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toutenglisse

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Everything posted by toutenglisse

  1. I overlooked that, but it's obvious regarding escort options. To be more specific the option responsible of your issue for not being enabled before "escort", is Reaction on Threat - Evade fire.
  2. Much thanks, you too ! Yes sorry I totally forgot to say that it is a workaround, and that for what I know "play argument" doesn't work, whatever the static unit or the argument.
  3. You've deleted the SEAD task in wpt actions and put "escort task" in first place - that means that as long as escort isn't over not any of following options are active. I've put wpt actions in correct order (sead - all sead options - formation and then "escort") and Vipers engage SAM TR as soon as possible. AI_Escort_Testing.miz
  4. I think what you want to do is what you can see in attached picture. If it was with Default livery instead of "VVS - 234 GvIAP" it would be super light and straight forward - just create a Description.lua in folder "Saved Games\DCS.openbeta\Liveries\MiG-21Bis\Default with ladder\" with this inside : But in your case you have to recreate a .zip livery file, with different names then original (example : "VVS - 234 GvIAP with ladder", which I did to test), with the code "[24] = 1.0, -- Ladder + extinctor" added in "custom_args" of Description.lua file that is inside the .zip - and put it in Save Games Liveries folder. So it is a 138 mB zip file I won't try to post.
  5. @chromium FWIW I added a small check in my KILL event, a BIRTH event that updates unit only nameTable, so when a KILL happens (would be same for death) a message tells if it was initially a Unit or a StaticObject. Here the code I use for event (I put a comment before any external table/sound so it can run standalone - uses Mist) : Edit : removed useless stuff
  6. Got it, effectively they act/return exactly the same when not destroyed/dead on impact, but after burning.
  7. No, I just used Object.getCategory(event.target) for the first and event.target:getCategory() for the second, just to see if they return the same number, which they do. event.target:getDesc()["category"] returns correctly 0 for plane, 1 for helo, 2 for ground (with an added difference between soldiers and vehicles using string.match), 3 for ships and 4 for structures, whatever the state of the target:getCategory (unit or static for initial unit, or static for initial static). EDIT : it is what gives me the points, relative to unit category. At least it is what occurs on my script and in SP conditions. @chromium yes, but while it is now a fact that an initially unit can be 1 (unit) or 3 (static), relative to destroyed on impact or battle damaged not yet destroyed, my concern is that I don't see an issue to correctly identifying the target category with getDesc, but I am 80% sure it is because I miss something - my case seems to work "perfectly" but it is just my case. The thing is that the inital OP concern is event (dead or kill) not firing when target is not immediately destroyed on impact but BDA, which I don't see (it does fire on all cases on my side).
  8. On my side everything seems to be correctly identified, using event.target:getDesc()["category"]. (target for KILL event is initiator for DEAD event but it acts the same). Edit : removed useless stuff
  9. Hi, I'm not completely sure that I don't miss something but : I did some tests tonight with both KILL and DEAD script events and I had no issue (player/client vs dynamically spawn or ME created targets. I played the "event dead test.miz" and env.info does work for the damaged vehicle burning and then exploding (but info only wrote event ID - 8 - and initiator - Ground-1-1 - in DCS.txt/log, because there is no weapon or target for dead event). So is the issue solved since march ? Is the issue online/multiplayer specific ? Personnaly the only problem I had with my script, for scoring based on KILL event, was that the target (I want to track units only) can be a unit or a static (directly destroyed target or burning target), so I changed code for : (Object.getCategory(event.target) == 3 or Object.getCategory(event.target) == 1) for script to work again in all cases. But no issues with event.
  10. Here is an example. Test-radio-item-conv-clear.miz
  11. EDIT : @RWC 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.
  12. Your issue is that the "firing spot" is not suitable. Scuds need relatively clear and flat surface to be able to zero angles with rams, and roads direct vicinity has some steep there. I moved the "firing spot" a few meters away offroad and all units can fire.
  13. On the range of needle position, 0.56 corresponds to 50°C on the gauge (found empirically - EDIT : gauge range -80 to 150 = 230, output range 0 to 1 = 1, on gauge range 50°C is 130 (-80 to 50 = 130), 1 x 130 / 230 = 0.5652...). Also, I put trigger Max range to 1 (max needle position), instead of 0.57 or 0.58 for example, because if, for a reason, the needle quickly overpass the wanted range value (0.56 to 0.57 or 0.58), it can be undetected because of the 1 second interval value check.
