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toutenglisse

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Everything posted by toutenglisse

  1. If your target group name is : 'Group name' like in your example, and you want MGRS to display in a radio F10 menu (so they display as long as you let the menu open) you can use :
  2. @N1vram, I made these changes : - removed the "0" mission point objectives, causing trouble Edit : following is not true - only issue seems to be the objectives above - added a "Time > 10s" condition to the 3 triggers "clear town" (1, 2 and 3) because at mission start they are clear (no enemy activated) and flags are true (giving auto 30 mission points each). Doing that, only the 4 control flags you activate with trigger "Choose units to activate" are true or value increased by 1, and so entering/exiting the mission gives 4 mission points as expected.
  3. I have no explanation, but I did that modification : late activated the 4 hornets (so they are off), and add a flight of 4 hornets, with 100% default settings (and same wpt1). They fight and shoot Aim-120c.
  4. Hard to tell, be sure that the AI is doing something when "goroute" is passed to it, like rejoining a wpt (if it is already RTB when command is used, it's over).
  5. Thanks. It makes sense, and the planes act the same in fact,
  6. This issue is specific to helicopters. Planes have an expected behavior. When a "triggered action" orbit task is triggered using "AI Set Task", the helicopter does immediately start orbiting at the point it stands, which is expected behavior. But when the task is triggered using "AI Push Task", the helicopter goes back to start point and orbits there, which is unexpected. Orbit-settask-heli-right-point.trk Orbit-pushtask-heli-wrong-point.trk
  7. @Aphelion079, @cfrag, @Dangerzone, I attached a mission example. To enable it in another mission, it requires Mist lua and the Respawn lua to be loaded at mission start (both luas can be extracted from mission example with 7zip, they are located in folder \l10n\DEFAULT\ inside the mission). In the example you can change units (it has hornets, Ka50, carrier and supercarrier) if you don't have the ones existing inside. It has limitations (issues I've not overcome) : no Air start player/client units (only from ground, whatever the type), and no neutral player/client units (only red/blue). Apart from that, it works for what I can see in all cases. When you enter mission as "player" (not in the example), or as "client", and you take off, you get a radio menu to respawn to last base you landed at (you get the same respawn if you crash), initial base if you have not landed elsewhere. It works whatever the coalition of the base. Everytime you land at a base (airbase, farp or ship with helipad or aircraft carrier), you get a message to confirm landing detection (touch and go is enough), and that updates the place you'll respawn at if so. EDIT : I've just corrected a little mistake preventing respawn on crash. Test-Respawn-at-last-base.miz
  8. and to @cfrag and @Dangerzone, it's not hard to do, it's mostly done in fact (Mist function gets Player/client datas, and landing event gets airbase/farp/ship datas). Only work for Singleplayer as you can't spawn a client unit, but only a player unit (but initially you can have multiples client slot it's not an issue). I only still have a little bug for spawning an "air start" client to an aircraft carrier you have landed at (works with a ground start airbase client, so I should find it).
  9. Hi, as you seem to use JTAC script (that creates laser from scripted function), your issue might be this : "Laser code is any 4 digit number between 1111 and 1788." ( DCS func createLaser - DCS World Wiki - Hoggitworld.com ) In this case, only your first code is valid.
  10. I figured out that I greatly overcomplicated the "solution", missing a simple logic. In fact just set all wpt action "orbit" the exact same way, with only a stop flag condition (flag 1 false) and then only 3 triggers are needed to cycle the radio items (1 for item at start, 1 for item order orbit, 1 for item resume flight). This way you can create as many wpt as needed, to get a "close" distance between orbit order and effective orbit, with minimal work. example attached. @skypickle EDIT : if you want to try, find in this post a very simple scripted solution/example for "orbit here / resume flight" issue : Test-orbit-resume.miz
  11. For that, only option is to wait for "orbit" task activated by "triggered actions" to be fixed (route resumed when over instead of RTB). Too bad that helicopters can't use aerobatics, because aerobatics used with a plane can solve what you want to achieve. (example attached) Test-orbit-here-resume-plane.miz
  12. @Pixar I tested a bit the proposal from @shagrat and it works very well and is easy to settle with mission editor tools. I attached an example .miz : At wpt1 the AI hornet get wpt action aerobatic (90° right turn and forward for 40s then resume flight) conditionned by a flag. From this wpt1 to last wpt4 you can, with F10 radio menu, order the aerobatic right turn when you want. You can watch it from map F10 view and accelerated time (x20). test-aero-right-turn-order-then-resume.miz
  13. I think your example seems to match what is described in this other thread :
  14. Hi, if you want to give AI waypoints with dynamic destination point (example : actual position during mission of an enemy group), you can use Mist "Group Orders" functions. There are several types of function, but for example you can create a path of waypoints with buildWP(groung, fixedWing or helicopter), and then order AI to follow this path with goRoute, following given examples. You can also get existing route datas with getGroupRoute, change datas values by script and order AI to follow this new path as previously. Mission Scripting Tools Documentation - DCS World Wiki - Hoggitworld.com If you want to be able, for example, to choose between 2 predetermined paths, at a given waypoint, you can use mission editor "switch to waypoint" (using single path of waypoints in a complex form giving two possible paths at a point, "rejoining" later, or whatever). For more specific answer you should share an example .miz, with what you want to get, to see what is possible.
