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Everything posted by SNAFU
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Spawn aircraft near the abandoned airbase at kobuleti
SNAFU replied to luckyhendrix's topic in Mission Editor
No. Some time ago, I tested this function trying to build an Helipad in the woods.. Any client "teleported" gets kicked into spectator mode. -
Thx HiJack, my squadmates tested the script on our dedicated server too and reported very low FPS too. Might be related to the script as you point out. Maybe I find out while further testing tonite. Would be a pitty if this can only be used in SP.
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While tinkering around with a training map, I wrote a small script to have a better possibility to practice SAM evasion training. I thought I could share this, since some other squads might have similar training systems. SAM evasion: Basically you define an area in the ME by the waypoints of a group with the name 'trainingarea' (line 8 of the SAMevasion script) and put russian SAM systems into this area. Every missile fired at a player in this area, will be destroyed at a certain distance from the player (default 90m) and a red smoke marker will mark the position the player was hit by the missile. A text message will print out to every player, that a missile was launched at what bearing and the type of missile. You can modify and extent the missile list on you own liking. Currently only russian SAM systems are included. A/A missile evasion: The other script does the same for Air to Air missiles. You define an area in the ME with the waypoints of the group and unit with the name 'airtoairtrainingarea'. Every missile fired by a player will be destroyed as soon as it closes in to 90m of another player and a red smoke marker will indicate a hit and mark the position. Note that I didn´t test the air to air training area in depth, so there might be something in surprise. Furthermore these 2 scripts require MIST! Feeback and bug reports neccessary and welcome. ;) airtoairtrainingrange_v0.lua SAMtracker_t2.lua
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Does anybody know, if there is, and which of the bombs are similar to the BDU50 or 33 training bombs?
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Just searching for a practice bomb of the MiG21bis I found you post here and just wanted to point out, that you can also get the names of the weapons by simply using this script lines below in a mission. When you fire a wepon, this script prints out the name of the weapon [getTypeName()], which you can then use in a scripting: do local getAAmissilename = {} world.addEventHandler(getAAmissilename) function getAAmissilename:onEvent(event) if event.id == world.event.S_EVENT_SHOT then local missile = event.weapon local missilelauncher = event.initiator if missilelauncher ~= nil and missile ~= nil then local missiletypename = missile:getTypeName() trigger.action.outText("following system was fired: "..missiletypename,20) end end end end The MiG21bis AA missiles are f.e. down below: --F-15C missletype1 = 'AIM-120C' -- missletype2 = 'AIM-7M' -- missletype3 = 'AIM-9M' -- missletype4 = 'AIM-120B' -- missletype5 = 'AIM-9P' -- --Su27/MiG29 missletype6 = 'R-27R' -- missletype7 = 'R-27ET' -- missletype8 = 'R-27ER' -- missletype9 = 'R-73' -- missletype10 = 'R-77' -- missletype11 = 'R-27T' -- --MIG21 missletype12 = 'R-60M' -- missletype13 = 'R-60' -- missletype14 = 'R-3S' -- missletype15 = 'R-13M1' -- missletype16 = 'R-13M' -- missletype17 = 'R-55' -- missletype18 = 'RS-2US' -- missletype19 = 'R-3R' --
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I also worried about the timely separation of the 'red' and 'blue' routine, but I couldn´t really prove that this causes issues. When I started the script, I actually only wanted to use this for one side and only added the other side later on. Concerning the stutter I experience on a crowded mission, I only tested SP and noted a micro stutter every time the main function is called by letting the external camera rotate around my plane and watching the clock. I do not have this in a small mission, but our squad template is designed so it can be used for training of every branch and also some missions. So far the micro freezes might not be an issue on a dedicated server, but if they are in SP they usually are too in MP, but I had no chance to check this on our dedicated server. I now split the main function, with the subfunctions into the individual functions and call them one after another. You can see what I did in the attached file. The overall framrate seems to be reduced about 2 FPS,but the micro stutter is gone. GCICAP20141017_JaBoG32temp_x1.lua
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Currently we have the case that several functions are called at the same time, but if I stagger the functions to be called in a certain order for example 0.25 seconds after the other, this should reduce micro stutter?
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BTW did anyone else notice some performance breakdown, due to the script? In my testing I noticed a kind of micro freeze, every moment the main function goes through all subfunctions, so in the default timing, this is every second. When I increase the interval to 5 seconds return timer.getTime() + 5 --default 1 second in line 2959, I get a micro freeze every 5 seconds. This might be related to the other MIST Version I use, or the number of AI units on the map, since I didn´t notice this before. Does anybody else experience these micro freezes?
