

CougarFFW04
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Everything posted by CougarFFW04
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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:
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Hi, Will try. Thanks
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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
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Understanding ME : victory conditions (scoring)
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
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: -
Understanding ME : victory conditions (scoring)
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
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 -
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
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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.
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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
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Hi, No it is day time (8 in the morning).
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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
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Hi, Thanks for the tips. Too bad that we cannot do that in an "easy way".
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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
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Understanding ME : Uncontrolled / Delayed activation
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
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: -
Understanding ME : Uncontrolled / Delayed activation
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
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 -
Understanding ME : Uncontrolled / Delayed activation
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Still interested to know what MadDog will say about the Uncontrolled and Delayed activation... They are not clear at all and sounds buggy.... Anyway got it working with your method. You rock :thumbup: Thanks. -
Understanding ME : Uncontrolled / Delayed activation
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi feefifofum Sounds completly buggy to me but let's wait for his answer... Tryed but :joystick: Exact scenario would be : - Start mission at 08:00:00/0 - Would like to see the F5 C&D when I enter my F18 - F5 start procedure and go his way at 08:00:30/0 for exemple Can you precise please ? - What time should I set for WPT0 ? - Should I box the "Uncontrolled" ? - Should I box the "delayed activation" ? - Cant'find the start command in the advanced waypoint tab... - Find the start command in the triggered action tab but now no way to set a condition... Nightmare... -
Understanding ME : Uncontrolled / Delayed activation
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
So little testing from a new mission from scratch : -1 F18 (player) parked C&D at Gelendzhik : Start 08:00:00/0 -1 F5 (IA Very Good) parked C&D at Gelendzhik : Start 08:00:15/0 Go cockpit at 8:00:00 and observe : 1) Nothing checked : F5 spawned at 08:00:15, startup and taxy to runway as expected. 2) Uncrotrolled : F5 appears static at 08:00:15 and nothing happens. 3) Delayed Activation : Nothing happens... 4) Uncontrolled + Delayed Activation : Nothing happens... Now with Trigger Activate Group (T > 60) 1') F5 spawned at 08:01:00, startup and taxy to runway. 2') F5 appears static at 08:01:00 and nothing happens. 3') : F5 spawned at 08:01:00 startup and taxy to runway 4') : F5 appears static at 08:01:00 and nothing happens (as 2'). Still very unclear to me what's really happening with these two parameters and their link... In particular still unable to get the following situation where the F5 would appear at 8:00:00 close to me and initiate the startup procedure only at 08:00:15 :joystick: Did it (case 2) Help appreciated, Thanks -
Understanding ME : Uncontrolled / Delayed activation
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi, Thanks for comments and helps. This is the problem... As you can see on the screenshoot nor "NON CONTROLE" nor "ACTVATION RETARDEE" are checked but the F5 comes alive at 8:03 on day 0 although it is supposed to start only on day 1... Will check again everything and report. Let's wait and see. Thanks -
Hi everybody, Still trying to understand what the following check boxes do exactly : - Uncontrolled : according to the manual if it is checked the flight will appear "static" on the tarmac and go alive when it is supposed to start. - Delayed activation : not documented What is the relation between both ? I would like that an F5 IA appears on the tarmac when I enter the simulation and start for takeoff a bit later. Unable :cry::cry: Even more strange, when I setup the starting time at 8:03 on day 10 (see picture) although I am day 0, at 8:03 it appears... Is that working properly ? Thanks
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Hi MadDog, Thanks for helping. Hope ED can fix this shortly (or sooner or later :D) Are we sure this has been already reportde and acknoledge by ED ? What I thought. Thanks Guys :thumbup:
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Screenshoots : In this first one we see the tanks that are engaging the other convoy (in the upper left). As one can see, none of the convoys disperse... In this one we see vehicles sticked together one behind the other instead of dispersing. I have discarded the fact that they might not disperse if some vehicles do not allow this (trucks ?) because the convoy in the upper left (picture 1) is made only of tanks (they should be able to move out of the roads) and they stay on the road. Any idea ? Thanks Edit : by the way in the mission editor in the "Group of vehicles" tab, just below the Name box there is a "Condition" box (in %). What is this ? Not documented ?
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Hi Guys, Thanks for the link and tips. The convoy is parametered as follow : - Weapon free, - Dispersion Under Fire checked with 600 sec (default) - Red They are also on a "flat" landscape moving along a road but they do not disperse when attacked... Thanks for the tip. Certainly something I want to experiment. However still trying to understand why they do NOT. I will post a screenshoot.
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Hi again, Still playing with DCS ME. My question today concerns ROE in particular for ground units. Let's assume that a group of vehicles (tanks, trucks, whatever) is moving from one point to a destination along the roads. Everything fine. My problem is that when they are under attack (by airplanes or ennemy ground forces) they stop and then stick together one behind the other instead of dispersing although I set the options for ROE as "Dispersion". Thanks to this option I would expect that when they attack or get engaged they would disperse but they don't :cry: Did I miss something or did something wrong ? By the way there is a parameter attached to the dispersion ROE (time in sec). I do not find it in the documentation ? What does this parameter ? I would guess that this is the time after which they start again their path after stopping if they are attacked... Right ? Thanks in adavance :smilewink:
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Understanding ME : file attached to mission
CougarFFW04 replied to CougarFFW04's topic in Mission Editor
Hi Guys, I will have a look at a wav to ogg format (that I do not know) Thanks for your help.