

geloxo
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Hi, I made a new script based on Deck´s HueyDrop2 script (all credits to him for the original idea) that extends the functionallity much more, allowing both human and AI units to drop troops. Also logistics are incorporated so you can transport equipment as well. It´s compatible with air and ground forces (even controlled by players via Combined Arms addon). Important: Remember to reload script on the mission editor everytime you change the configuration. Features: Complete Troops Transport Script (CTTS) v1.04 (Original version) Updating to latest DCS release by Ciribob also attached in this post TROOPS TRANSPORTATION - Script is compatible with both air and ground transports controlled by players or AI - Transports will drop troops types based on the coalition they belong to and the number of previously loaded troops - Typically the troops are loaded inside a pickup trigger and dropped inside a drop trigger, but usage of triggers is not mandatory - Pickup and drop smoke markers can be enabled, disabled and their colours configured - To enable a UNIT to use the transport script set its UNITNAME in the list of transports names or use any of the predefined ones in your mission - To manually define a GROUP as extractable add its GROUPNAME to the list of extractable groups or use any of the predefined ones in your mission - Dropped troops will stay close to drop point or go to closest enemy position (default 2000m) - Human players need to use F10 radio action to load/unload troops or to check the cargo status - Players can only load troops inside the pickup trigger or alternatively load any pre-defined extractable group or spawned group everywhere. In both cases you can drop them everywhere - Troops can be extracted by players if transport is near their current position (default 50m) - Troops can be returned to pick zones by players (acting as Medevacs, for instance) - AI transports will automatically load troops only when inside the pickup triggers. AI transports won´t extract any unit automatically (to avoid interferences with human players) - AI transports will automatically unload troops only if they are close enough to drop triggers center (default 500m for ground units and 10km for air units). This allows AI ground units to enter triggers without dropping - Ground Commander take control of AI transports via Combined Arms module and manually load and unload troops with them (this will disable the auto load/unload feature for the AI transport) - Ground Commander can move any of the deployed troops manually in the field LOGISTICS - Human players can load equipment when close to any logistics supplier group from their coalition and deploy it everywhere - Any human controlled transport enabled for troops transportation will be automatically enabled for logistics as well (AI transports do not support logistics, cause it´s useless in this case) - To manually define a GROUP as logistics supplier add its GROUPNAME to the list of logistics groups or use any of the predefined ones in your mission - An extractable group of troops can be used as logistics as well (by setting the same name in both lists) - Deployed logistic items can be transported by any coalition (you can steal the enemy ones) - There´s no need to define logistic items in mission. You need to spawn them with the standalone function (this is used to keep consistency between cargo 3D models) Notes: 1. It´s NOT MANDATORY to place in mission any pickup or drop triggers as you can always use extractable units instead or pre-load transports with troops manually. ONLY if you are using AI transports you need at least ONE DROP trigger to perform the automatic unload. You can use any of the predefined names for triggers or use your own ones. 2. Predefined extractable groups can be used to trigger actions during mission as their groupnames will be kept during the mission when transported by human players 3. To pre-load units with troops during mission call at least 10s after mission started via DoScript action the following standalone function: LoadTransport("unitName", number) Where: - "unitname" = the name of the transport - number = optionally the number of troops. Examples: a. LoadTransport("helicargo1") This will load with default number of troops the unit "helicargo1" b. LoadTransport("helicargo1",4) This will load it with 4 troops As an alternative to this you can always use a AI transport that enters a pickzone to load them automatically 4. You can generate groups of extractable units during mission, that will search for enemy as well, using the following standalone function: CallSpawn("groupside", number, "triggerName", radius) Where: - "groupside" = "ins" for insurgents, "red" for Russia and "blue" for USA - number = number of groups to spawn - "triggerName" = trigger to use as spawn - radius = random distance for units to move from spawn zone (0 will leave troops at the spawn position - no search for enemy) Example: CallSpawn("red", 2, "spawn1", 1000) This will spawn 2 groups of russians at trigger "spawn1" and they will search for enemy or move randomly withing 1000m 5. You can check the amount of extracted units inside a particular trigger using the following standalone function: CountExtracted("triggerName", flagBlue, flagRed) Where: - "triggerName" = name of trigger to supervise - flagBlue = userflag to count the number of blue units inside trigger - flagRed = userflag to count the number of red units inside trigger Example: CountExtracted("trigger1", 200, 201) this will count the units inside "trigger1" and store the values in the flags 200 and 201 (which can be accessed during mission) 6. You can generate logistic items on the field during mission using the following standalone function: CallSpawnLogistics("groupside", number, "triggerName", radius) Where: "groupside" = "ins" for insurgents, "red" for Russia "blue" for USA number = number of items to spawn "triggerName" = trigger name in mission editor between commas radius = separation between items Example: CallSpawnLogistics("blue", 2, "spawn1", 30) this example will spawn 2 cargo items for USA at trigger "spawn1" separated 30m 7. You can check the amount of logistics dropped items inside a particular trigger using the following standalone function: CountLogistics("triggerName",flagLog) Where: "triggerName" = name of trigger to supervise flagLog = userflag to count the number of logistic items inside trigger Example: CountLogistics("trigger1",300) this will count the items inside "trigger1" and store the values in the flag 300 (which can be accessed by mission) 8. Always RELOAD SCRIPT in mission after any changes on its configuration Example mission included. Also CTTS includes a new standalone set of functions for radio transmissions. Use them to configure radio beacons with periodical recall for JIP or to send messages without any group configuration on the editor. RADIO AM/FM TRANSMISSION CONFIGURATION I prefer this scripted approach due to its flexibility and to avoid loosing your configurations in case unit is deleted by mistake (as it happened to me..). If the soundfiles you want to use where not present in the .miz file add them manually to it and then open the mission in editor later on. Examples: RadioAM("huey1", 226, "Atmospheric.ogg", "Information") this will send a message with subtitles "Information" from huey1 on freq 226 AM (UHF) RadioFM("huey1", 30, "Atmospheric.ogg", "Information") this will send a message with subtitles "Information" from huey1 on freq 30 FM BeaconAM("huey1", 117, "Atmospheric.ogg") this will set an AM beacon on huey1 on freq 117 AM (VHF) BeaconFM("huey1", 40, "Atmospheric.ogg") this will set a FM beacon on huey1 on freq 40 FM RadioHQ("huey1", 118, "Atmospheric.ogg", "Information") this will send a periodical message with subtitles "Information" from huey1 on freq 118 FM I hope you like it ;) CTTS.lua Transport Tutorial.miz CTTS_CiribobEdit.zip
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Sample: huey troop pickup/dropoff via radio command
geloxo replied to Deck's topic in Mission Editor
Has anybody noticed that this script ALSO works for ground units controlled by the Battlefield Commander (Combined Arms addon)? Just include the name of the unit you want to enable as a transport to the list in the script and you will have the F10 radio menu also available on the M113 tank, for instance. This opens a wide range of options for ground operations missions. -
Mission updated to v1.06. Now it´s much lighter (2.5Mb) as I have removed part of the radio chatter that made it so heavy to load. Also corrected some of the LZs and wind for better formation landings. Pending to be approved by moderator on the download section
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The only way I found to force units land normally is setting wind speed at sea level to 0 m/s. Above that value the helis will always face opposite to wind direction (if it blows from 90º they will face 270º when hovering). Turbulence and other winds can have > 0 values, but wind at sea level must be 0 I´m afraid... That´s the case of the mission posted by Druid, for instance.
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I recently tried the app and it´s awesome. Very useful even for general purposes, not only DCS. Thanks for sharing ;)
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Muy bueno Abnaxus ;)
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Super!
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new mission: dynamic CSAR and Air Mobility mission for SP and MP
geloxo replied to wolle's topic in DCS: UH-1H
Great idea wolle. We will try it toninght -
Yes please, no empty pylons specially for the UH-1H
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Our gameplay available here:
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Journey to the LZ Recorded on our MP gameplay at UST101 with the mission Airmobile 1, also made by me. Full HD footage with formation flying and really intense action in the attack and troops insertion. Includes also some external views captured via mission replay together with my cockpit view. Enjoy ;)
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Here you have the lua file (I hope there´s no problem to upload it). Please remind that all credits go to Deck, who made the original file. I just edited it to remove the message with remaining enemies in the LZs and added my LZs and pilots namings jdkirk904, I don´t understand what you need :( Practicing the procedures can be done by using the checklist included in the manual or any other on the web. Use my mission indeed to tune radios cause I have included all: UHF, AM and FM with several freqs as briefing describes. It´s really simple anyway and you can memorize it after a couple of days flying if you repeat it everytime you play ;) HueyPickup.lua
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Thanks for the comments. Green smoke just marks the lz for some of the AI traffic. You can join them and practise formation flying if you want cause they are just placed to provide some ambience on the area. Tune their frequency on uhf radio as briefing says
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I agree too. Huey rocks! Throw away all that freaking technology on modern jets and feel the wet pants flying over a hot LZ with the bullets coming directly to your ass while the whole cab shakes like hell. That´s flying IMAO
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Mmmm... Strange cause I have tested it and works fine :(
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New mission on the missions section. Uses load/unload script from Deck modified for this mission. You will deploy troops and attack an enemy town with lots of targets. Includes real radio chatter and music also (see briefing for details and radio freqs). Takes a while to load due to file size so be pattient. http://forums.eagle.ru/showpost.php?p=1771208&postcount=14 Needed NAM era custom skins: http://www.digitalcombatsimulator.com/en/files/346912/ http://www.digitalcombatsimulator.com/en/files/346713/ http://www.digitalcombatsimulator.com/en/files/345710/ Enjoy :D
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Name: UH-1H Airmobile 1 Author: Angel Mission type: SP + MP / Transport and CAS /Combined Arms support Controllable: UH-1H / Light vehicles Quick summary: -Deploy troops and provide cover with gunships and ground forces -Load/Unload troops by radio action (original script by Deck) -Uses default and custom NAM skins available from DCS downloads website -Radio chatter, music and navigation -AI traffic and formations Link/Download: At discussion thread Discussion thread: http://forums.eagle.ru/showthread.php?t=109337
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Done, sorry ;-)
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Video of our practice mission for attack formations. Pilots on the UHs: Storm and me.
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Medevac/SAR version with fully operated door whinch and just more variety of weapons, including unarmed version (no empty supports that... mmmm do not look so beautiful as the simple M60s guns mounted on doors) and please, remove the forward M134 guns and place them together with the rockets pods as this was the most frequent placement in the NAM era.... Mmmm, a yeah..., NAM era scenery too :-P
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NAM wishing here too... Sales dept, I have my wallet ready for this hahahaha
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My two cents: impressive, full stop. I hope more helos like this one come in the future. DCS is too focussed on aircrafts but war simulation also needs good choppers as well (transport and attack). You can take my money in advance for such things :-P
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I was addicted to SAR games too :music_whistling:
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I would like to see the developement kit to allow any user to create its own aircraft or chopper for DCS. Anything else will last months/years to come... :music_whistling: but talking about the poll, I would propose an AC-130 Gunship:pilotfly:
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Thanks for the idea PeterP. I just tried it on my cougar today. Simple and effective, so perfect for my needs :thumbup: Cheers