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CougarFFW04

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  1. 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
  2. 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:
  3. 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.
  4. 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
  5. 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:
  6. 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".
  7. 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
  8. 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
  9. 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
  10. Hi, Bug fixed. You rock :thumbup: Thanks guys :smilewink:
  11. Hi, @Grimes : thanks for the clarification :smilewink: @funkyfranky : sounds more or less what I was looking for. @both : Thank you so much. You ROCK :thumbup:
  12. Hi, Will try. Thanks
  13. Hi, per the Scripting Engine Introduction I am experiencing this bug.... Very frustrating and time consuming indeed... Yesterday I lost several hours looking for a bug in my Lua script until I realise that it was not updated correctly (I noticed that the debug text I was printing was not updated). I must restart DCS each time (or maybe just the mission editor but didn't check yet) to take Lua function modifications into account :( Does anyone know why this happens or things that might favor this bug ? Does the directory where you put your Lua function has anything to do with this bug ? Is it possible that I did something "bad" in my Lua script (although it is working as expected) ? Thanks
  14. Hi Rudel_chw, Thank you very much for your explanations. It's much more clear to me now :thumbup: Hope someone else cans share his knowledge about the scripting question... Thanks again :smilewink:
  15. Hi Rudel_chw, Thanks a lot for your answer. A few more questions : DCS score (as you clarify) : - where do we get this scoring ? In the debrief (I must say that I never really paid attention to that till now) ? - does this scoring (as it is computed by DCS engine) play any role in the campaign branching logic ? DCS results : - Unless I am wrong this is what is taken into account for the campaign branching. Right ? - If yes there is something I do not understand with this : Let's immagine that I have define 50 objectives with 10 points each (500 pts in total). Let's immagine that I have achieved only 6. I will get 60 points. As 60 > 50 the campaign engine will consider a "succesfull mission" although I have achieved only 6 among 50... Can someone clarify the campaign engine branching logic in relation to DCS results or DCS scoring ? Thanks
  16. Hi everyone, Just a basic question about victory conditions in relation to campaign management (something I have not experimented yet). As far as I understand the campaign branching is based on scoring (<50, 50, >50). However I do not know how the scoring is computed... I saw that we can define scoring/conditions attached to objectives but : - what is the scoring range (0-100) or more ? - can we define negative scoring (for colateral damage for exemple) ? - if there are multiple objectives how the final scoring is computed ? - Is the "scoring variable" readable/writable by a Lua script and is it possible to change it with some internal rules (define in a Lua script) ? if yes what is the DCS engine function ? Thanks
  17. Hi Grimes, Thanks for the tips. Not sure I understand correctly the ... stuff but I will experiment. This is something I was thinking about. Although I think it is quite easy to get the plane position I do not know how to get the waypoints positions attached to the flight. Any good starting point for that ? Thanks again.
  18. Hi DCS scripting gurrus, I would like to know if there is any DCS scripting function that would return true (or whatever) when a flight reach a waypoint in his flight plan. If not is there any simple way to achieve this without having to set any trigger, area,.... as I am interested to do that just with a script. Thanks
  19. Hi, No it is day time (8 in the morning).
  20. Nobody ?
  21. Hi everybody, I am building a mission where 2 AH64 and 3 Ka-50 are supposed to attack ennemies tanks in a given region. It works perfectly for the AH64 (they search for the tanks and attack them) but completly fails for the KA-50 which fly from waypoint to waypoint without doing anything else although there are blue tanks in the region where they are supposed to search for. It should not be a problem with the flight plan because the Ka-50 flight/options is cloned from the AH64 one (which works like a charm as I said). They have also munitions/weapons free, exct (as for the Apache)... Any idea why they failed to search and engage ennemy ground forces ? Thanks
  22. Hi, Thanks for the tips. Too bad that we cannot do that in an "easy way".
  23. Hi Lua scripting Gurrus, Let's imagine that I have a mission starting at HH:MM:SS/DD Is is possible with a Lua function to change (via Lua script) the starting mission time (to whatever) when the mission loads ? Thanks
  24. Hi, Got it (name of the flight IA_F5 in that case) local groupName = 'IA_F5' StartUnit = { id = 'Start', params = { } } _group = Group.getByName(groupName) _controller = _group:getController() _controller:setCommand(StartUnit) Hope this might help someone sometime :book: Happy mission :pilotfly:
  25. Hi, Yes, thanks a lot. It's understandable now :) Now that it is sorted out from the ME interface point of view, I would like to do the same in a scripting mission. Following is the code (the IA F5 flight name is IA_F5). It is not at all optimized but as it doesn't work, a step by step code to get the problem. So when running this code : local groupName = 'IA_F5' if Group.getByName(groupName) then trigger.action.outText("Get group",3) if Group.getController(Group.getByName(groupName)) then trigger.action.outText("Get Controller",3) F5Start = {id = 'Start', params = {}} Controller.setTask(Group.getController(Group.getByName(groupName)), F5Start) trigger.action.outText("Run Up task initiated :)",3) else trigger.action.outText("CAN'T get Controller",3) end else trigger.action.outText("CAN'T Get group",3) end I got the - Get group - Get Controller messges but not the "Run Up task initiated" So obviously the problem is with this command Controller.setTask(Group.getController(Group.getByName(groupName)), F5Start)But I I do not understand what's going wrong... Any idea ? Thanks
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