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SNAFU

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Everything posted by SNAFU

  1. Ich arbeite gerade an einem Skript für Kobuleti (Senaki und Kutaisi vllt auch nocht) zufälligen Ambiente Verkehr, muß noch die Entry/Exitpoints und Initials den AIs beibringen. Wenn ich wieder Zeit habe, das zu Beenden, poste ich das hier.
  2. I have to correct myself. mist.goRoute works with dynamically added groups. So I guess the other scripts of mine didn´t work due to my missing scripting skills.
  3. Oh, I got it...mist.GoRoute works also for units inserted with the addGrp command, :thumbup: Here an example I finally got working, based on MIST and Psyrixx Extraction Script (which I slowly begin to understand... :cry: ): local heli = Unit.getByName('heli') local heligroup = Group.getByName('heli') local helipos = heli:getPosition().p local heliheading = mist.getHeading(heli) local targetunit = trigger.misc.getZone('test') local targetunitpos = {} targetunitpos.x = targetunit.point.x + math.random(targetunit.radius * -1, targetunit.radius) targetunitpos.z = targetunit.point.z + math.random(targetunit.radius * -1, targetunit.radius) local data = { ["visible"] = false, ["groupId"] = "PontiacInf", ["taskSelected"] = true, ["hidden"] = false, ["units"] = { [1] = { ["y"] = helipos.z + 8, ["type"] = "Soldier M4", ["name"] = "PontiacInf", ["unitId"] = 1, ["heading"] = heliheading, ["playerCanDrive"] = true, ["skill"] = "Excellent", ["x"] = helipos.x, }, [2] = { ["y"] = helipos.z, ["type"] = "Soldier M4", ["name"] = "PontiacInf", ["unitId"] = 2, ["heading"] = heliheading, ["playerCanDrive"] = true, ["skill"] = "Excellent", ["x"] = helipos.x + 8, }, [3] = { ["y"] = helipos.z - 8, ["type"] = "Soldier M4", ["name"] = "PontiacInf", ["unitId"] = 3, ["heading"] = heliheading, ["playerCanDrive"] = true, ["skill"] = "Excellent", ["x"] = helipos.x, }, [4] = { ["y"] = helipos.z, ["type"] = "Soldier M4", ["name"] = "PontiacInf", ["unitId"] = 4, ["heading"] = heliheading, ["playerCanDrive"] = true, ["skill"] = "Excellent", ["x"] = helipos.x - 8, }, }, ["name"] = "PontiacInf", ["task"] = "Ground Nothing", } coalition.addGroup(country.id.USA, Group.Category.GROUND, data) trigger.action.outTextForGroup(Group.getID(heligroup), string.format("Troops are disembarking, hold position!"), 10) local infgroup = Group.getByName('PontiacInf') function generateWaypoints(targetunit, heli, waypointType) local waypoints = {} local targetunit = trigger.misc.getZone('test') local targetunitpos = {} targetunitpos.x = targetunit.point.x + math.random(targetunit.radius * -1, targetunit.radius) targetunitpos.z = targetunit.point.z + math.random(targetunit.radius * -1, targetunit.radius) local helipos = heli:getPosition().p local landingpos = Unit.getByName("PontiacInf"):getPosition().p local targetpoint = { ["type"] = "Flyover Point", ["ETA"] = 0, ["y"] = targetunitpos.z, ["x"] = targetunitpos.x, ["ETA_locked"] = true, ["speed"] = 15, ["speed_locked"] = true, } local landingpoint = { ["type"] = "Flyover Point", ["ETA"] = 0, ["y"] = landingpos.z, ["x"] = landingpos.x, ["ETA_locked"] = true, ["speed"] = 15, ["speed_locked"] = true, } if waypointType == 'LZ' then waypoints[#waypoints+1] = mist.ground.buildWP(landingpoint, 'Off Road', 20) waypoints[#waypoints+1] = mist.ground.buildWP(targetpoint, 'Diamond', 20) end return waypoints end LZ = generateWaypoints(targetunit, heli, 'LZ') trigger.action.outText("Airborneassault on the move!", 40) mist.goRoute(infgroup, LZ)
  4. Sorry, when I hijack your thread, but do you have any example how to give an added group a path to go? I am now trying for days to give an added group some path to go, but since MIST functions as groupToRandomPoint do not seem to work I found no way and ended helplessly here. ;)
  5. As far as I have noticed MIST functions do not work with units which were dynamically added to the game. The games doesn´t seem to know these units exist, at least I always get "nil" values for groups and units created dynamically.