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If CAP or GCI fighters are inside the trigger zone of the airfield and get damaged to a status lower than 95%, they are removed from the game. Stonehouse extended this function and added a timer to remove planes, which get stuck on the airifeld for whatever reason. If a fighter spawns and stays longer than 5minutes inside the airfield trigger zone, it will be removed from game too. Maybe Stonehouse can implement a check, if the fighter in question is still on the ground, so CAPs above an airfield will not be considered as "stuck" by the script? Anyway, I guess you fighters were longer than 5minutes on the airfield? In Kobuleti f.e. this might hapen, if there is traffic and the AI taxiis all around the airifeld for takeoff. If that is the case and you might also check this, by modifying line 3128 the number 300 to f.e. 600 (= 10 minutes, if the main function gets called every second, as it is in the default script)
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There is no such list. I put every AC with a defined skin and loadout into a mission and opened the mission file (use winrar or 7z to open *.miz file), picked out the tables and put them into my lua file. :smilewink: Depends on your taste. The both do the same. You have to set some parameters in both versions, depending if you want to have traffic with only western or russian planes or only fixed wings or only tactical etc. In both cases you have to define the airfields in the script an in the editor (maybe I improve that part). That should be explained in the first post. :music_whistling: the r5 version has no text messages for the simplified the radio traffic. r6 prints out text messages as outlined on page 1 with the idea to give players around a heads up, while taxiing, in close pattern or the like.
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I think I also stuck with the trigger zone airfield vs active airfield, because I couldn´t get Stones latest version running on our template. Didn´t work with the script for over an half of year so I didn´t try anything fancy, just thought that it is somehow related to the way the airfields are defined now. Since we (our squad) use the whole map for our training template and have every airfield used somehow, I would have to put a triggerzone over every airfield on the map, I thought. But it was getting late by then, and I could not verify this theory. In short: Every airfield owned by one side, needs to have an airfield triggerzone right?
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Hi Vespa, 1. Yes, you can use MIST 3.3. Here you find the latest 3.5 afaik. http://forums.eagle.ru/showpost.php?p=1622305&postcount=3 2. No. The script file does not need to be in a specific folder. 3. Below the 3 grey boxes you see the line INITIALIZATION SCRIPT: Here you have to initialize MIST 3.5. You can also create a new trigger type on the same page as MISSION START and then under ACTIONS chose the action DO SCRIPT FILE and initialize MIST with this trigger. Important is, that you initialize MIST before you run any script, which uses functions defined in MIST. You can take a look at the example file I uploaded in the first post ( randomairtraffic_scripttest.miz (58.7 KB, 6 views)) and see how it is done there. The GUI manual provided by ED might also be helpful for understanding the ME basics as creating trigger zones and triggers. It is no rocket science and can be fun. ;)
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I updated the first post and added your latest files Stonehouse, so it doesn´t get lost in the length of this thread. If you want something to be changed there or have new files, just sent me a PM and I include this in the overview.
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I reworked this script a little in regard of "waste mangement" and idle or damaged planes should now be removed more reliably. Furthermore I added textmessages to the script, to simulate Radio traffic in the most pragmatic way I could find. For warning the player of AI activity around, the aircraft will trigger messages to the coalition it belongs to, reflecting the phase of the procedure the craft is in. As example an RFF IL78M spawned on Kutiasi: "Kutaisi, RFF5897, IL-78M, taxiing to active runway!" [unit spawned on Apron] "Kutaisi, RFF5897, departing active runway and leaving control zone!" [(2nd of Flight) Unit started takeoff roll] "Kutaisi, RFF5897, airborne" [ (2nd of Flight) Unit is 15m above ground] "Kutaisi, RFF5897, is bearing: 308 for 3 nautical miles at altitude 1800, leaving control zone." [(2nd of Flight) Unit leaves triggerzone you have to set in the ME around airfield] "Tbilisi-West, RFF5897, is N42,125 - E 042,045 at altitude 20000, checking in." [(1st of Flight)Unit enters triggerzone "trafficzone"] "Kobuleti, RFF5897, is bearing: 102 for 3 nautical miles at altitude 2000, for landing." [(1st of Flight) Unit enters triggerzone you have to set in the ME around airfield] "Kobuleti, RFF5897, on final!" [(1st of Flight) Unit is lower than 500m above ground] "Kobuleti, RFF5897, touchdown!" [(2nd of Flight) Unit is lower than 15m above ground] "Kobuleti, RFF5897, runway vacated!" [(2nd of Flight) Unit is not moving anymore and taken out of game] Files and updates in the first post.
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I reworked this script trying to fix the engagement issue with the F-16. They now complete their attack until out of LGBs. Furthermore I added the option of calling in SEAD assistance to the AFAC. The AFAC can now request 2 Tornados with 4 Harms to orbit at IP Tango and slapshot on own discretion. Futhermore the SEAD will actively engage every SAM launch in 50nm radius around them. Another change, was that I limited the radio option to only one player, since I could not solve the issue with multiple requests at the same time yet. The files are uploaded in first post.
