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toutenglisse

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Everything posted by toutenglisse

  1. If they are your wingmen and your group task is SEAD, just use radio to order -engage... -mission and rejoin... If they are an AI group different from your, just be sure they are set to SEAD and they will automatically go to/launch on detected SAM group.
  2. @SerpentSouris26 your issue is "conflicting triggers". You set "IED" vehicle to "group stop" at Time>1s, and at Time>10s you activate flag "2" that "resume group" for "IED". But you have another trigger that also activates flag "2" when a blue helo is in big zone, and that happens at mission start. That leads to "IED" never being "resumed" because the trigger dedicated to that already fired before "IED" was stopped.
  3. @Exorcet I concure your observation. But if it can help, a solution I tried with your .trk example is to set a trigger zone centered on the "engage" zone, with a radius that is the range you want fighter to fire ARMs, and set the fighter's ROE to "Return fire" when outside, and "Priority designated" when inside. test-Harm-ranging.miz
  4. @Rudel_chw nice work with this training mission !
  5. For a reason, "follow task" is ignored and group goes rtb. It seems that the position of "follow task" in the list of "advanced wpt action" matters (I made a bug report as it seems to be a bug). If task is on 7th line or more, it is ignored. If it is on 6th line or less it does work.
  6. If AI as 2 wpts (spawn point and landing point), and advanced wpt actions has at least 6 lines before creating follow task (like CAP main task - 6 lines, or CAS main task - 8 lines), then "follow task" will be ignored and AI goes RTB (followTask-2ndPoint-landing-1.trk). if "follow task" is placed before 7th line, it is executed normally (followTask-2ndPoint-landing-2.trk). followTask-2ndPoint-landing-1.trk followTask-2ndPoint-landing-2.trk
  7. Found by mistake, it's idiot..., but if AI has 2 wpts : 1 with race-track orbit and 1 landing point, it dives and crashes vertically at start (RTOrbit-2ndPoint-landing-1.trk). If it gets another wpt before the 1 with race-track orbit, it doesn't crash but the 2nd orbit point is not placed on the landing wpt (it is "projected" so the race-track is oriented 90°/270° - RTOrbit-2ndPoint-landing-2.trk). If 2nd race-track orbit point is not a landing point then all works normally. RTOrbit-2ndPoint-landing-1.trk RTOrbit-2ndPoint-landing-2.trk
  8. Hi @cfrag, FWIW it is possible to keep track of such pilot's origins through the 3 events eject/discard chair/landing. Quick test example attached (when landing the pilot is detected as neutral coalition and neutral country (ID 99), but checking its origins through a table turns his coalition to blue and country to USA, allowing spawn of a replacement unit for extraction purpose). Test-ejectedPilot-trackOrigin.miz
  9. I have modified the Hercules_Cargo script to include my script and the needed commands when groups spawn (soldiers and vehicles). So you can just replace the Cargo script and get ridd of the rest (F10 triggers and my script), everything should be automatic. (! not tested !) EDIT : in "mission start" trigger, load MIST first, and then the Hercules Cargo attack script. Hercules_Cargo_Attack.lua
  10. @Rudel_chw hi ! Here is a script I wrote for you. Create a mission start trigger and load latest MIST and this script. Script will detect when a Player or Client lands on an airbase with an airplane on any map. Player gets a "TouchDown" message, and another one if he's outside of runway's boundaries. Then when Player stops he gets message with airbase callsign, runway name, landing distance, distance from runway's entry to landing point and distance from stop point to runway's end. Or another message if he stopped outside of boundaries. (gray quad mark is displayed on F10 map until 60sec after stop to show boundaries) EDIT : script/example updated to include both metric/imperial units and landing in openfield. test-landing-distance.miz
  11. @Elphaba you can do that with a short script. Example attached (when any red group detects the Apache, it triggers a M.E. trigger by flag that activates Migs and a message - 3rd BTR group does detect Apache. There is no exclusion of any red ground group, for Apache detection, but it can be added) The little script will work as is in any mission for all Red ground groups as detectors, and only unit with Pilot's name/unit name : Apache as target to detect. test-Apache-Detected.miz
  12. Yes you can destroy it. You can see in the following database that all "statics" that you can add to map have lifepoints. "Small House 1b" for example has 50 lifepoints. Some "statics" have very high number of lifepoints and are very hard to destroy (ex : command center has 10000 lifepoints and requires something like 9 x 2000lbs bomb to be destroyed). DCS-miscScripts/Small house 1B.lua at master · mrSkortch/DCS-miscScripts · GitHub You can detect their destruction with trigger's condition : "unit destroyed" like for any other unit. Objects that are part of the map (buildings, bridges, ...) can also be destroyed for most of them (and destruction can be detected with MAP OBJECT IS DEAD) but som can't, and there is no list. But you can verify if it can be destroyed using 2 ways : 1) RMB click on it / "assign as". If it works and create a zone on object's limit, you usually can destroy it (but some building still can't be destroyed, and some objects like some bridges in Syria can't be "assign as" because they are part of the ground, not objects) 2) put a trigger zone that covers the place of interest and use a trigger "once" / Time>1 / SCENERY DESTRUCTION ZONE (your zone, 100%), place a ground unit nearby so you can set camera on zone with F7, launch mission and see the zone : objects that can't be destroyed won't be destroyed.