  15. Hi, on my side same page looks normal, latest openBeta.
  16. Hi, as tested by @dark_wood the orbit task used with "triggered actions" doesn't resume route, so you can't use it to order the "orbit" exactly when you want. It should be doable with script (storing group datas and calling them when resuming route, with distinction of already passed wpts) but big workload just for that. Your only option, as I can test, is using "orbit" at waypoint, using for example radio "orbit at next wpt" and "resume route". It works well but if you want to do it "right" (meaning : you can cancel order, and conditions of all wpt orbits are different, so if you ask orbit after passing some wpts, the AI doesn't go back to do all previous orbits...) it still need a bunch of triggers. Example .miz attached. I have tested that, and if I'm not wrong or messed up the test, as the AI immediately goes RTB when triggered orbit is over, the switch to wpt is ignored.
  17. Orbit task through waypoint action does resume route when over, but orbit task through triggered action does not. .miz attached (2 AI F18, number 1 orbits 1mn at wpt 1 - wpt action - then resumes to wpt 2, number 2 orbits 1mn at wpt 1 - triggered action - then RTB instead of resuming to wpt 2) Test-orbit-resume-pushtask-vs-wptaction.miz
  18. EDIT : @rwbishUP now it works by default in mission editor ! when adding a static, just click on the arrow (unit <>X out of <>X) to add other statics and build a FARP that you can save as group template and use it where you want.
  19. Hi, this is certainly already known, but as it represents an issue : Since AI can't anymore guide LGB without a targeting POD, and knowing buddy lasing is still not working for AI (track : AI M2000c drops a LGB - 1688 - on a target lased - 1688 - by a FAC vehicle, and LGB can't track the laser and free fall), the LGB loadout has become useless for AI ? Have a nice day. M2000c-AI-LGB-unguided-1.trk
  20. You should create a thread, with short track showing issue in this section : Weapon Bugs - ED Forums (dcs.world) if you see the same issue when you drop the LGB, or here : AI Bugs (Non-Combined Arms) - ED Forums (dcs.world) if it concerns only AI. I've tried with AI hornet/viper yesterday and with pod they were guiding LGB. I noticed the bomb falled a hair short at impact against moving armored vehicle, but still destroying it.
  21. I can see that now a laser pod is required for AI to guide LGBs. But with a pod it works.
  22. I know there are several scripts using Mist at the bottom of this page : Simulator Scripting Engine Documentation - DCS World Wiki - Hoggitworld.com
  23. Hi ! Considering speed(and alt) of the F15E AI, there are 2 factors that you need to take care of : distance between wpt 0 and "attack" mark, and distance between wpt 0 and last point wpt 1. Both distances are too short in your test, so "attack" doesn't work (I can't really tell why, it just need some distance), and F15E immediately maneuvers relatively to wpt1 (last point with no task -> RTB). I just moved wpt 0 a bit away, to have at least 10 kms between wpt 0 and wpt 1 / "attack" mark and the AI does attack with bombs. AI don't bomb-mod.miz
  24. It does work with mission editor created units (I put a BTR82 unit and a BTR82 static and both were correctly identified when destroyed after burning). EDIT : that said, I have dynamic units spawning at start of the mission where I tested it (even the player slots are client) so I have not verified that BIRTH event fires with ME units specifically. But you can still run a MissionUnits = mist.makeUnitTable({'[all]'}, 'static') at mission start if it doesn't, and check for initially static or unit at death/kill will work. EDIT 2 : I've just verified in a new mission with only Mist and the "Killevent", 1 "player" F18 with AP rounds, 1 Unit and 1 Static BTR82, and effectively Birth event doesn't fire (script error because MissionUnits table doesn't exist) . But then I just added MissionUnits = mist.makeUnitTable({'[all]'}, 'static') before "Killevent" script and it worked. Edit : removed useless stuff
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