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Everything posted by Druid_
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Just round the next corner ;) Sorry guys, I'm just waiting on some info back from someone who is testing it in MP for me. I had to make a bunch of changes as it was crashing all of the time. Frustrating to say the least. As soon as I know more info on whats going on with this mission I'll be able to narrow down the problem and hopefully cure it. Failing that I shall just rewrite the whole miz from scratch again. **Gulp
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Map: Assault on Mineral 'nye Vody, weird comms error!
Druid_ replied to KosPilot's topic in Game Crash
The mission editor attributes do not change according to the module(s) installed. If this is your experience then it's most likely a bug. The comms on AI aircraft have been a problem for a while. An alternative method would be :- In the advanced waypoint actions of the initial waypoint of the A10c , place a switch frequency command and put in the appropriate frequency. -
It has only ever been implemented in aircraft. The problem with implementing it for ground vehicles is more complicated sice path construction has terrain & other factors to take into account. I'm sure if we are patient ED will come out with something eventually. The mission editor Is continually being updated.
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Either... unless you are spawning units after mission start that you want the JTAC to provide as targets. If this is the case then you must use 'engage group'.
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I've noticed this starting to happen in 1.2.0. A bug submission maybe?
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Answered here http://forums.eagle.ru/showthread.php?t=91723
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There is no Perform Action: Attack Group. He is using START ENROUTE TASK search then engage also Switch to waypoint is a PERFORM COMMAND which should be able to execute. You may be right about the logic on this, I will have to check if Perform Commands can take place and override an Enroute Task. Previously it did but this may have changed. Always good to include a stop condition on an enroute task or perform task if there is a reason for stopping it however be careful on how this logic works.
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Not able to test this since I dont have a screen capable of that resolution. Can you post a screenshot please.
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You will have to be a little more specific. Which aircraft, what profile? a .trk file or a .miz file. In my experience the AI are pretty good. Of course if you ask an F15 to descend from 30,000ft to 1000ft almost vertically at 200kts it just isnt possible. Likewise if you ask him to climb very steeply from 1000ft to 30000ft at 800kts it just aint gonna happen. The profile (Profile = distance between waypoints and altitude at each waypoint.) will affect the speed the aircraft flies and will not necessarily correspond to those set in the mission editor if the aircraft cannot achieve it.
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To check if the clients are alive and trigger the AI TASK switch waypoint you have used PART OF GROUP IN ZONE (clientaircraftname, soichi) Since there is only 1 unit in each group (i.e. the client) and UNIT IN ZONE is what works in Multiplayer, I have changed these to UNIT IN ZONE (clientaircraftname, soichi) can you try the attached .miz PM me with your findings. DCONS-P51D-Bomber-Escort-MP-SP v4.miz
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You cannot assign the F10 radio message to a particular player at the moment. Also in multiplayer the Host has to play and be alive to action any F10 radio messages. If the host dies then the F10 menu does also unless you check to see if he dies in your triggers and redo the all of your radio item add 's
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Ok here goes ... the answer isn't a simple one so apologies in advance. First you need to understand A. The difference between Advanced Waypoint Actions (AWA) at a waypoint compared to a triggered action B. The difference between PERFORM TASK & START ENROUTE TASK so .. A. Any actions that are placed at a waypoint (the units starting point even if NO route is added is considered waypoint 0) will only be executed (or added to a list of instructions/actions) at that waypoint. If you place your AWA in triggered actions (icon to the right of route & payload icons) these can take place at anytime but need to be told when to execute in your set rules for trigger (Switch looking icon left side of GUI). B. Any PERFORM TASK action will override any other tasks/actions that were previously set, this includes a previous PERFORM TASK action. By override I mean other tasks that were being carried will immediately stop, the unit will execute the PERFORM TASK then go back to the task it was doing previously. (The action diagram on page122 of the GUI manual describes this process). Moving on to JTAC ... 1. If you just want a unit to act as a completely autonomous JTAC then in Advanced Waypoint Actions (AWA) do START ENROUTE TASK -> FAC .The AI will prioritise targets and assign them accordingly. He will only do so when he has line of sight. 2. Using START ENROUTE TASK -> FAC Engage Group - This is the preferred method of assigning tasks to a JTAC/FAC. If you have multiple FAC Engage Group commands then each one will be added to a list. The JTAC will execute one and once it is satisfied that ALL of the units are DEAD it will move on down the list. (Note: ALL units must be killed so be careful when using this on large numbers of infantry, if just 1 is alive then it won't move on to the next target). If the visible checkbox is unticked then the JTAC will only assign targets it has LOS (Line of Sight) with. Ticking it will allow him to assign unseen targets but for these the JTAC will provide targeting data and send a datalink contact, but will not be able to designate the target. 