

CougarFFW04
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Everything posted by CougarFFW04
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OK got it :D The correct seems to be the following (and it make sens) The only suspicious thing is that if you mention n as the last waypoint, the escort flight RTB as soon as the flight reach waypoint n-1 :music_whistling: Is this a bug introduced recently or is like that from the begining ? Thanks
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Nobody ? I can't find anything on the net for that although I think it is something very simple for DCS Lua Gurrus... I am sticked with that :joystick: Help welcome :helpsmilie: Thanks
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Hi Grimes, Thanks a lot :thumbup: Any idea about the Escort script problem :joystick: https://forums.eagle.ru/showthread.php?t=228754 Thanks
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Hello, I do agrre qith you all... But what is the prupose of isExit.... Really I think it is useless if it cannot telle you that a unti does not exist... But may be I am missing something there...
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So after digging al lithe bit i tried this code: function setEscort(lead,relativepos,lastwpt,dshoot) local MyEscort = { id = 'Escort', params = { groupId = Group.getByName(lead):getID(), pos = relativepos, lastWptIndexFlag = true, lastWptIndex = lastwpt, engagementDistMax = dshoot, targetTypes = { "Planes", "Battle airplanes", } } } _group = Group.getByName(lead) _controller = _group:getController() _controller:setTask(MyEscort) end The mission consits of a A10 bombing some targets and a F15 to which I have attached the foolowing script at it's wapoint 1 :setEscort('A10',{-100,-100,-100},3,50.0). Unfortunatly the F15 never go to escort the A10 and the A10 rushed vericaly to the gound and crashes while the F15 does RTB :joystick::joystick::joystick::joystick: Edit :I even got much more ugly things : the A10 flying forward in reverse :cry::helpsmilie: What I am doing wrong ? Thanks
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Hi All, I am interested to set an escort task to an AI via the setTask function. Escort task is described as follow in DCS : Escort = { id = 'Escort', params = { groupId = Group.ID, pos = Vec3, lastWptIndexFlag = boolean, lastWptIndex = number engagementDistMax = Distance, targetTypes = array of AttributeName } } All parameters are clear except the targetTypes... I understand this should be an array but I do not understand what I must put there... In particular how do I specify that I want that the escort engage - only fighter, bombers and helicopter or - only SAM Could someone give me an exemple ? Thanks
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Yes sure I can. What I was doing in fact. But what is the purpose of the isExist if it crashes if the group does not exist ? Thanks anyway
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Hi Guys, I am interested to test if a group exist and wanted to use the isExist function but I am running into trouble : if Group.getByName('whatever'):isExist() then trigger.action.outText("Exist", 10) else trigger.action.outText("Does NOT exist !!!", 10) endThis works fine if the group exists but gives an error if it doesn't :joystick: What am I doing wrong ? Isn't the isExist function supposed to tell you if a group exist or not... Obviously if it doesn't the getbyName will return nil but isExist is complaining :cry::joystick: Thanks
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Hi Guys, @Grime: Thanks for your prompt reply. I will have a look at the list. @Hardcard: Thanks. Already got things in the other thread but got these ones as well. This helped a lot. This community rocks :smartass::thumbup::pilotfly:
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Lua scripting : monitoring static object status ?
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi Hardcard, I came to a similar conclusion (using HIT instead of DEAD and reading the life point) and I got it. Thanks a lot because our discussion pointed me in the right direction :thumbup: I have just downloaded your script (and mission) and will compare/mix with what I did. Thanks again :smilewink: You rock :thumbup: -
Hi everyone, I would like to know if : - it's possible to find elsewhere the "point of life" associated to any DCS object (for exemple what is life point associated to a TV antenna or whatever) ? - it's possible to change the point of life associated to static object we put somewhere inthe DCS world (for exemple I want that the point of life of a flag I put elsewhere is 5000) ? - or even better, is is possible to add our own object with our associated life point ? Thanks
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Lua scripting : monitoring static object status ?
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi HardCard, Thanks for your help althought as I do not use Moose and would like to use only DCS things for "simple" (not so simple actually as I failed) stuff I am confused and still not yet sucessfull to run it. Where is this IniUnitName documantation... I cant find anything about that in the wiki... is this a Moose thing ora standart DCS one... I am also a little bit confused with DCS convention : what is the difference between a static object and a scenery object ? When I spawn let's say a red flag somewhere in DCS world is this a static or scenery object ? Still digging to have this simple thing (getting the name and coalition (red or blue) of an object (actually a red flflag) when it is destroyed) working :joystick: -
Hi Guys, I would like to check the status of some static objects and in particular to use the S_EVENT_DEAD event to check if it is destroyed and which one it is. Although I am able to catch the event I am unable to get name of the "object" that is detroyed... Edit : just to make things clear and as I have a doubt about what DCS is considering as a static and a scenery object, I put a "red flag" named let's say "whatever" somewhere in the DCS world and would like to get the information when it is destroyed the coalition it belongs to and who destroyed it i.e. somethinhg like that :"Whatever" (red camp) has been destroyed by "whoever" I tried to apply the mecanism I use for exemple to get the name of a pilot that take off (with the unit:getName() ) or it's flight name (with unit:getGroup():getName() with unit define as unit = event.initiator) but it doesn't work in that case... What am I doing wrong ? How to do it ? Thanks in advance.
