to 3 (non tanker tacan) and set a frequency for 1X ground TACAN (and callsign from "TKR" to "MOB"). In F16 cockpit open the TACAN REC tab and you'll see the "MOB" tacan going on and off. test-remote-beacon-balise.miz
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DCS allows to set half an axis of a jostick for 0% to 100% of an ingame axis. I use the right side of my Thrustmaster TWCS paddle rocker to brake ingame. In DCS axis setting, I set the rocker axis as a slider and then set a 50% deadzone. So when I depress the right side of the rocker I brake from 0 to 100% (left side does nothing). Usually the WWII modules need it to be inverted also (if not, brakes are at 100% at release position and 0% when right side of rocker is depressed).
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small walls aside the elevator in front of the island have a higher collision zone than their actual height. SC-Coll-bug.trk
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Complete Transport and Logistics Deployment - CTLD
toutenglisse replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Hi, for Ciribob and those using CTLD's autolase function, I've modified the JTACAutolase lasing function to work also with moving targets, like convoy. I've turned the fixed point on target position, updated every second, into a leading point, updated at same rate, and dynamically adapted to speed and heading. As result the laser bomb is no longer ineffective by falling too short. (I use a drone Jtac that updates its orbit center on moving targets) In the function ctld.laseUnit I replaced this : local _enemyVector = _enemyUnit:getPoint() local _enemyVectorUpdated = { x = _enemyVector.x, y = _enemyVector.y + 2.0, z = _enemyVector.z } by : local _enemyVector = _enemyUnit:getPoint() local speed1 = _enemyUnit:getVelocity() local speed2 = math.sqrt(speed1.x^2 + speed1.y^2 + speed1.z^2) + 0.1 local dir1 = mist.getHeading(_enemyUnit) local dir2 = mist.utils.round(dir1, 1) repeat LeadPoint = mist.getRandPointInCircle(_enemyVector, 1.4*speed2) LeadPointV3 = mist.utils.makeVec3GL(LeadPoint) ref = _enemyVector vec = {x = LeadPointV3.x - ref.x, y = LeadPointV3.y - ref.y, z = LeadPointV3.z - ref.z} dir3 = mist.utils.getDir(vec, ref) dir4 = mist.utils.round(dir3, 1) until dir4 == dir2 local _enemyVectorUpdated = { x = LeadPointV3.x, y = LeadPointV3.y + 2.0, z = LeadPointV3.z } -
I think it may be the same issue than in this thread : [INVESTIGATING]AI Helicopters refuse to attack - AI - ED Forums (eagle.ru) And like Bignewy said it's probably related to terrain, on my side I usually have AI attack helicopters on PG map that work almost flawlessly (no issue with missile engagement, weither type is AH64D or AH1 or Mi24/Ka28/Ka50, only sometimes when out of missiles they come too close to enemy during attack passes and often get shot down).
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Ai descending although "reaction to threat" set to "no reaction"
toutenglisse replied to D4n's topic in Mission Editor
I can't tell I've never use this tab. But again when I add "no reaction to threats" in "advanced wpts actions" of wpt 0 for the 2 Su34 groups, they flight straight forward instead of diving. -
Ai descending although "reaction to threat" set to "no reaction"
toutenglisse replied to D4n's topic in Mission Editor
In your mission file there is no option set at all for the 4 Su34. If I put effectively in their first wpt a "no reaction to threat" they fly straight forward instead of diving. -
How to request player UCID in LUA script?
toutenglisse replied to Raptor6872's topic in Mission Editor
Raptor6872, one thing I see in your script is that you use "playerID" in your line : But playerID is just a word if not feed before with something like : playerID = Group.getID(Group.getByName('PlayerGroupName')) or : playerID = Unit.getID(Unit.getByName('PlayerUnitName')) (with 'PlayerGroupName' or 'PlayerUnitName' being the group or unit name of player's aircraft in mission editor) In this case "playerID" will be a number returned by Group.getID or Unit.getID that will be suitable for the net.get_player_info function BTW I have zero knowledge about server scripts - just something I've noticed. -
How to circle a Seahawk around a driving Carrier?
toutenglisse replied to VTJS17_Fire's topic in Mission Editor
As long as you keep the Heli's names (RescueHeli for both group and unit name) and the carrier's names (Carrier for both group and unit name), you can use any helicopter type and any carrier type you want. Because the script is based on these unit and group names. And also you can set the route you want for carrier with any number of waypoints and speeds you want for the patrol patern, as long as the Patrol script command is kept in the last waypoint's advanced action.