3. Using PERFORM TASK -> FAC Assign Group. (Read B. above). For this the JTAC knows the postion of all targets assigned (i.e. does not need LOS). It is important to note that if you place 3 of these at a waypoint only 1 will execute since it will execute the first then the second immediately after and then the third. You will only notice it assigning you 1 target but it did try and assign you the others. Such is the nature of PERFORM TASK. The best use of this trigger is to place it in the AWA of triggered actions on a unit. Then in your set rules for trigger you select the Action AI TASK and select the desired unit triggered action from the drop down list. This is an example of how I would do it in my triggers :- ONCE -> UNIT INSIDE ZONE(Player, targetAreaTrigger) -> AI TASK (JTAC_1/1. Assign group("FirstCOnvoy") ONCE -> UNIT DEAD(armour1) & UNIT DEAD(AirDefence2) -> AI TASK (JTAC_1/1. Assign group("SecondCOnvoy") First convoy contains 2 trucks, a tank and a AAA unit. We can leave the soft targets to our ground troops. So JTAC assigns the first convoy, when the armour unit and AAA are dead it will immediately start assigning the second convoy target since the second PERFORM TASK task is executed it overrides the first. I rewrote your mission Purg and it is attached. Hope thats clear. Test JTAC_2.miz
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Post the mission up and I'll take a look
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I agree. Rather than limit what can be carried on what pylon it would be better if the mission builder could set a custom load out file therein limiting the options that are available to a player when they call up the re-arming menu.
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In the meantime can you try this Where previously you had the sound to all action put RUN SCRIPT. And in the script box put trigger.action.outSound(nameOfsoundFile.ogg) Let me know if this works.
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The agl setting is to allow the AI aircraft to follow the terrain. Can't see any point in setting this higher than 1200 metres. Change the agl setting to msl (mean sea level) and you can have any altitude you desire. The difference is that the AI will fly a straight line between the waypoints (as long as no terrain in way) when they are set to msl as opposed to agl where the AI will attempt to constantly fly the given height above all terrain between the 2 agl set waypoints.
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Great, they've fixed it all then.
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Grimes what happens if you momentarily AI ON the Sam unit. Does the SEAD AI still log it's position and launch? Also what happens if after the aircraft fires its harm the Sam stops emmiting and moves, does missile still track and destroy? Can't test this atm.
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1) IRL AWACS operate well away from the action. Its an asset the enemy would love to destroy. Outside of 100nm from front lines wouldn't be too far off. They also fly a figure 8 pattern (or at least they do in the RAF) which we cant do in DCS. They would normally operate in the low 20s as far as altitude is concerned when in orbit (otherwise fule burn increases dramatically and their orbits are county/state wide). 2) Predators are used over battlefields when the threat of detection and destruction is low. Some are designed to have a stealthy low Radar sig. Speed 85kts is good and path is up to you. Altitude would normally be around 20k. Fly em to zone and place an orbit. Range is not great as they are slow but endurance is huge (longer than yr mission I shgould think). 3) Altitude and speed vary depending on aircraft type being refuelled. Again in reality tankers would be allocated a block of airspace (in which they fly a race track orbit) and also an altitude. Paul is right for A10s I would use 18-22k and 220 IAS. Beware though in MissEditor you have to convert 220kts IAS (Indicated Air SPeed) to TAS (True Air Speed) and enter that figure. Rough rule of thumb is TAS = IAS + Altitude/200. Therefore if you want the tanker to fly 220kts Indicated at 18,000ft you would have to enter the figure 310 into speed in Mission Editor.
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Post the mission up that you were having problems with and I will take a look.
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Your best not modifying fast miz creation as it can produce unpredictable results. If the JTAC is just using FAC -a then he will only report units he sees (or should do). He won't wake up so to speak if he detects something after telling you theres no more tasking, you will always have to contact him to 'wake him up so to speak'. If the next time you call him he sees targets then he will start allocating once again.
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Because FAC - Assign Group is a Perform Task option which will execute immediately interrupting ANY other action that is in process. FAC - Engage Group is an Enroute Task which once the process condition is met and it has started , it must finish before starting another enroute task. I think there might be a way to interrupt it using a Lua function but I am yet to investigate and test. Ideally in the ME GUI it would be nice if we had 2 further tick box options (a bit like VISIBLE) which are 1. DO NOT RELEASE (i.e. FAC will not say 'there is no more tasking you may depart' but instead will say 'Standby for further targets'). 2. ALLOW INTERRUPT ON CONDITION (So when stop Condition is true, he will stop the assignment process and move on to next Enroute Task)
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Was just messing about with this the other day. Here is the test mission I used. AFAC_assign_gp.miz
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Armed House Armed Barracks Armed Watchtower were left out of 1.2.0. I think it was an oversight and will be back in the next update.