  13. Hi, the correct syntax is : missionCommands.addCommand("Altitude 5000", B1, trigger.action.pushAITask, Group.getByName('Boom1'), 1)
  14. @HungryCoyote no problem ! Here is the script with a little update, so it can activate up to 3 groups at once :
  15. You don't need to edit the drop script, and yes editing the script avoid the need for F10 menu. The script in my previous post is just an update. Use it like in previous example, and instead of using several radio items with MoveToNearEn('Cargo Group 10001')etc... you use only 1 radio item with SetCargoName().
  16. Yes, and this is why it is better to schedule the function within the script that creates the group, because you will use the variable from group's creation (example if the groupData name is : ["name"] = CargoName, then you will just add to script : mist.scheduleFunction(MoveToNearEn,{CargoName},timer.getTime()+1). You will have nothing to do as the function will run 1 second after group's creation with correct data). I've added a function that increases the name if the group with such name exists, and that then launches the other functions with updated name (it will start with 'Cargo Group 10001'). You just have to copy/paste this new script, and use SetCargoName() in your F10 item :
  17. Here is an updated example with a new version of script. Function to use is now : MoveToNearEn('group 1 name') You can use it with a F10 item the same way you did if it works (best would be to add function in the script you use, a second after "para-drop" group creation). The script automatically send your group to nearest enemy group, as long as there are enemy groups within 25km, and to the next one when dead. Also the route is updated every minute in case enemy group is moving. test-MoveToNearEn.miz
  18. If you want AI to fire at a map object, you can use "fire at point" for ground units, or "bombing" for aircraft units. To detect that the map object you selected by creating an assigned zone via RMB click is dead, and so for example trigger a flag that will in turn trigger mission success/failure, you need to use this trigger condition "MAP OBJECT IS DEAD". If that is not what you want than I fail to understand.
  19. Page 129 of DCS\Doc\DCS User Manual EN 2020.pdf : MAP OBJECT IS DEAD. This trigger condition checks if the map object (building, construction, bridge, etc.) is destroyed. When selecting this condition, you must specify the name of the trigger zone, which has been assigned to the map object via RMB click on it.
  20. Yes the prerequisite when using MoveTo() is that you know the names of the 2 groups, and that the two groups exist (there is a check in function for group existence, and function does nothing if both groups don't exist). If you use a script for "para-drop group" and enemy groups creation, this function, or kind of function, must be integrated to the script so it is called at the right time and group names are passed using the correct "dynamic" names of created groups. It can't be wrote "by guess". Also this is just a little example quickly wrote, it could also use a little function to choose the closest enemy group, within a max distance, and repeat the mist.goRoute() function with updated positions toward leader of enemy group until dead for the case where enemy group is moving.
  21. Here is an example with a little function I wrote. (to use it, load MIST and my script with mission start trigger, and when you need use MoveTo('group 1 name','group 2 name') so group 1 moves to leader of group 2 until group 2 or group 1 is dead). In the example, the blue group of 4 soldiers use the function to attack Red1 group, then Red2 group. Red1 group has 2 soldiers hidden behind houses. You can watch it in F10 map view and accelerated time. (their feet is their only carriage...) Edit : removed example, an updated one is posted in a following post.
  22. Yes this is what is needed for ground groups to engage others : "line of sight" and "in range". So you have to script this. If there is for example 1 enemy group, make your group move to unit(1) of enemy group (and eventually hold position when "line of sight" on it and distance < fire distance), and when destroyed and your group is still alive repeat move to unit(1) of enemy group until it is totallty destroyed.
  23. Thanks, that solves everything in the simpliest way. With copy/paste it is possible to place "invisible farp" with correct heading on every heliport, and then just place a helo with "ramp start". (...even if the heliport has a tree on it and should be considered dangerous for player and not practicable for AI ^^)
  24. yes, engine is running and unit is heating up and appears "hot" on flir (if unit has the new flir complient textures).
  25. @104th_Money just as a side note, with script it is possible to spawn an invisible Farp wherever you want (in picture attached : on a heliport where mission editor doesn't allow to). That makes all syria's heliports available. (with one limitation : mission editor also won't allow you to place a ground started helo in some cases, so the heliports will be available for everything except spawn on it)
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