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toutenglisse

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Everything posted by toutenglisse

  1. When I load mist 4.4.90 in my mission, the coordinates returned by : lat, lon = coord.LOtoLL(unitSpawnZone) llString = mist.tostringLL(lat, lon, 2) are false. With mist 4.3.74 no issue. EDIT : in fact it's not always false - when unitSpawnZone is on road the coordinates are right with 4.4.90, when it's not on road but on land coordinates are false. On road unitSpawnZone given by : local unitType local zone = trigger.misc.getZone('Wash-IN') local zoneOUT = trigger.misc.getZone('Wash-OUT') local EXpointV3 = mist.utils.zoneToVec3(zoneOUT) local EXpointV2 = mist.utils.makeVec2(EXpointV3) repeat unitSpawnZone1 = mist.getRandPointInCircle(zone.point, zone.radius) until mist.utils.get2DDist(unitSpawnZone1, EXpointV2) > zoneOUT.radius and mist.utils.get2DDist(mist.utils.makeVec2(mist.getLeadPos('Blue F18c 3')), unitSpawnZone1) > 25000 local x, y = land.getClosestPointOnRoads('roads', unitSpawnZone1.x, unitSpawnZone1.y) local Npoint = {x = x, y = y} local NpointH = land.getHeight(Npoint) local unitSpawnZone = mist.utils.makeVec3(Npoint, NpointH) On land unitSpawnZone given by : local unitType local zone = trigger.misc.getZone('Wash-IN') local zoneOUT = trigger.misc.getZone('Wash-OUT') local EXpointV3 = mist.utils.zoneToVec3(zoneOUT) local EXpointV2 = mist.utils.makeVec2(EXpointV3) repeat unitSpawnZone = mist.getRandPointInCircle(zone.point, zone.radius) until land.getSurfaceType(unitSpawnZone) == land.SurfaceType.LAND and mist.terrainHeightDiff (unitSpawnZone, 250) < 30 and mist.utils.get2DDist(unitSpawnZone, EXpointV2) > zoneOUT.radius and mist.utils.get2DDist(mist.utils.makeVec2(mist.getLeadPos('Blue F18c 3')), unitSpawnZone) > 20000
  2. Yep. In fact it's not a F16c issue it's a weapon / lau-88 issue the thread should be moved. And I noticed the horizontal "loft" with A10c (flight with F16c tonight aborted cause the warthog needs a new silicon ring...).
  3. F16c has the same issue A10c had some time ago with triple rack Mavs : all Mavs are mounted with "up" arrow toward rack center, so left and right ones are badly mounted and they "loft" horizontally when fired.
  4. I naturally lean forward a bit if needed. In my picture and exact head position a part of hud frame on 1 eye overlaps a part of hud camera on the other eye and masks a little bit of bottom right Stp data, but if I lean a bit forward it's fixed and all readable.
  5. In real Hogs it's like in DCS VR : pilots have 2 eyes so the Hud camera is not an issue. Center of heading tape is perfectly visible with both eyes, and Hud stuff that is masked on 1 eye because camera is visible on the other eye and vice-versa.
  6. Jagohu here a working exemple if it can help : staticObj = { ["heading"] =mist.utils.toRadian(mist.random(359)), ["type"] = "Comms tower M", ["rate"] = 100, ["name"] = "CoCenter", ["category"] = "Fortifications", ["y"] = unitSpawnZone.y, ["x"] = unitSpawnZone.x, ["dead"] = false, } coalition.addStaticObject(country.id.RUSSIA, staticObj)
  7. I've not tested myself and probably it's not the same value, but during an event hit handler the value returned by event.weapon:getName() for a gbu12 (if I've noted correctly...) is : 16793344, and I used detection of this value to trigger other thing. But it's probably not a valid weapon flag I've not tried for an attack task "weaponType".
  8. Hi, here a multi-modules Single Player mission for Persian Gulf map, containing several randomized tasks and made from DCS and MIST4.5.95 scripting, and voiced with google TTS. Actual version is : v7. Modules supported : A10c, F16c, F18c, Ka50, M2000c (and supercarrier). Mission includes a modified version of "JTAC Autolase", available for all red and blue slots. JTAC can lase ground units, ships and statics. He will prioritize main task's target if needed, or short range air defenses if visible (AAA and short range SAM, with excl. of igla/stinger). He can report for visible enemy units, strike and mark on actual target. JTAC lasing is now efficient against both static and moving targets, by usage of a dynamic leading laser point. link to mission : https://www.digitalcombatsimulator.com/en/files/3312300/ Description of mission : Choose a coalition side, an airframe and a base that will define your area of operation. Then choose a loadout to match the task type you want to perform. All activities during mission are controlled with the F10 radio menu item. Completing tasks will give you "support points" that you can spend in "support aircraft" menu. You can respawn awacs, tanker, request an armed wingman with several loadouts, or a Jtac on task zone. You start with an amount of points. A friendly kill will reset your amount of support points. You can also check your score (support points) and the number of tasks that you've successfully completed. Having 4 tasks completed unlock a bonus "capture enemy base" task that you can then start whenever you want. Tasks spawn randomly inside area of operation, relative to the slot you choosed, with a min/max distance from player, depending on airframe and task's level of threat. All ground tasks spawn on a suitable terrain configuration and units don't merge with scenery objects. You can cumulate 1 ground task and 1 air task - if an air task is called after a ground task has been called and is active, then the enemy aircraft will ignore allied aircraft except Player's flight, in purpose of acting as air cover for enemy ground forces). Also, all ground tasks will only start when player is "on zone", distance depending on task, or interracting with enemy. Usually tasks involve both allies and enemies. All AI skills set to random. F10 radio menu gives access to : Jtac status - if you requested a Jtac on zone it will display its actual lased target. You will also be able to ask for enemy units report, and for strike and mark on actual target. Tasking - Air and ground - randomized tasks over area of operation. You'll also find in air and ground menus datas for actual task (short description, coordinates that match airframe format and include elevation for WPDSGN purpose), and possibility to call markers if needed, and to skip task. Air : Mig29A/Mig27K CAP incoming - Su27/30/33 CAP incoming / F-5E-3/F-4E CAP incoming - F-14B/F-16C/F-18C CAP incoming (avail. for : F16c, F18c, M2000c) : a hostile flight of 2 to 4 enemy aircraft of 1 type has been detected. If player is M2000c and enemy number is 4, a supplementary allied fighter will take off to help. Intercept Bombers (F16c, F18c, M2000c) : a flight of 4 fighter-bombers (if player is blue, Su-24M/Su-34) or bombers (if player is red, B-1B/B-52H) has been detected, threatening an allied outpost. Heli CAP incoming (A10c, Ka50) : a flight of 1 or 2 attack helicopters has been detected near Player. Ground : Defend Outpost (all supported modules) : an allied outpost is attacked by a small enemy group of armored vehicles. Anti Platoon (all supported modules) : allied armored group is in contact of enemy large platoon. Help them to win the fight by taking out most dangerous enemies. Anti Convoy (all supported modules) : destroy an enemy convoy before it reaches destination. Convoy can be covered by a helicopter. If so they won't disperse under attack, but will disperse for 3 minutes if helicopter is destroyed. SEAD - no Radar Mngmt (F16c, F18c, A10c) : suppress enemy air defenses (threat possibilities depending on airframes) over a target to allow allied helicopters strike on it. Allied helicopters are triggered when 1st SAM radar detected stop emitting. If SAM site is SA3 or SA6, a SA15 Tor can also be present. SEAD - with Radar Mngmt (F16c, F18c) : suppress enemy air defenses (mobil SAMs, SA3, SA6 or SA11) over a factory target to allow fighter-bomber strike on it. SAM Site will detec ARM and react by shutting down radars for a period, except if a SAM is under active guidance. If SAM site is SA3 or SA6, a SA15 Tor can also be present. Fighter-bomber strike is triggered when all radar equiped SAM units get enough damage to be disabled (~60% of life left). Destroy Enemy Facility (F16c, F18c, M2000c) : destroy enemy structure with joint strike from allied helicopters. Anti-Ships (A10c, F16c, F18c, M2000c) : enemy ships are forcing blocus. Only F18c will eventually face destroyers. No threats for other airframes. Escort (Ka50) : rejoin an allied group and protect them against enemy ambush groups until they reach destination. Escort can be 10 to 20 km long. If Escort group spawns on a road point from wich no destination is available, task will auto-skipp. Courrier (Ka50) : rejoin outpost to pickup strategic orders that you'll bring to an armored batallion. Beware for enemy helicopters ... allied outposts can include air defense. Rescue Downed Crew (Ka50) : rescue allied downed crew. Enemy ground units also try to reach crash site ! (fictional task implying possibility to carry downed crew) Clear the Nest (all supported modules) : an enemy Nest has been spotted in the heights. Rejoin coordinates and clear enemy nest with support of allied artillery. Possible presence of bunkers, short range air defense, and artillery/MLRS that can retaliate against allied artillery. Chemical Storages (urban area) (A10c, F16c, F18c, M2000c) : Enemy Chemical Storages have been spotted in an Urban Area. Destroy them, do not only damage them or poison will spread out. Can challenge your precision with free fall bombs employement. Recon 1 (commandment bunker) (A10c, F16c, F18c) : Find the destination of the enemy group that includes a command vehicle. When located report coordinates to transmit position to strike group. A 8 km no fly zone bubble stands around target vehicles. F18c must be in "precize" mode to match coordinates format. Recon 2 (retaliation) (A10c, F16c, F18c) : Troops in contact ! An Outpost has been attacked. Locate assailants with Targeting Pod and report coordinates of leading vehicle when they stop moving to command a strike on it. A 8 km no fly zone bubble stands around target vehicles. F18c must be in "precize" mode to match coordinates format. Note : all ground units that take critical damages, are on fire but still alive, will release remaining crew members (1 to 3 soldiers, with possibility of igla/stinger). Crews are not part of objectives, and are removed shortly after a task has been completed or skipped. Training - Air only - (all airplane type modules) : dogfight training with 2 options : Fox2 + guns or guns only. Aggressor spawns some km in front of you, wait for merge, then fights on ! The first to hit the other will win the fight - fight can be skipped using "terminate" command. If you have a support wingman, prefer to set him to "weapons hold" (to prevent stores jettison, as Aggressor is visible during a second). You are invincible during the fight, and you can face F14b/F16c/F18c/M2000 (player blue) or Mig29s/Su27/F14b/M2000c (player red) (A10c/su25 if you fly an A10c). Support aircraft : Respawn tanker, awacs (if shot down, or if not responding because bingo fuel/RTB), call for wingman with specific loadout, give him orders (declare fuel, declare weapons, go refuel, orbit here, hold fire/regroup, free to fire, free to fire task only, dismiss), or call for a Jtac on zone. Wingman will automatically declare RTB for bingo and be dismissed when reaching 20% of internal fuel. Also, if you land to rearm/refuel or for task purpose, wingman will stop following you/will follow route and RTB - use "orbit here" before landing and use hold fire/regroup command when airborne again to call him back to formation. By default wingman is holding fire. You need "support points" to call these options. Check score : check here your number of successfull tasks and amount support points. Radio/Nav reminder - all datas you need relative to radio and navigation. You don't need to tune radios except for A10c (tune the VHF radio to airbase tower + allied comms channel) and M2000c (VHF radio from channel 2 to channel 1). Note : If you want to swap a supported module for a non supported module it's possible (for exemple you can select a blue M2000c and swap it for a F14b to play the same script than M2000c with F14b, but unit name and group name must remain the same, for exemple "Blue M2000c 1"/"Blue M2000c 1-1"). Good flights !
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  9. here : https://github.com/mrSkortch/MissionScriptingTools/tree/development Click on green button "code" then "download zip".
  10. It's because you can't destroy this static object (ammo warhouse - the one looking like command center but without antenna) with a DCS module (except maybe Mig21/nuke) - it needs more than 5 tons of tnt to blast it. But then it works with unit dead condition. Exemple joined. test-AmmoStorage.miz
  11. yes latest beta. Edit : here your file modified that works on my side (also added a warthog to blast the static) test-unitStatic.miz
  12. ? I mean I tried your mission file with Unit dead instead of Group dead, selected the static tower and it worked. When destroyed only the message appeared.
  13. Note : it works with "unit dead" instead of group.
  14. mist.respawn task bug ? Probably known, if bug true, but here two situations (2 tracks) when mist.respawnGroup('GroupName', true) does bug relative to main tasks. (exemple is tanker, but same with AWACS or others) 1) if group is late activated, mist.respawn don't keep tasks and tanker can't be contacted. 2) if group (no late act.) is respawned 1 time, it's ok (tanker does his task), but if respawned a second time then same issue as 1). It's not a major problem as instead of respawning M.E. groups I can simply mist.dynAdd similar groups (if groups still exist then destroy and dynAdd same group = same as respawn) and then tasks are kept. But I think there is maybe an issue to fix ? mist-respawn-late-activ-bug.trk mist-2-respawn-bug.trk
  15. My bad, I wanted to test when I took that picture but then skipped... There is no issue with the mod the smoke marker looks identical without the mod. (but vertical)
  16. Yep these smoke effects are very beautiful, and varied, thanks Taz1004 for the mod. Just 1 note, through Flir the smoke markers look abnormals with the mod.
