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Everything posted by toutenglisse
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Here is an example (circle on F10 map and smoke on drone both update colors - start when 1 coalition enter the zone). EDIT : updated example's script to work with any zone test-drone-smoke-and-circle-on-map.miz
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I didn't go farther than testing for some weapons to get the number (flag ?) and check weapon type on hit by comparing with this number. Weapons seem much less accessible than any other datas, I used this reference store list (not up to date), choosed smoke and training (and not white phosphore) to make weapon table of TypeNames. Laborious but less obscure to me than the flags... DCS Reference: Stores List - Airgoons
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As it returns a unic number relative to weapon type I think it is (for example - I think it is gbu12) : ...and event.weapon:getName() == 16793344 then... But I find more convenient to compare event with table like : smokeWeapons = {"HYDRA_70_M274","HYDRA_70_MK61","HYDRA_70_MK1","HYDRA_70_WTU1B","BDU_45B","BDU_33","BDU_45","BDU_45LGB","BDU_50HD","BDU_50LD","BDU_50LGB","C_8CM"} if event.weapon:getTypeName() == smokeWeapons[i] then...
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@virgo47 and @Rudel_chw I remember this case for rotary knobs : a command with 1 and -1 values turn small amount CW or CCW, but another command's 1/-1 values turn the knob fully :
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reported earlier AI LGB falls short
toutenglisse replied to opps's topic in Aircraft AI Bugs (Non-Combined Arms)
@opps it seems like this is the same as this already reported bug (LGB GBU12 goes ballistic just before impact) : -
For now you can't as far as I know.
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No problem. I have updated my previous post with script and example, to display both metric and imperial units. EDIT : I've updated again right now my previous post to also include landing in openfield (ouside of any base radius. Note ! : this invisible radius in game is 4kms around airbase center, while in mission editor it is a 2kms black circle).
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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.
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@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.
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investigating AI HARM logic
toutenglisse replied to Exorcet's topic in Aircraft AI Bugs (Non-Combined Arms)
@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 -
@Rudel_chw nice work with this training mission !
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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
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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
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Ejecting player pilot deserts to neutral (tiny glitch/bug?)
toutenglisse replied to cfrag's topic in General Bugs
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 -
How can I get ground units to attack all enemy in a zone?
toutenglisse replied to HungryCoyote's topic in Mission Editor
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 -
@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
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@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
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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.
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MIST trigger.action.pushAITask not working
toutenglisse replied to Sabreliner's topic in Mission Editor
Hi, the correct syntax is : missionCommands.addCommand("Altitude 5000", B1, trigger.action.pushAITask, Group.getByName('Boom1'), 1) -
How can I get ground units to attack all enemy in a zone?
toutenglisse replied to HungryCoyote's topic in Mission Editor
@HungryCoyote no problem ! Here is the script with a little update, so it can activate up to 3 groups at once : -
How can I get ground units to attack all enemy in a zone?
toutenglisse replied to HungryCoyote's topic in Mission Editor
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(). -
How can I get ground units to attack all enemy in a zone?
toutenglisse replied to HungryCoyote's topic in Mission Editor
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 : -
How can I get ground units to attack all enemy in a zone?
toutenglisse replied to HungryCoyote's topic in Mission Editor
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 -
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.