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Everything posted by SNAFU
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--------------------------------------------------------- Stonehouse continued the work on the script and improved it: please look here: http://forums.eagle.ru/showpost.php?p=2294835&postcount=372 ----------------------------------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------------------------------- Additionally "lukrop" is working on this idea and rewrote the script: You find his latest updates here: https://github.com/lukrop/GCICAP Please report feedback here: https://github.com/lukrop/GCICAP/issues ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Since DCS and its Scripting Engine moved along since I last tested my latest part of this project, I simply deleted my first post in this thread and relate to "Stonehouse" and "lukrop", who continue to work on this project.
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Uploaded my recent version of script with an exmample miz file in 1st post. The script works so far, if you face any bugs and errors, please report back, testing is the most time consuming part of all missions and time is something I always lack... ;)
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Hi ENO, I took the upload offline, will upload the latest one, when I have time and access on my home PC.
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Ah, sorry my fault... Yesterday I just modified a function slightly and copied it from a newer version. Didn´t have the time to test the one I uploaded here. Since I am currently away from my Home PC, I cannot test the script, so I just uploaded it, but I overlooked the line etcher just pointed out: Delete the complete line world.addEventHandler(ClearApronRAT) at the end, that was a left over from the former version... PS: I delteted the uploaded version here in this thread. I will upload the latest version, as soon as I have sufficient time to deal with it.
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My intention was actually only to create a little ambient life in DCS similar to the civillian traffic on the roads. You could see what happens if you simply replace the mission task "CAS" with "CAP" and edit the table ["task"] in line 2614: ["task"] = { ["id"] = "ComboTask", ["params"] = { ["tasks"] = { }, -- end of ["tasks"] }, -- end of ["params"] }, -- end of ["task"] For example you create a MIZ file with a group of the mission "CAP", give it distinctive name, a waypoint with the actions you want it to perform in advance waypoint menu (f.e. "CAP"), save the MIZ, open it with 7z, open the file "mission" in the *.miz folder (is actually just an compressed file, you can extract with 7z) with notepad (or notepad++), look for the groupname (ctrl+f), scroll a little up and look for the table inside the ["route"] table, under ["points"] and copy you designed conten of ["task"] into the script. Note that you cannot use "engage Group" or something with such variables, without knowing the GroupID of the Group the CAP shall engage...
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Thank you for the feedback! Should be possible. Unfortunately I have no time at hand to include this currently. If there are still units left in the target group, they actually should return for a second run. I also wanted to make this MP compatible (so far the radio commands get interrupted, the moment another player, who is not the current AFAC, requests a striker) and when I find a chance, I will take a look into this. At the moment, I want to finish an GCI/CAP script first I am working on for the last 6 months.
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Huh, I didn´t update this script here for a long time. Didn´t know, anybody uses it. I was working on the part of script, which shall clean up the apron, once the AI planes landed. Now the script is modified in a way it removes all landed AI aircraft more reliablely. But it does not consider taxiing accidents anymore. When I have time I also include taxiing accidents and traffic jams in the routine check. Please describe your specific problems, then I try to help. So far the script ran without problems beside the increased mission load. If you are looking for a more intelligent script, which defines an airspace to each coalition, keeps a defined amount of random CAP fighters in defined triggerzones and task the AI CAP to intercept intruders detected by friendly EWR radar, if no CAP is on station spawns random intercept flights on defined airfields and task them to intercept the intruder, then I can give you another script, which is as good as finished and so far stable on my test server for at least 4 hours (at least the script does not hang anymore for as long as I could test on my computer). PS:Update in first post. Please report back if you´re facing issues or problems with this.
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At these places there... ... are so many distracting things. But no access to the web. :P
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You should point out, that you are referring to the A-10C AI landing, so no VRS stall here involved, just AI... Since I can´t watch the track, I cannot give you a hint other than to clarify the situation, before you receive further response of people like me, who couldn´t watch your track file... :)
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I agree with Yskonyn. An all evolving DC ala Falcon is nice, but the strength of DCS lies in the details of the micro-level. I find it more immersive playing just a single pilot doing his job in the middle of the mayhem, than trying to orchestrate stupid AI all over the map with studying logistics. Falcon was great in terms of the feeling that your are in the thick of it and that there is so much happening around you, even if it doesn´t make much sense tactically. But it was to less detail on the micro level of the engagement and that`s where DCS is strong. If you are a fighter pilot, who has to follow strict orders and tight schedule, you don´t see what is happing around over the whole theatre anyway, and fort his DCS is better IMO. But for the Massive Multiplayer Furball (where a lone player in a strange mood is not likely to ruin someone else thoroughly planned mission) a big DC ala Falcon is better agreed, but you can´t have it all. And I would rather see ED focus on their strength and not to stray around in unknown. ;)
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Books with German fighter pilots testimonies from WW2
SNAFU replied to lesnyborsuk's topic in Chit-Chat
The best book about and from a German fighter pilot of 2ndWW is IMO "Feindberührung" by Julius Meimberg,but it is written in german and I don´t think it will be translated any time soon, since the publisher is a small - but very good one. All books I have published by "269" were worth the read, but it only offers 2 books in english I am afraid. http://www.neunundzwanzigsechs.de/main.php "My Logbook" is not as good as "Feindberührung" IMO, but still a good read.It`s not only about his time in WW2, but also about the beginning of the Bundeswehr Luftwaffe involving the F-104G crisis. -
How to detect and counter an incoming IR SAM?