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Hi DCS scripting gurrus I am interested to know when a IA group has landed. I would like to use S_EVENT_LAND as suggested above but didn't understand how to use the world.addEventHandler function and didn't sucess yet to do anything with that :joystick: Can someone point me to an exemple ? Thanks Edit : got it with this simple exemple : I execute world.addEventHandler(LandingHandler) in the ME with the following code. Hope this might help someone sometime. LandingHandler = {} function LandingHandler:onEvent(event) if event.id == world.event.S_EVENT_LAND then trigger.action.outText("Land event occured", 10) end end
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Hi DCS scripting gurrus, What are the pending DCS scripting functions of the "Group alive", "Group alive less than" and "Group dead" ME conditions ? Can't find them... I would like to get the status of a flight in particular I want to test if it is still alive or if all the flight members have been destroyed. How to do that (scripting) ? Edit :After digging a bit more I think that these pending functions do not exist but one can use the Group.getSize() and Group.getInitialSize() to do it. Thanks
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Understanding ME : Last Waypoint (bug?)
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi, Will try with a basic mission and report back. Can't be IMO. That would be no sens as at WPT i you cannot select i as the "last waypont" but only WPT > i+1 -
Understanding ME : Last Waypoint (bug?)
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi feefifofum What I was thinking. Good that you confirm. Thanks :thumbup: So still not clear why they rush to the F16 as they were far enough and not threatened... So still an open issue if the "last waypoint" option is bugged or not :joystick: Will experiment. Thanks :smilewink: -
Understanding ME : victory conditions (scoring)
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
OK but the problem is the following : how can I know that the bridge is destroyed as I cannot select it... Should I clarify that I am speaking about structure (like bridge, houses,...) on the DCS map not about static object i woould have added myself to the map. -
Understanding ME : victory conditions (scoring)
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi everybody, Comming back to the mission objective let's say that I would like to attribute x points for exemple when a bridge (but this might be factory or whatever) is destroyed... The problem is that I cannot select bridge or whatever in the mission objective interface :joystick: Did I miss something ? Overwise how to do that ? My only idea is to put a static object (like a flag) on the bridge (or wherever) and attache the victory condition to the flag on the bridge... Not very suitable... Thanks -
Understanding ME : engaging moving area ?
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi Feefifofum, LOL :smartass: Well not exactly but it wasn't clear in my message. I want that the area is tighted to the flight and move with it along its flight path. Unless I am wrong this is not the case here as the area is fixed somewhere. Thanks anyway :smilewink: -
Lua scripting : getting flight waypoints
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi Grimes, Too bad this isn't a ME scripting function. I think it could be very usefull... Is it something we ca request to DCS and if yes how ? This might be a possibility but not something I would consider right now if I can find a workaround... What I was doing in fact and it works pretty well as I want for anything BUT the "enaging target" enroute task... Let me explain : my idea is to set a flight plan with pairs of waypoints (let-say 2-3,..., i,i+1,...last) with a "engage target" enroute task setted at WPT i and a stopping condition at WPT i+1. When the flight reach WPT 1 I switch it at random to WPT i where they would orbit and engage any ennemy in area i before switching to "last" WPT and RTB after some time. The problem is that the "last waypoint" stopping condition is either bugged or does not work as I am thinking (see this https://forums.eagle.ru/showthread.php?t=226067) and it seems that there is a kind of "Eye of God" that tell them that ennemi are closing to the flight path wherever they are... I was thinking that the purple area in the picture of the "search and engage" DCS manual task section was "painted" as the flight is moving along the path but it seems to be "painted" all the way wherever the flight is (Eye of God). reason of this : https://forums.eagle.ru/showthread.php?t=226069 Your opinion is welcome. Thanks in advance :smilewink: Edit: Although the "last waypoint" and "Eye of God" are still open issue for me, do not worry as I was able to achieve more or less what I was looking for by using the "engage in area" instead of "engage target". -
Hi everybody, I was looking if it's possible with the ME to have a circular area (defined by a radius) that would be attached to a flight who would engage any ennemy aircraft entering the area ? I am aware about the "Unit in mobile zone" trigger but it is not what I am looking for in particular because I would like that it applies not to a "specific unit entering the area" but to "any ennemy aircraft" entering it. Unless I am wrong it sounds that it is not a ME feature... Does this feature already available as a Lua script (cant'find it) and if not how would you code this ? Thanks
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Hi everybody, Does the "last waypoint" stopping condition really work ?:huh: Please let me explain (see picture) : In this simple mission a red Mig29 flight is heading towards its WPT2 (white flight path) while a Blue F16 flight is heading towards its respective WPT4 (blue flight path) close to the Mig29 WPT4. Red WPT2 is assigned the enroute task "Engage targets" with a 8 nm radius and a stopping condition setted at WPT3 (as illustrated in the picture). So I would NOT expect that something happening at their WPT4 would trigger any Mig29 reaction when they are orbiting WPT2 (as the WPT2-WPT4 distance is much more than the 8nm engagement radius). Howerver, as soon as the Blue flight approaches the red WPT4, the Mig29 immediatly react and rush to engage the F16... Can someone explain if I do not undertsand the ME logic or if that might be a bug ? I have also another question about task chaining: Let'say that I set 2 tasks at a WPT: A) enroute task (let'say "enage target") B) regular task (let's say "orbiting waypoint") Is there any difference if I order them as 1-A) 2-B) or 1B) 2-A) Thanks
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Hi DCS Lua Gurrus, I am a little bit puzelled by the waypoints... I can't find any DCS function to get waypoints from a flight although I am sure I read somewhere how to get them but I can't find it anymore... Can you please point me to the right direction. And then can you please confirm that it is possible to delete some waypoints of a IA flight plan. For exemple let's say that the ME flight plan consists of WPT 1 to 10 and when mission start I would like to delete WPT 2,4,6 so that the flight would travel WPT 1->3->5->7->8->9 and 10. Thanks
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Hi, Bug fixed. You rock :thumbup: Thanks guys :smilewink: