

geloxo
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Everything posted by geloxo
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Thanks Fuzzy. I know those commands but the problem is to link them to the player´s unit in MP. In SP there´s no problem, cause your vehicle is configured to fire the trigger. In the LUA commands included in the Wiki I did not find any reference to read vehicle status for such a thing so, without that, I can´t tell the script to do anything on the player´s vehicle or depending on the vehicle´s status. Same principle happens with the addition of mass upon loading, and that´s why I did not implement them yet. But anyway I have not so much experience with scripting in DCS but on other sims instead. If someone has the magic line of code I will be very pleased to implement any of those features. Cheers
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Sorry, redownload it again cause there was an error in triggers and mission 4 failed. I will try to fix the FM markers not working for JIP players in the following days on the whole pack as I didn´t notice they worked only for those who joined at start.
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Mission 4 added to pack. The new features of the CTTS script, allowing logistics operations, are used. Task is to deploy materials to construct two firebases to support the attack over an enemy town afterwards Hope you like it
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Name: UH-1H Airmobile M04 - Frontline Author: Angel Mission type: SP + MP / Transport and CAS /Combined Arms support Controllable: UH-1H / Light vehicles Quick summary: We are participating in one of the most important combined operation in the area. Our forces are being deployed to the North of FARP London in an attempt to push enemy to the mountains. Our objetives are the towns Tango1 and Tango2. We will need to transport materials and engineers squads to the forward artillery bases at LZs Alpha and Bravo before the battle starts. We need 1 squad of engineers and 4 material sets on each LZ. Later on we will participate in the assault with gunships and transports. After bases are constructed the Chinooks from the Army will drop troops on the LZs periodically, as it´s risky for them to approach target due to AA fire. You will need to insert those troops at the towns with the Hueys, as they are faster for this task. NOTES: 1. Only the transport Hueys are enabled for troops and logistics operations. 2. Gunships depart from FARP Madrid, where they can ream. Wepons are limited for this operation. Their main task is to protect the transports during the whole operation. After firebases are deployed the HQ will send supplied to London, allowing to rearm there too. 3. Chinooks will deploy troops at the Firebases LZs periodically. Those are the only infantry units available for the operation so plan your insertions carefully till next groups land on the LZs. 4. Ground Commander has a LAV-25 platoon available (not enabled for transport) Link/Download: At discussion thread Discussion thread: http://forums.eagle.ru/showthread.php?t=109337
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According to a reference position used in the script (XCenter, YCenter). Use the values you want, that was an example only.
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I have used in CTTS script a function to spawn statics. I don´t know if it works with FARPS but the principle is the same (I use it to spawn fuel barrels): local static = { ["type"] = "FARP Fuel Depot", ["unitId"] = logcargoCounter, ["y"] = yCenter + yofs, ["x"] = xCenter + xofs, ["name"] = name, ["category"] = "Fortifications", ["heading"] = angle, } coalition.addStaticObject(country.id.USA, static) Just set the fields in local static with desired info about the object. Cheers
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Fresh news guys: logistics are incorporated to the script. Now you can load equipment as well as troops. Read first post for updated information and files. The next Airmobilie mission will implement these new features as a practical demonstration. Enjoy!
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DCS is not so demanding on GPU for such a card. I have a 690 as well running with NVIDIA default (AFR2) and runs quite smooth. You won´t use the whole power of 4 cores here except for antialias. The CPU cores ussage is the bottleneck in my opinion. Or you have a pretty fast one or you are lost (only 2 cores are used anyway). Mine is 3930k OC to 4.2 Ghz and a X79, so quite similar specs as you. Forget about hardware, it´s perfect for simulation in my opinion. Problem is that engine won´t take the most of it, as usual nowadays with most games. Few companies want to spend money on developing really optimized and up to date engines cause they are expensive.
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Good to know thanks for confirmation. I was worried a possible defect on my hardware.