  6. After 4,5hrs testing and swearing I got few pieces of scripts together I found here in the forum and in the MIST guide and finally have it somewhat working as supposed to, but only somewhat. It is a script which shall trigger a defined infanty group to move to my heli and simulate a boarding. My question is how do I get the "function main()" to be repeated after the script was initialized by a flag? No I have to initialize the script manually several times to get the small steps done. This is the script: --create F10 options for flag 902 to request to pick up troops --script should be called by scwitched condition / flag 902, which is initialized by F-10 menu --create a group with the name "pickup" and the first unit name "pickup" --create a heli with unit name "test" local inf = Unit.getByName('pickup') --unit name of 1ste unit of pickup group local infgroup = Group.getByName('pickup') --groupname of troops to be pickedup local heli = Unit.getByName('test') --unit name of transport heli local heligroup = Group.getByName('test') --group name of transport heli mist.flagFunc.units_in_moving_zones { units = {"pickup"}, zone_units = {"test"}, radius = 200,--distance to call infantry flag = 903, stopflag = 4 } local helipos = heli:getPosition().p local heliagl = helipos.y - land.getHeight({x = helipos.x, y = helipos.z}) - 1.5 local helivel = heli:getVelocity() local abshelivel = math.abs(helivel.x) + math.abs(helivel.y) + math.abs(helivel.z) function main() if (trigger.misc.getUserFlag(902) > 0 and trigger.misc.getUserFlag(903) > 0) then if (abshelivel > 1) then trigger.action.outTextForGroup(Group.getID(heligroup), string.format("Slow down"), 10) end if (heliagl > 1) then trigger.action.outTextForGroup(Group.getID(heligroup), string.format("Get lower"), 10) end if (heliagl <= 1 and abshelivel <= 1) then trigger.action.outTextForGroup(Group.getID(heligroup), string.format("Troops are embarking, hold position!"), 10) trigger.action.setUserFlag('904', true) --Flag 1004 indicates troops can embark local getin = { group = Group.getByName('pickup'), point = {y = helipos.y, x = helipos.x, z = helipos.z}, radius = 1, form = "Diamond", speed = 10, disableRoads = 1 } mist.groupToRandomPoint(getin) mist.flagFunc.units_in_moving_zones --creating zone to trigger that troops embarked { units = {"test"}, zone_units = {"pickup"}, radius = 20, --distance at which infanty embark flag = 905, stopflag = 906, req_num = 1 } end else trigger.action.outTextForGroup(Group.getID(heligroup), string.format("You are too far away from LZ!"), 10) trigger.action.setUserFlag('902', false) --initial trigger set false again end if (trigger.misc.getUserFlag(904) > 0 and trigger.misc.getUserFlag(905) > 0) then infgroup:destroy() trigger.action.setUserFlag('906', true) --Flag 1006 indicates troops are on board trigger.action.outTextForGroup(Group.getID(heligroup), string.format("All troops on board!"), 10) mist.removeFunction(funcID) end end local funcID = mist.scheduleFunction(main, {}, timer.getTime() + 5, 1200) I tried the MIST scheduleFunction as you see, but it doesn´t repeat the check of the IF loops, so I have to initialize the script manually, to get the infantry moving and finally after several calls, to get the check done, to destroy them in case they are close to the heli, to simulate them boarding.
  7. Thanks for the help, Grimes! :thumbup: Will try this in the evening...
  8. I am sure it has been asked before somewhere, but where? Is there a way to write all units, zones and trigger existing in the *.miz file into a separate file? My idea was to create a template of randomly created scenery units (f.e. trucks driving around in the airport, planes approaching, border checkpoints, ship traffic, SAM sides etc.) and to load these template units in the beginning via a script. I looked through the SSE wiki, the forum and the MIST guides to find a hint, but couldn´t, only found the MIST.DB functions. They seem to do something similar I am looking for, but the explanation is too short for me to understand, where they write the data to.. etc ;) If this doesn´t exist yet, is there the intention to implement such a function in the future? Thanks in advance...
  9. Thank you very much, Psyrixx. Very helpful for learning! Great work!
  10. One step forward I am facing the next wall... ;) The ME built in Triggerfunctions to pop smoke or flares or even to attach a zone to unit, does not work for units I teleported, spawned or added via the sctv1 or MIST2 scripts, is that right? I was happy to have the teleport function, because I thought I can then address the unit in the ME to pop smoke on teleported units (which I can´t for added units, because they are not in the ME) and attach moving zones to these units, but now I have to find a way around this. Is there a way to kind of "update" the units coordinates in order to get the moving zones and pop smoke functions working on teleportet units?
  11. Looking forward to play your mission also, especially because I am working on that kind of scenario myself for long now, but since we have flyable transport heli now I am really motivated to pick that theme up again. Is there any chance you give your script to the public? I understand if you don´t want to, its your property, I am just curious, I myself am not familiar with LUA scripting so I really struggle and rely mostly on ME built in trigger systems. ;)
  12. Thanks Grimes, got it working now: local pos = trigger.misc.getZone('test') local ranpos = {} ranpos.x = pos.point.x + math.random(pos.radius * -1, pos.radius) ranpos.z = pos.point.z + math.random(pos.radius * -1, pos.radius) local data = { units = { [1] = { ["x"] = ranpos.x, ["y"] = ranpos.z, ["type"] = "Soldier AK", ["heading"] = 0, }, -- end of unit 1 [2] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", ["heading"] = 0, }, [3] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", ["heading"] = 0, }, [4] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", ["heading"] = 0, }, [5] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", ["heading"] = 0, }, [6] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", ["heading"] = 0, }, [7] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", ["heading"] = 0, }, [8] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", ["heading"] = 0, }, [9] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier RPG", ["heading"] = 0, }, [10] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier RPG", ["heading"] = 0, }, [11] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "SA-18 Igla-S comm", ["heading"] = 0, }, [12] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "SA-18 Igla manpad", ["heading"] = 0, }, -- end of unit 2 }, --end of units } -- end of group table sct.dynAdd ("RUSSIA", "vehicle", data)
  13. In other scripts "heading" is used for that, so was confused. Should it also be in RAD? I am working through the error messages with try and error, but the table "data" structure is something I am not sure if that is correct at all.
  14. First thanks for all the work and hints here in the forum.:thumbup: I am actually have no idea of LUA or programming languages at all, I just grab what I can get and try to understand, what is going on. I understood the "sct.dynAdd" function adds units when called via script and generates the group and unit IDs automatically. This would be very useful for randomly generated opponents, which happen not to be the primary target, but just side effects, so I try to generate a Russian Infantry squad randomly inside the zone "LZ Tango" and used the following script: local pos = trigger.misc.getZone('LZ Tango') local ranpos = {} ranpos.x = pos.point.x + math.random(pos.radius * -1, pos.radius) ranpos.z = pos.point.z + math.random(pos.radius * -1, pos.radius) local data = { units = { [1] = { ["x"] = ranpos.x, ["y"] = ranpos.z, ["type"] = "Soldier AK", bearing = bearing, }, -- end of unit 1 [2] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", bearing = bearing, }, [3] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", bearing = bearing, }, [4] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", bearing = bearing, }, [5] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", bearing = bearing, }, [6] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", bearing = bearing, }, [7] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", bearing = bearing, }, [8] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier AK", bearing = bearing, }, [9] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier RPG", bearing = bearing, }, [10] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "Soldier RPG", bearing = bearing, }, [11] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "SAM SA-18 Igla-S comm", bearing = bearing, }, [12] = { ["x"] = ranpos.x + math.random(5,100), ["y"] = ranpos.z + math.random(5,100), ["type"] = "SAM SA-18 Igla-S MANPADS", bearing = bearing, }, -- end of unit 2 }, --end of units } -- end of group table sct.dynAdd (country.id.RUSSIA, Group.Category.GROUND, data) In the guide it just states : groupData = { units = { [1] = { x = posX, y = posy, type = typeOfUnit, bearing = bearing, }, -- end of unit 1 [2] = { etc… }, -- end of unit 2 }, --end of units } -- end of group table --]] But in the another part of a script I got working the data table is arranged differently, so I orientated on that working one, but I cannot find our what to use for "bearing". Before I slowly work through the error messages I receive, I thought I drop in here, to see if I am steaming in the right direction at all?
