-
Posts
2482 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by Druid_
-
Ahh ok. I tend not to activate units in my missions for a variety of reasons. But like I say the great advantage I see of using AI TASK - FAC Assign Group is the ability to make him assign task much quicker. i.e. When there are 4 multiplayer aircraft available and 3 groups of enemy units. Why would the JTAC WAIT until you have completely destroyed the first group before assigning the next group? In reality once you have the first group visual/targeted he would assign the next group. FAC- Assign Group allows you to do this. e.g. ONCE -> GROUP ALIVE LESS THAN 90 Group1 -> AI TASK FAC - ASSIGN GROUP Group2 Once you have started slaying group1 the JTAC will start assigning the second group immediately (and not wait until you have completely destroyed the first group). Particularly useful if there is just 1 damn infantry guy left to destroy somewhere.
-
Yep but are you saying that with all units activated at the start of the mission, FAC- Assign Task will not work for clients in multiplayer? OR FAC - Assign Task will not work in multiplayer for units assigned that don't activate at mission start. There is a big difference.
-
Strange, I have it working with a trigger. Let me find my test mission and I will upload it. EDIT: ahh for multiplayer it doesn't work. Or are you talking about the groups that arent activated JTAC problem?
-
FAC - Assign Group assumes full situational awareness by default. FAC - Engage group doesn't unless you play with visible box. Also btw, using Assign Group in triggered actions allows you to interrupt the current assignment and start a new one. Useful when you dont want to have to wait for 'All units destroyed' before he assigns the next task. I've used it effectively in a miz I'm currently building.
-
1. All of the U.S units. However .. a. Only armed units can pop smoke b. Only units which say -EPLRS(true) in advanced (waypoint actions) can provide target data via datalink. 2. see 3. below for LOS, range - quite big but no figure known for sure 3. a. Advanced (waypoint actions) - ADD -> Perform Command -> Add Callsign (take your pick), Add frequency (FM is 30-88, AM is about 110-150) b. YES. Advanced (waypoint actions) - ADD -> FAC assign group (doesnt need LOS), or Advanced (waypoint actions) - ADD -> FAC engage group (does need LOS). 4. Haven't tested this yet, its on my to do list. By all means tst yourself and report back :) 5. You dont need to set callsign and frequency in advanced options as its already down in the main options above. For predators you will see -FAC at the top of the advanced waypoint options. He will report all units he has LOS with. If you want complete control over which units he reports then delete this option and insert FAC - Assign group or FAC - Engage group. Most of this is in the GUI manual, have a good read of it and leave it open when miz building. I still refer to it now and then. (lastly in advanced options you can set your JTAC to invisible which means that enemy AI will not see him under ANY circumstances, useful if you dont want him to be shot at when LOS occurs. You can claim he's well hidden amonst trees or in a bldg).
-
No not at all. You would have one trigger CONTINUOUS -> RANDOM(100) -> Run Script then in that script you would use the function trigger.misc.getUserFlag(string userFlagName) to check any flags that may change and set tasks accordingly. The above script would also be used for objective one in that case.
-
objective 2) is only possible by using slmod at the moment. objective 1) is difficult to answer without knowing exactly what triggers you are using for your AI actions. it may be possible to have CONTINUOUS -> RANDOM(100) -> run script your script will not only have to contain a check of the trigger actions and set a flag for use in a trigger for your AI TASK. Alternatively you could also do the AI TASKS in script also and in the same script file. In fact its possible to write the whole logice in 1 script file for a mission. Maybe there is something in this thread that will point you in the right direction http://forums.eagle.ru/showthread.php?t=91074 p.s. I'm no Guru btw, more of a padawan.
-
ONCE -> whateverCondition -> run script trigger.action.outText('Hello World') the whole point of script is to use a much more powerful programming language to construct/enable events in the mission that you couldn't do in the GUI. So providing simple examples are fine but its the complicated ones that you will want to use. That being said its possible that simple functions will become available in script that aren't in the GUI. The wiki is a work in progress and will be updated as more functions become available. An example of some testing code I did to instruct the tanker who was flying between waypoints to orbit in his present position. I used a flag set to 1 in the F10 menu to do so (e.g. "Texaco orbit in your present position"). An example of where script could be used is in the DCS P51D racing mission , where you can time the lap of each aircraft and output his time (stored in a string variable) to the screen along with his fastest lap so far.
-
Not sure about that Nate as it can also engage ground based targets, found the following on http://www.army-guide.com/eng/product1806.html away from pc so can't test in game atm.
-
I think there are a whole bunch of existing missions that will not lend themselves well to converting to CA. Especially if as in your case the trigger logic is built on units doing as they are told. The alternative of course is to increase the miz brief to include critical ground units (e.g. For convoy A if you are attacked, find cover and call in air support. Etc). Time to think up whole new and interesting scenarios for CA missions and get building from scratch methinks.
-
Sorry I have been a little busy doing other related DCS stuff and now I am away from PC for the next 6 days with work. All of the sound files are done & I believe I have solved the JTAC problem. Now I just need to test it fully. Once I am happy that its not going to crash then I'll release it. Sorry its taken so long, hope its worth the wait!
-
Based on features plus performance, ASUS is the better buy. I have a p8z77-v deluxe and couldnt be more pleased with it. Best mobo I have ever owned.
-
A miz file is just a zip file so if you unzip it you will see the mission file along with any jpg's sound files etc. Open the mission lua file up in notepad++ and you will see how the mission is constructed. You will need to have a decent understanding of what's going on in the structure of the file before you then open up the other mission and start copying segments across and pasting into the correct sections adding lua code possibly where necessary. Not for the faint hearted and no guarantee that it will work as expected. I have done it only once but I was merging a small miz with a v.large one. Don't think I would attempt to merge 2 large ones together. Might be quicker to rewrite or maybe have a go at it in stages (I.e units and positions, then waypoints, triggers etc).
-
1. Select the unit/group 2. Click on the triggered actions icon (right of payload icon) See GUI manual p115 3. Select task HOLD and name it something sensible 4. In triggered actions (left menu) select ... ONCE -> Give your Condition -> on drop down menu select AI TASK then in subsequent drop down menu select the sensibleName/HOLD (you should only have this one in the list, when you create other Triggered Actions they will be listed in this menu and be selectable) That should do ya Rambo. P.s. I favour triggered actions as you can instruct the unit/group at anytime in the mission and not just at waypoints using waypoint->advanced menu. If it something simple by all means use waypoint instructions but anything more complicated and possibly realistic then triggered actions are the way to go.
-
Set them to expert and they will take less time before they start firing. It's still a couple of mins though.
-
Invisible means invisible to AI only. They will neither report it's position or attack it. Otherlayers will be able to see it however.
-
http://www.tomshardware.com/news/Solid_State_Drives-Prices-Trend-ssd-drop,16013.html
-
There is a lot of interesting things being worked on in the scripting engine but you shall just have to wait and see I'm afraid. As for optional routing, that is already possible in the ME GUI using AI TASK switch waypoint. For instance in Op Lagavulin I had a tanker which through the F10 radio menu could be moved to 1 of 4 orbit positions on the map. Of course instead of the f10 menu it could be any number of dynamic conditions (e.g. Threat proximity, player aircraft fuel state, distance from player aircraft (moving trigger)). The flexibility is there, you just have to look for it and be a little imaginative (and familiar I guess). However, scripting will make it all a little easier for those who can Lua script.
-
Respawning same unit with same name and unique I'd is not possible at the moment but is something that is being looked at. You will have to create multiple units (select unit, Ctrl C, click on map, ctrl V) and activate them in turn by trigger.
-
Ok, so I think I'm almost there. Should be ready for the weekend. The latest brief is attached. Edit: small delay, RL work is getting in the way. Just finishing off some unit sound files. Edit2: during testing, it appears the JTAC is causing a game crash. Need to sort this one out before release.
-
Thanks for the comments guys. Just a few more tweaks required to get this mission to the level I desire. This includes getting the Apaches to do,as they are told. AI units just don't behave themselves sometimes!
-
The very best of british aviation engineering
-
Oh heck yes, ..right thats it, midnight here, starting to see things and I haven't even touched the beer fridge so off to bed.
-
maybe something to do with the very strange waypoint lines you have on your MFD? possibly a corrupt miz file or a bad install?