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Since last updating this week I´m experiencing a lot of connection interrupted on the clients and even crash of server it self due to memory allocation problems.. It has been working fine during past days till now. This always screws the ongoing mission after 1h or so :( Today it has been impossible to fly the Airmobile M03 completely (sorry for that guys) Anyone else have problems with latest 1.24 patch?
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That´s very kind of you, thanks. Basically I want to promote the user made skins in missions but it seems people do not use them very often :-( I used the NAM era ones in the two missions before but didn´t want to include any Medevac one in the third because of this.
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Mission 3 edited again: groups are closer to base and between each other to allow covering fire between friendly forces. Number of enemy forces dynamically limited as well. I think it was really hard for small groups of players to avoid that ground troops die cause was really difficult to provide cover yo them. It´s still a hard mission anyway.
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Thanks. You can do mission as you want, but keep in mind that the more troops you use as reinforcements the less you could evacuate if they die. Ground commander has 4 platoons as well and vehicles. This may help a little. By the way there was an error in the spawn triggers in mission and enemy reproduced like crazy till server crashed. It´s fixed now, and enemy count is limited to avoid endless spawning. Please download pack again, sorry.
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This is similar to the way I use but I would take your solution as is cleaner. To repeat it at intervals the easiest is to activate the message in a trigger continuously upon "time since flag" condition. Then just reset the flag to false and set it to true again in the same trigger. I used that to reproduce the alarm sound on mission 3, for instance. Example: 1. trigger A fires flag 1 to true 10s after mission start 2. trigger B waits 30s after flag 1 is true, then displays message and sets flag 1 to false and to true again (like a switch, so to say) 3. Another 30s later the loop repeats by itself endless, cause flag 1 was again false and the trigger B is fired every 30s after flag 1 is true 4. If you want to stop it just set flag 1 to false by other trigger at any time or, if the message displaying was stop by you and you want to re-start the loop, set flag 1 to true again at any time.
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Been clear... the idea is that one sweats in this mission :-P The concept is hard, I know, but I try to represent real operations in difficult environments and intense firefight. There´s lots of enemy troops as the enemy is attacking all bases in the western side of the valley, as briefing says. You have to evacuate troops to FARP London, to the East, cause this is safer but under attack as well, and drop them at the green smoke. There you will find some weapons for the choppers, but very limited (M134, HE and WP rockets). I have re-uploaded the mission due to a change in the script. Also changed the condition to accomplish it now (3/4 of the complete company needs to be evacuated, that means 90 men) but you can adjust this value in the triggers in mission editor. The mission is hard to achieve with only 1 chopper. It´s based on teamwork and several transports operating at the same time. I usually host my missions almost everyday. Look for UST101 server and join when you want ;-)
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New standalone function CountExtracted added. Please read first post for details. It´s used to count the amount of extratable units inside a trigger and result can be accessed in mission via two user flags.
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Name: UH-1H Airmobile M03 - Flaming Medevacs Author: Angel Mission type: SP + MP / Transport and CAS /Combined Arms support Controllable: UH-1H / Light vehicles Quick summary: Last operation on the Death Valley have risen the temperature in the area and enemy is attacking the allied bases in the western side of the valley, including yours. A supply company of 120 men and vehicles has been ambushed inside the city in their way back to FARP Madrid. They have been divided in 4 main groups which are blocked by enemy forces and artillery. Your task is to evacuate at least 1/2 of the complete company (60 men) from the city to a secondary base to the East called FARP London. There the Marines CH-53 helicopters are deploying a medical outpost to take care of the wounded. The highest priority is to evacuate the groups which were protecting the tankers convoys, as they are having lots of wounded and are completely blocked. Unfortunatelly we have only transport Hueys available, but our transport helicopter batallion is the only chance for our troops, so you will have to do your best to provide cover with the door gunners. London has some weapons available but very limited due to recent operations on the area. IMPORTANT NOTES: 1. The groups in the tankers are critical due to the amount of wounded troops they have. If both groups are killed we won´t be able to accomplish the mission. 2. The supplies at main base are depleted so we can only use machineguns. As a last change we can move to FARP Berlin or London to resupply there but the weapons are very limited there as well and time runs against our troops. 3. Ground Commander has 2 plattons of M113s and troops to support the operation and cover friendly units during the extraction, while medevacs are returning troops. 4. Troops requesting extraction will transmit in FM in the range 55.00 MHz to 56.00 MHz, at 0.20 MHz intervals. 5. Plan your mission carefully as a single Huey can only carry a single squad of 6 wounded each time, so you will need 20 trips to evacuate the whole company. ETA to London is 5 min. Link/Download: At discussion thread Discussion thread: http://forums.eagle.ru/showthread.php?t=109337