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Thank you. :) I edited the first post and uploaded this version.
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That`s nice. Does anyboday know if ASM is planned for the Su27?
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You can take a look at the script and mission I attached below. There I defined an area in which all SAM missiles are destroyed if they are getting to close to an player aircraft. The script checks every launched SAM if it gets close to a player and lets the missile explode. At the same time it marks a hit with a smoke in the air. So basically the function is the same, you just need to create an table with the AirToAir missiles and define the area with waypoints of the group. You also need to take out the text messages. I don´t know if this works with guns also, but at least Air To Air missiles would be just smoke and sound in this area. Just an idea. :book: SAMtracker.zip
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Stonehouse, I uploaded the linked version of yours and your post in my first post, hope that helps. My own workstation gave up on me... guess I fried the system with installing the lates GFX 780TI, so I have no access to my data for now, but have little time to help at the moment anyway... :cry_2:
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The version you find in my first post, is an WIP version, which had to abandon a half year ago. My first post should still be valid for the version attached to the post. I remember there are problems with spawning settings, were fixed later on, but not by me. I am planning to get back and pick up the idea, but I cannot tell when I find the chance. This version of mine, has some issues I know of and which I still want to fix. Stonehouse, Rivvern, ChameleonSilk anD HiJack I think continued to work and improve the script to an extend, which I cannot comment. So you better wait for their response and I am curious too. A summary of the features and changes would be great. Anyhow, I do think such a script is of limited use for a public online operation of PVP servers with a lot of coming and going. The spawing of AI aircraft cause micro-freezes afaik and imagine that for every lone player straying around the map an interceptor AI flight gets scambled, the player crosses the border again to RTB and the interceptor also RTBs. The player changes his idea, flies back of the border trying to find some action a new interceptor flight takes off, cause the old one is order to RTB. Meanwhile the player is engaged or or shot down or left the server there is still the AI flying about causing server traffic, or violates the other colors border and triggers another intercept... You would have to limit the CAP and intercept flights to a low setting (as you can do it in the script setting) for example max. 1 CAP flight and 1 intercept, that should keep the AI traffic in bay. Still most PVP online players hate to be shot down by AI and will often leave the server in anger or don´t understand the concept of AI intercept and get confused. My general idea was more to create a dynamic template for cooperative missions as we play in our little, closed group (vJaBoG32). But ENO, HiJack and Rivvern have experience with online hosting of missions using a version of the script, so they can tell you more.
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Right, was just a worst case szenario displaying the often experienced minor change here / unexpected big cause there problems of working in WIP system. :music_whistling:
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Burnt is good word for this. Eventhough I had a 5 months break from internet and PC and I am trying to upgrade my desktop PC at the moment with SSD, new graphik card and RAM, reinstalling Windows etc I am a little afraid to get back into scripting and burning hours of lifetime, just to find out that DCS 2.0 doesn´t know LUA... :cry: I guess there comes the moment for volunteer amateur scripter, where he gets tired of the retesteing and reworking everthing after every new patch. :music_whistling: At the moment I am still checking my AFAC script, and adding SEAD to the AFAC options, when I was overtaken by a new patch again... At the end I just do this for my own fun of tinkering around with something similar to modelling, the results just doesn´t take up as much space as the real thing.
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:smartass: EDGE hat soweit ich weiß nichts mit dem Netcode zu tun, auch nichts mit einer Dedicated Server Software, auf die wir wieviele Jahre schon warten? :pilotfly: DCS ist toll, aber nur in kleinen Häppchen. Ich glaube nicht, daß wir es in den nächsten 10 Jahren erleben werden, daß 30 Spieler aus aller Welt auf einem Server ohne Lag und Diashow einen All-Out-Feldzug mit massiver Ambiente durch AI Einheiten genießen können. Dafür ist der Makro-Kosmos in DCS umso besser. Kleine Gruppen, die ein sehr detailiertes Szenario mit realistischer Kommunikation und Prozeduren im Rollenspiel durchspielen. Quasi ein Auszug aus einer Choreographie, die im Detail gelebt wird und darin stark ist.:joystick: Aber für den Action-Fix einer Kneipenschlägerei werden wir weiter auf andere Spiele ausweichen müssen, wie IL2 BOS, RoF oder Falcon BMS. Meine Erwartung Richtung EDGE sind verhalten. Schöne neue Graphik, wenns hoch kommt Bäume mit Kollisionsmodel. Aber daran gewöhnt man sich nach ein paar Stunden und nimmts als gegeben.
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JHey HiJack, are you referring to the miz.file you posted in #181 ? I will take a look this week, trying to find out, what I did and what Stonehouse added. If this is the miz.file I can start from there.
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Here too, thanks Stonehouse for keeping this alive. I will try to pick up here in the next weeks and see what is happening, what I can remember... :music_whistling: