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Everything posted by nighteyes2017
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Aim120 can be trashed with a barrel roll and chaff headon
nighteyes2017 replied to GRY Money's topic in Weapon Bugs
From what i have seen the last five missions i have flown, this is still an issue. The ai is able to dodge aim120's by barrel rolling. The acmi's from those missions clearly shows multiple ai thrashing multiple missiles by rolling. Is this still on ED's radar? -
Many thx!. So based on that, it sounds like the better option for that action would be to have it always turned on by default, and have to option to turn it off. Guess ill update my templates to turn this option on.
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yeah i saw that, but that is not much information. That just calls for more questions than it answers. Like 'when does the AI avoid combat engagements?' This action was written for a reason. What is that reason? So far i have not encountered a situation where this action could have helped me out. How do i use this action exactly?
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I understand that, but the general consensus is number two on the left. And even if you can do right and left hand, then you should make that an option like they did with echelon right en left.
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Used the formation option on a group of 4 AI F16's. Set finger four formation. Seems its in reverse.
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So what does this setting actually do in the mission editor?
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Some very weird AI behaviour only in multiplayer: The mission: Put 1 flight of 2 F16's on the ramp, cold start, set as clients Put 1 flight of 2 F16's on the ramp, AI cold start, set flag as uncontrolled. It happens only client side in multiplayer. After 60 to 80 seconds, the uncontrolled AI flight lead start gently rock left right around the Z axis while parked, then becomes faster and faster. The host does not see this, only the client. If multiple AI flights are on the ramp as uncontrolled, all the flight leads start rocking. Tested with several different hosts, and several different clients. Test with both AI and clients as F16 and F18's. Happened also, so probably not module related. If you let it continue for a while, it crashes the client. Mission file included. Client Track file included. EDIT: changed AI to A10II's. And then it does not happen. So maybe still related to F16/F18 ! spin test-20250112-140305.trk spin test.miz
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AI wont shoot bvr
nighteyes2017 replied to nighteyes2017's topic in Aircraft AI Bugs (Non-Combined Arms)
For some unknown reason. The missions, wich have not been altered, now suddenly work again. I really didnt change a thing. Now however, the AI will not shoot sooner than 27nm. No matter wich aircraft or missile, AI shoots at 27nm. So a Mig31, loaded with R33 (54nm) coming in at mach 1.2 at 40000, set to max range launch, still will not shoot until 27nm. Each red aircraft, with either a R33 or a R27ER (37nm), no matter the settings, will not shoot before 27nm. Seriously, ED needs to look at AI BVR behaviour. A couple of updates ago this was a big improvement thingy. However its not working anymore. -
I am trying to get the AI to engage in a BVR fight. However, whatever i try whatever type of aircraft, or whatever task or rule i try to give the AI, it will not shoot unless i close to around 10nm!! This wasn't a problem before. Also on missions in the past where i had this working just fine, this no longer functions. Tried giving the AI aim120, r77, r27ER. Tried setting max range launch, intercept, fighter sweep, cap, attack specific group, engage in zone, come in high and fast etc. etc. No matter what i try, AI does not fire untill close range. what.....the......heck is going on?
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Could we have an airframe filter on the warehouse pages for an airfield? Almost every time, i would want to make a weapons available or unavailable for a specific type, and sorting through which weapon belongs to which airframe makes it difficult to find them.
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Make search then engage in zone exclusive to that zone
nighteyes2017 replied to Rolds's topic in Wish List
mmm, this is weird. Because for me this is exactly what the engage in zone does. When i test it, as soon as an enemy leaves the zone, the AI breaks off the attack and goes back to their patrol route. mission file example included. I put the target a bit far away in order for de CAP to setup their race track. otherwise at the start they wont react right away because of that setup. (takes about half an orbit). engage in zone test.miz -
well, i thought this was a bit of a fun challenge to figure this out. It seems i got it working. It would be a bit difficult to explain it al in text only, so i included a mission file to go with it. Here goes: First of all, you need to discern 2 different things: if the missile fire is the first, or a second or third missile. So when the first missile fires, you detect a missile, and you set a "Missile Active" Flag to on, and you also test that flag to be OFF on that very same trigger. If that flag is off, it is the first missile. --- Then. You need to clone that exact trigger again, but this time, check for that "Missile Active" Flag to be ON. If it is true, then this is not the first missile. Now Set the Missile Active" Flag to on again, even if it is already on. Now. on this second missile detection, you set another flag to true, name this a "Multi Missile Active" Flag You need to check this flag as well to be off on the first detection trigger. --- Every time a flag is set to on, while it is already on, that trigger will restart the count. (you could also build a trigger to manually set it to off, and then immediatley set it to on again after 1 second) Now build a trigger that sets the "Missile Active" Flag to off after 120s (time since flag). Build another trigger that sets the ""Multi Missile Active" Flag to off after 180s (time since flag). --- As for the detection zone, make it small. why? Well, the above works in theory, but needs one more thing. If a missile is launched, and the flag comes on, it wil immediately trigger the second detection rule also, since the only difference in the detection triggers is that "Missile Active" Flag. So we need to build an inhibit flag. A flag that comes on with any missile launch, but then sets a flag for 10 secs and then turns off. that flag needs to be off in order for any of the 2 missile detection triggers to be valid. Those 10 seconds is what the missile needs to leave the small detection zone. So when the inhibit switches off, there is no missile to detect in the zone anymore, and the zones are ready for the next detection. Lastly, i build in a missile launch simulator. Which means you can use the radio F10 menu to trigger a simulated missile launch. That is why you will find the 'OR' statements in the detection triggers. also, i set the timers different for easy testing. 30 sec instead of 120, and 60 secs instead of 180. You can easily adjust those off course. Text messages included in the operations. Hope this helps. Missile loops.miz Missile loops with missile simulation.miz
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fixed Trigger "GROUP ALIVE LESS THAN" not working any more
nighteyes2017 replied to LeCuvier's topic in Mission Editor Bugs
1. alright, then its a bug, obviously. 2. you can actually. you can check if the object exists so it is nil. Also, you could define an array for all existing groups at the beginning of the mission that exist and thus are alive, so you know which groups should be alive. again, its a workaround. 3. thought you would have, but just to be sure. -
fixed Trigger "GROUP ALIVE LESS THAN" not working any more
nighteyes2017 replied to LeCuvier's topic in Mission Editor Bugs
ah, i understand. Sorry for misinterpreting. I'm not entirely sure this is a bug exactly since checking for a group alive less than, or a group that is dead, won't yield the same result. I guess it comes from when a group that is dead, you can't check it for how alive they are, since the group no longer exists in the mission database. Did it actually work before this? Then it would be a bug. But i have run into this problem when scripting lua, and it made sense to me because you can't check a variable for an object that does not exist, unless you made a note of it when it did exist, and remember that value. However as a workaround: What i always do in my triggers, is add an or statement, checking for group dead, so: group alive less than 50 OR Group dead This should work as a workaround and a failsafe. -
fixed Trigger "GROUP ALIVE LESS THAN" not working any more
nighteyes2017 replied to LeCuvier's topic in Mission Editor Bugs
I took the trigger 1 test from OP en tested it. It works fine, except for 1 thing. The trigger was set for 50%. That means that if 2 out of 4 units are dead, the trigger wont fire!. Because 2 out of 4 units actually equals 50%, and not less than 50 %. Set the trigger for 51% and then it will work. So for example if you want the trigger to fire when only 1 out of 4 units dies, you should set 76% and not 75. I edited the mission you used and added a gamemaster and an F10 menu to explode each individual unit for easy testing. This worked for me just fine. Trigger Test 1 edited.miz -
Setting up both an AO1 and an AO2 for my steerpoint. First off, they arent visible at all. I have to reselect the steerpoint before they come visible. However, as i recall, both should be visible right?. When reselecting the steerpoint, i only get the first one. Reselecting again, i get only the second. Then, reselect again, i get none. And the cycle repeats. oa1 oa2 toggles.trk
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fixed "Dust Smoke Enable" not working
nighteyes2017 replied to Mig Fulcrum's topic in Mission Editor Bugs
is this ever gonna be fixed in MT? -
Steps to reproduce: setup a four ship F16s, set as clients, takeoff from ground. Change the callsign Setup a bunch of dummy static F16's, same type (so not actual units). save the mission. (only shows up if you save the mission) go to setup the datalink and the statics will show up as possible datalink choices. Also, the callsign abreviations are not updated. picture shows setup with several groups, but it shows with a single group and some statics as well.
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Ben gurion, night mission. Starting a takeoff roll on runway 03, (but at the same spot a during landing), the runway lights turn suddenly off. Way too early and it is really hard to stay straight if you can no longer see where the edges or centreline actually is. also happens on runway 08. Didnt test the 3rd runway.
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determine land sea air or static units.
nighteyes2017 replied to nighteyes2017's topic in Scripting Tips, Tricks & Issues
It isn't mission scripting. It is a script from the Hook directory. So not in de mission file itself. Otherwise, it wouldn't be a problem. So this is available: https://wiki.hoggitworld.com/view/DCS_server_gameGUI -
Writing my first hook in the savedgames/scripts/hooks folder. When a player kills an AI unit, i want to know if it was a ground, air, sea or static type. catching the 'kill' game event, gives me access to the unittype. I then try: DCS.getUnitTypeAttribute( UnitType, 'category' ) but this does not give me anything. I tried: DCS.getUnitTypeAttribute( UnitType, '"DisplayName"' ), and this works, so the routine works, however i cannot find a list of what other strings i can access with the second parameter. anyone figured this out?
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High Digit SAMs - A community asset pack for DCS World
nighteyes2017 replied to Auranis's topic in DCS Modding
i am getting some very weird missile behavior from the SA20a launchers. The missile spins around at the launch site constantly changing directions. anyone seeing this? sa20 weird missile behaviour.trk radar horizon testing.miz