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New mission added: Flaming Medevacs. Read complete briefing for details. This mission puts you directly into hell. A non expected task in the middle of an intensive fight while the allied bases are being attacked. Test your skills with doors gunners and test your skills in landings on hot LZs with the old Huey to save the lifes of friendly troops ambushed by enemy. Your choppers are their only chance to survive. I hope you like it guys. Action, action, and more action is granted but teamwork is very important to achieve the goal. Cheers
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Hi, Finally the script got it´s estable version v1.0. To distinguiss it from the previous test versions I decided to change it´s name to CTTS. Configuration is super easy and flexible (now you don´t even need to use triggers in mission or worry about namings as a wide set of predefined names is available by default). Deployed troops will now move to close enemy positions as well and a couple of standalone functions are included to be used during mission too. Please read first post for details and updated files. Prepare for a good set of Airmobile missions to come to take the best out of this script. Current pack updated too :-P Happy transporting!
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This is due to filesize too big I guess. This is not a good idea for a MP mission as clients will need ages to connect to server due to big file size. I had to shorten the audio in my first mission as well cause nobody managed to connect to server and it was 12Mb size.
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Don´t worry ;-) The troops issue was something pending to do even on my preferences list. I have experience on other games but not with LUA, so that´s why the process to implement everything is slower. Regarding the choppers crashing it depends on the AI itself. While under attack they brake formations like crazy and can crash even with you. I separated them enough to avoid this situations but sometimes they crash and sometimes not, depending on the situation. But well, that´s one of the tasks of players anyway (escort them to LZ), so if you provide proper covering with the Seawolves then less problems they will face
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This is fixed in a new version of the script I´m testing and that will be published probably tomorrow. Troops will find closest enemy and go there. If no enemy nearby then they will stay where they are. I needed both options cause in the Mission 3 of the series you have to evacuate troops and they have to stay where you dropped them to be healed by medics.
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Thanks Grimes, but I can´t understand how should I use this env.mission. As far as I have seen in mist I could access coalitions and those variables for instance from there, but this seems not to be what I need. Imagine I have a folder "scripts" with my "test.lua" script inside it and I place that folder inside the miz file via winzip. Then I run whatever the script at the mission init (let´s say a script called "initmyscripts.lua"). Then how could I call the "test.lua" from the "initmyscripts.lua"?
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Yeap, this is something I want to include since the beginning as well but I can´t figure which lua function to use. If someone tells to me I can put is as trigger for the action instead of the radio menu. This is a very simple change in the script, but you need the right command which I don´t know :-( By the way shelt, I have solved your problem with smokes :-P I made a modification that improves the config phase much more, cause know you don´t have to care about commenting or uncommenting the trigger names. If the trigger name that you used is not an existing trigger script will ignore it. This means now you will have a set of predefined names available (simular to the units names) and you just use any of those names in the mission. Testing it now and will upload it shortly. Everything works so far.
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Hi, Is there a way to call a script from another script which is placed inside the mission file? The idea is as follows: I want to use a generic init.lua file that you load in the mission init. Then, as soon as mission starts the init.lua will execute the other scripts on its own. This is an alternative to avoid having to use the dofile for each single lua file I want to run using the triggers and be able to pack all the scripts inside a folder in the mission. Problem I faced is that I can´t access the mission itself from the init.lua. If I try to read the mission path with debug.getinfo( 1, "S" ).source it points to the location of the temporary file created when you run the mission, but not to the content of the file itself. Cheers