SNAFU replied to Hoggorm's topic in DCS: A-10C Warthog
Or the A-10 jockey just calls "Magnum" in the clean and see all search radars being shut down... ;) -
Spielt keine Rolle was du machst, du wirst ohne tiefere Eingriffe in die Hanger reinkommen, wenn diese zu sind. Das die AI reinfährt ist auch eigentlich falsch, da die Flieger rückwärts in den Hanger geschoben werden und nicht vorwärts rein rollen sollten. Du machst es also richtig, wenn du erst zur De-Arming-Ramp taxist und dann auf dem Apron dich brav einreihst. ;)
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Sure that`s possible this way and the fastest way to get results, but with CONTINOUS ACTION you produce a smoke every second. Don´t know if that impacts the mission performance, but with flares I prefer them not be fired every second. You can also: CHANGED CONDITION - TIME SINCE FLAG (A)/ 300Seconds - FLAG (A) FALSE and POP SMOKE and FLAG (B) ON CHANGED CONDITION - TIME SINCE FLAG (B)/ 300Seconds - FLAG (B) FALSE and POP SMOKE and FLAG (A) ON Should also work... @number3: The function will be executed after 1 second and repeated every 300 seconds.
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You can use flags and trigger constructs in the ME or you copy and paste the following script lines in the ME and trigger them with something like: ONCE - TIME SINCE START (2) - DO SCRIPT : Insert the following lines if you want to have smoke in the centre of a trigger zone: zonename = 'insert-name-of-zone' -- targetzone name local function SignalTarget() Aimpoint = trigger.misc.getZone(zonename) Aimpointpos = {} Aimpointposx = Aimpoint.point.x Aimpointposz = Aimpoint.point.z Aimpointposy = land.getHeight({x = Aimpoint.point.x, y = Aimpoint.point.z}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} --trigger.action.signalFlare({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.flareColor.Green, 0) --un/comment line if flares shall mark the target trigger.action.smoke({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.smokeColor.Green) --un/comment line if smoke shall mark the target return timer.getTime() + 300 end timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) Or the following if you want to have smoke on a unit: unitname = 'insert-name-of-unit' -- targetzone name local function SignalTarget() local Rangetarget = Unit.getByName(unitname) Aimpointpos = {} Aimpointpos = Rangetarget:getPosition().p Aimpointposy = land.getHeight({x = Aimpoint.x, y = Aimpoint.z}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointpos.z} --trigger.action.signalFlare({x=Aimpointpos.x, y=Aimpointposy, z=Aimpointpos.z}, trigger.flareColor.Green, 0) --un/comment line if flares shall mark the target trigger.action.smoke({x=Aimpointpos.x, y=Aimpointposy, z=Aimpointpos.z}, trigger.smokeColor.Green) --un/comment line if smoke shall mark the target return timer.getTime() + 300 end timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) In both cases the names of the zone or the unit have to match the name stated in the script lines. If you want to have white smoke, replace .Green with .White, ir .Red...
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So weit ich weiß ist es nicht möglich auf der F-10 Karte Wegpunkte zu sehen. Für Bodeneinheiten wird die Route angezeigt, wenn auf eine Einheit klickt. Bei Flugzeugen habe ich das nocht nicht gesehen.