  14. Hi, your track contains mods. You should post a track of the issue without mods.
  15. Yes, I attached a .miz example with P51D and 50°C coolant temp. The data needed for that are located in mainpanel_init.lua ( \DCS World OpenBeta\Mods\aircraft\P-51D\Cockpit\Scripts ) : Coolant_Temperature = CreateGauge() Coolant_Temperature.arg_number = 22 Coolant_Temperature.input = {-80, 150} Coolant_Temperature.output = {0, 1} Coolant_Temperature.controller = controllers.Coolant_Temperature test-P51D-Coolant-Temp-Trigg.miz
  16. I doesn't seem to be related to having more than starting waypoint : I have modified the .miz you made from track, just changing position of wpt 0 and wpt 1 so the wpt 1 refueling task occurs when hornets are facing the tanker, and they stall and crash during maneuver. It really seems to be the face to face configuration that triggers the bugged maneuver. Hornet-refuel-tanker-bug - NL-mod.miz
  17. Hi, you can use this script in a "Do Script" box, it will activate flag 'timer' at a random time between 60 and 240 seconds (.miz attached) : test-timer-60-to-240s.miz
  18. Yes I see also the same bug. It is not affected by tanker type (kc-130 / kc135MPRS) or tanker speed (250 or 400 knots). When Hornet group approach tanker Hot (face to face) they stall and crash during maneuver. (track with a 400 knots kc135MPRS) Hornet-refuel-tanker-bug.trk
  19. Hi, it is hard to tell exactly what happens with AI tactics and weapon employement in your scenario that has high AIR and SAM threats on both sides, but in your mission as it is, AI does employ AIM-120c or R27R/AIM-54, but not very often. (see picture example) I'd say that ECM implementation in Hornet, pretty recently, does affect Fox-3 employement for both sides. Turning all Ships and SAMs sites to "Green state" alert makes Fox-3 much more used on both sides. (less ECM need, more occasions to shoot Fox-3 for both sides) As a side note, as it doesn't seem to affect your issue, your mission is pretty old : old weather, old CAP tasks without all actual options activated.
  20. There is an issue with some ground units, maybe it is the issue you have. If not, post an example showing the issue, because it works in my test (several ground groups, with a FAC-attack task for each group, are all treated by JTAC).
  21. You should post a .miz example showing your issue, so it's possible to see and find a solution, or report a bug.
  22. The creator also share the same mission but for apache : HELI TRAINER / CHALLENGE - APACHE VERSION (digitalcombatsimulator.com) If you have a question about an user created mission, you should ask in the comments of the mission. But what usually works, for what you want to do, is to select the original huey unit in mission editor, and change the type for apache.
  23. I am not sure, something is a bit weird. I've checked that for Static units, the Life at impact (hit event) is the same as initial Life (ex: Workshop A, 1600 pts at hit event, which is correct initial life : DCS-miscScripts/Workshop A.lua at master · mrSkortch/DCS-miscScripts · GitHub ). Units behave differently (damaged at hit). Scenery Objects seem to have the same way to take damage than Statics. To get the life points after hit damage (for Statics and scenery) you have to delay getLife() from Hit event (1s in my test). I run your test mission with several Mk82 attacks until Scenery object is destroyed and all seem OK. The weird thing is that the scenery object life points vary from mission start to hit event. And sometimes it doesn't. test-sceobj-life-CA-mod.miz
  24. When I run the .miz I get : And when I remove the function blattant.error2(), I get : And also in DCS.txt logs : 2022-05-01 19:05:53.623 ERROR SCRIPTING: Mission script error: [string "blatant = {}..."]:4: Parameter #2 (delay) missed stack traceback: [C]: ? [C]: in function 'outText' [string "blatant = {}..."]:4: in function 'error' [string "blatant = {}..."]:8: in main chunk
  25. Yes it can work with bomb for example in case 1) bomb is GPS guided with near vertical path on final, or 2) 2 non GPS guided bombs are dropped, with little gap between them. In these cases the every 1 second check allow to detect the bomb inside tiny zone before impact. (Also if the structure is big it can help much) But it is not very reliable (a single laser guided bomb is never detected for what I can see on hangar zone). Missiles, with high speed and near horizontal path, have near zero chance to be detected inside tiny zone.
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