  15. Hehe, there is nothing more thrilling than a good discussion among friends... reminds of the days, when I had time for training. ;)
  16. I use "Audacity" for this. It is quite easy to handle, but I am no professional sound engineer, so I cannot give you better hints, than to test your record settings in game, before you start to record longer a text. Different radios have different limits in their frequency range so they sound different to the human ear- so adjust your recording frequencies. No use for 44kHz recordings if the real radio can only replay up to 228kHz tunes. Also mono recordings do not only make the sound files smaller, but sound better for immersion. In the DCS World folder you already have a lot of samples for static backround noise, clicks, gunfire, explosion etc. You can use these to enhance your radio transmissions. But remember, once the ogg. files is convertet by DCS in the miz file, the sound changes a lot, so test your settings to get the "radio feeling" right in game.
  17. IMO it is wise decision, even though I personally might not be too excited about it. It seems ED didn´t get enough info for a real DCS F-XX yet or met another wall on the way, for which they didn´t find a ladder yet. Until EDGE is ready and they found a solution to get a DCS F-XX done, they need to bridge the gab and find some income. Apperantly FC3 with the LOMAC-to-be-installed Limitation is not attracting enough new players to increase the customer base to a level, they can bridge the noone-knows-how-many years until the next DCS F-XX, which is no surprise. So they decided to built on what they have and what is the back-bone of their business origin. Improve them step by step and maybe end with a DCS level, but instead of digging in for the next 3 years until this level might be possibly reached, give something to the customer in the progression. Today methinks noone knows if a DCS F-15C, Su-27 or F/A-18C is possible at all, but sitting back until we know, doesn´t help either. So we have to get there step by step and look how close we can get. But someone has to pay it. I might even buy it some day. So far I didn´t buy FC3 and do not plan not buy a mid-level Su27 or F-15C, but I honestly hope it works out for ED, while I am enjoying what we have and looking forward for the Fishbed.
  18. Zum aktivieren der Bugradsteuerung gibt es einen Nose-wheel-steering bottoom. Beim TM WH ist der am Stick mit dem kleinen Finger zu drücken. Ansonsten gibt es dafür eine Taste auf dem Keyboard. Den drücken und du kannst mit dem Bugrad steuern. Ab 50kn haben die Seitenruder autorität und du kannst bzw. solltest die Bugradsteuerung wieder deaktivieren. Das wird allerdings auch in den Tuturials erklärt. Ist zu empfehlen die mal durchzumachen. Mit i-dings kenn ich mich nicht aus.
  19. Belarus? just a guess.
  20. There is no "serious voice chat" in such a thing as "public server". Choose one of the two, protected server good comms, or public server and random comms. Welcome to the internet. ;) Maybe this will change, if you try bigger letters and capital...
  21. SNAFU

    Fragen zur A-10C

    Ein Punkt im TGP Bildschirm zeigt die relative Position deines POI zur position deines Fliegers projeziert auf eine 2d Ebene. Z.B. Ist der Punkt links-oben von dem Centerkreuz, guckt dein TGP noch links vorne.
  22. In addition to the a.m. and especially in connection to "Chickhawk" I would highly recomment Ed Rasimus "When Thunder Rolled" (if you have just finished Chickenhawk, you already got used to the places of the area ;) ) about his first tour in Vietnam and his second book following the story of his second tour "Palace Cobra". He has a great style, not only writing, but also the way to reflect his experience. (Both are currently my favs, Rosenkranz "Vipers in the Storm" is also high on the ladder) These are rather presonal storys, compared to Smallwoods "Warthog" and "Eagles", which are more a collection of annecdotes of interviewed pilots. Both books are also great, but I prefered the personal view of things - similar to Clostermanns "The Big Show" or "Thunderbolt!" by R.S. Johnson.
  23. I think flying a chopper with a tail rotor is a totally new experience, if you are only used to coaxial rotors.. I am looking forward for this! ;)
  24. Isn´t that only applicable for 2 engine aircrafts? Given the 1-engine-failure-during-takeoff design principle for the thrust specifiations of 2 engine aircrafts, leading to generally overpowered turbo-fans for 2 engine aircrafts in comparison to 4 egnined aircrafts?
  25. I didn´t test all weapons, but the GAU8, Mk82 and Mavericks killed the landmines, with a direct hit on the dead structure the landmines were placed upon. Unfortunatly I never got AI to attack landmines or dead structures.
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