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I am pretty sure there are thousend better ways of getting what you need, but I usually use the iterative loop approach simply constructed with for-do-if comparisons, f.e.: This function returns the closest trigger zone with the name actualzonename1,2,...,n like "combatzone1" for the unitsposition defined with actualhelipos. closestzonetable = {} for i = 1, numberofzones do actualzone = trigger.misc.getZone(actualzonename..string.format(i)) if actualzone == nil then trigger.action.outText("ERROR: actualzone == nil ", 4000) return end actualzonepos = {} actualzoneposx = actualzone.point.x actualzoneposz = actualzone.point.z actualoffset = math.sqrt((actualzoneposx - actualhelipos.x)*(actualzoneposx - actualhelipos.x) + (actualzoneposz - actualhelipos.z)*(actualzoneposz - actualhelipos.z)) if i == 1 then minimumoffset = actualoffset closestzone = actualzonename..string.format(i) zoneradius = actualzone.radius elseif i > 1 and minimumoffset > actualoffset then minimumoffset = actualoffset closestzone = actualzonename..string.format(i) zoneradius = actualzone.radius end end closestzonetable = { name = closestzone, distance = minimumoffset, radius = zoneradius } local closestzonetableprintout = mist.utils.tableShow(closestzonetable) --trigger.action.outText("closest zone: " ..closestzonetableprintout, 5)--ok Since I didn´t totally understand the CTTS script, I wrote my own transport script for helis and the part above was taken from that script you see in the attachement. un_loadingheli_v31m2.lua
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Since the post was moved to Mission Builder Corner, do I have to understand this as a hint, not to built missions with infantry close to players? :bye:
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Well, this is not a real bug, but might cause some frustration while cooperating with AI infantry. I was testing a script, which spawns infantry close to the UH-1H and gives the infantry the task to go to a random point in a defined zone. In 1.2.6 the infantry just died, when colliding with the chopper, now the players chopper breaks apart and the infantry dies, if the infantry runs into the players chopper. This doesn´t seem to happen with AI UH-1H. Would be nice if this will be considered. I understand this collision detection is necessary, but even Chuck Norris would be jealous... :worthy: Here my chopper after 2 Infantry tried to run through me... Here an AI controlled UH-1H, where infantry ran through... Here the mission, in which I test the script. test_ob.miz
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I now had the chance to test this script in multiplayer moduse and it seems that the script can be initialized by a client, but as soon as the striker is inbound, the communication between the striker and the AFAC breaks and the AFAC A10 doesn´t receive anymore answers nor are it requests noted by the striker flight. This might be due to issues with the F-10 menu options not mulitplayer compatible, but basically the F-10 option is initialized for the client, but the commands are not recognized. It works for the host of the mulitplayer mission as it does in singleplayer, but not for the client. Maybe some of the LUA experts here know a solution are a workaround. I´ll rework the script, when I find some spare time somewhere...
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Maybe I would get a clearance to taxi to the arming ramp, if I don´t mix up stepping time, start up time and takeoff time with different timezone from the mission card. But what do I do form then on? Since I don´t know the arming procedures, I guess I wouldn´t even get a takeoff clearance...
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It appears to me, that you use the variables Aimpoint of function function SignalTarget() Aimpoint = trigger.misc.getZone(target2) Aimpointpos = {} Aimpointposx = Aimpoint.point.x Aimpointposz = Aimpoint.point.z Aimpointposy = land.getHeight({x = Aimpoint.point.x, y = Aimpoint.point.z}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} trigger.action.smoke({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.smokeColor.Red, 0) return timer.getTime() + 5 end for all other functions. Try to indiviualize the Aimpoint variables the same way you did with target, f.e. rename SignalTarget function and its Aimpoint with all its variables Aimpointx etc. Do this also in the Eventhaendler funcitons for every target area and try again. You might also just use the variation I posted in this post and modify the _ordnanceName == line again, as in your script. This variation compares the impact of the weapon with the position of the closest triggerzone with the name starting with "target", for example "target1", "target2", "target3"...
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I thought about a way to take fast projectiles into account with the script, but had no time to take a closer look into this. Basically the script tracks the height over ground of one weapon (can be defined) and at a certain height the script returns the position of the weapon and takes the weapon off the map by destroying it. Currently the script destroyes the weapon the moment it is lower than the defined height to make the "match-criteria-case" a single event and not an endless loop or a repeated event. So the position given in the script is then compared to the position of the target and the offset in relation to the initiator - the plane - printed out in a text message. So the check frequency (the if then do loop frequency) and the height is critical. The accuracy of the result of the position returned by the script depends on the speed of the projectile, the angle and the frequency checked. If you fly fast and drop the bomb low in shallow angle, the script might not notice the "macht-criteri-case" due to that the frequency of the check loop is not high enough and the bomb/ projectile dropped through the critical height-gate, without being tracked. At the same time if you increase the frequency it gets more accurate and you can lower the critical height, but increase workload of the calculation (in the script posted or linked to above the frequency is 200 and height 2m- so the loop checks 200 times a second if the projectile is lower than 2meter above the ground and returns the position, the moment this case is true). In a shallow angle the the result is more inaccurate, because it tracks the position of the projectile at f.e. 5m above the ground, and not directly at the impact. Maybe you find a solution for this. My intention was just to make the BDUs usable for training and to get a feedback of my drop without having to jump into external views. Therefore it fitted my intention. ;)
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Du bist verrückt! :thumbup: :pilotfly:
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In you folder DCS World\Config\Weapons you can find some table-files. You can open this files with the notepad and look for weapon names. You then just have to find the right name of the weapon you are looking for and add this weapon to the line if (_ordnanceName == "weapons.bombs.BDU_50HD" or _ordnanceName == "weapons.bombs.BDU_50LD") with the right type and name or _ordnanceName == "weapons.type.name" The smoke WP rockets are used in the AFAC script the same way.