  17. In a way yes, with invisibility. I use it outside of editor with script file, to make units invisible for enemy flights on some cases, so they ignore these units, then turn them visible in certain condition(s). (typically I've a dogfight training script, where several units need to be invisible/invincible then change state, so AI comes head to head with player only, and at merge the AI starts engaging, stop engaging when hit is recorded on player or aggressor, etc... all with invisibility)
  18. The moving zones are concentrical to the unit's icon they are related to, when ingame (on editor you can place them where you want it doesn't matter). For setting the conditions you need you can use 2 moving zones that border the rear elevator, 1 for unit inside, 1 for unit outside. Cumulate with a flag that turned true (enemy group destroyed, your plane's weight inf to, or whatever meaning player is back from mission) and with this script function : if Unit.getByName('Blue F18c 1-1 or whatever'):inAir() == false then... (ex: activate flag, and opposite deactivate flag) - meaning there is weight on wheel, plus set a condition for player's plane speed equal to carrier's speed (or bordered, f.e. carrier speed is 20, set inf to 21/ sup to 19). The related action you want should then be triggered only when player is back to carrier, stopped on rear elevator (but will also work if player is stopped anywhere the inside/ouside zones also cover the carrier)
  19. You have several options : https://forums.eagle.ru/showthread.php?t=264623 https://forums.eagle.ru/showthread.php?t=269441 https://forums.eagle.ru/showthread.php?t=266190
  20. Yes : https://wiki.hoggitworld.com/view/MIST_getUnitsInZones
  21. Hi, here is an exemple of functions I use in a script (dcs + mist functions) so you can adapt to your need : here a function to get bearing range, here for ground units but it's same for aircraft : (usage : my aircraft reach a 25km radius zone around outpost to defend - triggers enemy group to move to attack outpost, check destruction of both groups, and display a message with bearing range of enemy group, with outpost as reference, but reference can be bullseye or your aircraft position) function DOStart(zoneName) mist.flagFunc.units_in_moving_zones({ units = {'Blue F18c 3-1'}, zone_units = {'Red Target Group Unit 1'}, flag = "4", radius = 25000, }) if trigger.misc.getUserFlag("4") > 0 then groupAliveCheckTask9ID = mist.scheduleFunction(MA_groundGroupAliveCheck9,{},timer.getTime()+30) BlueAmbushRouteID = mist.scheduleFunction(BlueAmbushRoute,{'GameZone'}, timer.getTime() + 1, 60, timer.getTime() + 1800) local avgPos = mist.getLeadPos('Blue Target Group') local ref = mist.getLeadPos('Red Target Group') local vec = {x = avgPos.x - ref.x, y =avgPos.y - ref.y, z = avgPos.z - ref.z} local dir = mist.utils.round(mist.utils.toDegree(mist.utils.getDir(vec, ref)), 0) local dist = mist.utils.get2DDist(avgPos, ref) local distMetric = mist.utils.round(dist/1000, 0) local distImperial = mist.utils.round(mist.utils.metersToNM(dist), 0) dir = string.format('%03d', dir) trigger.action.outText('Beware : Enemy vehicles are attacking from bearing : ' .. dir .. ' and distance : ' .. distMetric .. 'km/' .. distImperial .. 'nm from our Outpost.', 15) trigger.action.setUserFlag( "7", true ) else DOStartID = mist.scheduleFunction(DOStart,{aoName},timer.getTime()+30) end end To get altitude here an exemple : local latitude, longitude, altitude = coord.LOtoLL(mist.getLeadPos('Blue F18c 3')) To display altitude of 'Blue F18c 3', just insert altitude in a message (like : trigger.action.outText('altitude of Blue F18c 3 is :' .. altitude .. ' meters high.', 15) or in the same message already giving bearing/range.
  22. I think the issue is that it is not possible to activate a group that has no control at all (client/player or AI). If you select a Ka50 client slot before base capture/activation of Ka50 group, it works (you get the message "Ka50 spawn available", and you get in cockpit), but if activation trigger occures while there is no control on any of 3 Ka50, it's over and effective activation never happens. Seems like a dead end...
  23. Maybe nothing to do with your issue, but in your test mission I see for the ME unit that points' altitudes are positive (39 and 43 meters BARO - correspounding to ground level I suppose), while the Dyn unit's points have altitude at sea level (0 meter BARO). Does it change something if you change BARO to RADIO for Dyn unit (so 0 meter is ground level, reachable by dyn unit), or put the according altitude at points' coodinates (like 39 and 43 meters) ?
  24. I know well this "fancy airshow". On my side it's because air defense with enough range is present so the heli doesn't want to push to missile engagement range. As soon as this or these air defense vehicles are destroyed, the heli will engage. Low range air defense (AAA or Strella IR sam) are not an issue. Only air defense with enough range to be dangerous for Apache+Hellfires.
  25. After first free flight in VR, I also want to congratulate the team ! Very beautifull area modeled with a very high level of detail, low flight is very rewarding.
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