ENO Posted May 6, 2013 Posted May 6, 2013 I'm wondering if there is a way to identify the coordinates of where a particular unit / pilot ends up on the ground? The scenario is I would like to initiate an SAR mission based on the result of an AI dogfight... allowing the dogfight to determine which side is trying to capture and which is attempting a rescue. I can also randomize the aircraft involved in the dogfight... as well as keep the skill level random. Once the pilot ejects, I'd like to be able to identify his location on the ground. Is this something I'm going to have to break down slightly so that I have different zones with unit in zone / unit dead condition- then I determine a set of coordinates associated with that zone on my own? I'd much rather do it so that each time the point on the ground is slightly different and based on an entirely random variable. I've been reading about a group that can be randomly spawned in a zone... that may be an alternate solution as well. Thoughts? "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ED Team NineLine Posted May 6, 2013 ED Team Posted May 6, 2013 So basically have the Dogfight occur naturally, then if say Red wins, a blue unit is spawned in a random location around the site of the dog fight. Red player has to find and kill, Blue has to find and rescue... that could be interesting... With the random spawn in a zone you could do this, just fire either the blue or the red spawn based on which group of AI planes is destroyed. You could even vary what each side gets to perform the recovery/hunt mission too couldnt you? As in if Red is tasked with rescue the get X for an aircraft, but if they are tasked with hunt they are given Y aircraft.... sounds fun to work out... Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ENO Posted May 6, 2013 Author Posted May 6, 2013 I think I can work that out- All the talk of random group generation in zone made me think it was an actual trigger action but I guess it's a script based on what grimes was talking about in that DCSW thread about being able to see ejected pilots? Edit- wasn't that one... must have been his MIST thread. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Joyride Posted May 6, 2013 Posted May 6, 2013 There was some discussion of doing this a while back, and now it seems the tools are available in the SSE. Credit goes to BAnDit for providing this script when I asked the question a few days ago... customEventHandler = {}; function customEventHandler:onEvent(event) if (world.event.S_EVENT_EJECTION == event.id) then local _location = event.initiator:getPoint(); -- coordinates local _time = timer.getTime(); -- internal time in seconds trigger.action.outText('Pilot ejected at point: x - ' .. _location.x .. 'y - ' .. _location.z, 10); end end; I haven't had a chance to start working with it, but it's a start. I'd like to be able to figure out how to "save" the coordinates so as to delay the CSAR calls, simulating that those calls would not happen instantly.
ED Team NineLine Posted May 6, 2013 ED Team Posted May 6, 2013 I think I can work that out- All the talk of random group generation in zone made me think it was an actual trigger action but I guess it's a script based on what grimes was talking about in that DCSW thread about being able to see ejected pilots? I dont know if its possible to place an ejected pilot, I guess I never looked into it though... figured you would need to use a solider as your pilot. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ENO Posted May 6, 2013 Author Posted May 6, 2013 Yeah... that's a decent workaround. I'd just place the soldier "randomly" inside a zone relative to which zone he was shot down in. So once the guy has spawned in randomly, how do I communicate his location? "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ED Team NineLine Posted May 6, 2013 ED Team Posted May 6, 2013 Yeah... that's a decent workaround. I'd just place the soldier "randomly" inside a zone relative to which zone he was shot down in. So once the guy has spawned in randomly, how do I communicate his location? Well I suppose you have a rough location in briefing (ex the zone the random event happens in), when aircraft get close to that zone you could have smoke popped on the soldiers location? I think there is also a script to have the location sent in a message, but I am not there yet :) Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ENO Posted May 6, 2013 Author Posted May 6, 2013 If Grimes logs in I suspect he'll be able to set us straight on the issue... "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ED Team NineLine Posted May 6, 2013 ED Team Posted May 6, 2013 If Grimes logs in I suspect he'll be able to set us straight on the issue... I am sure :) If you get a mission worked out, let me try it, sounds like it could be fun :) I am messing with the random stuff in Mist right now for spawning SAM sites, its a lot of fun and just that small script adds so much re-playability to a mission... its huge... Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Joyride Posted May 6, 2013 Posted May 6, 2013 Did you guys even see my post? :-) Check the "spoiler" portion
ED Team NineLine Posted May 6, 2013 ED Team Posted May 6, 2013 Did you guys even see my post? :-) Check the "spoiler" portion Whoops, breezed right over it, I will have to check that out :) Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ED Team NineLine Posted May 6, 2013 ED Team Posted May 6, 2013 Have you tried that out Joyride? Does it fire on all ejections or can you specify an ejection by a certain group? Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
Joyride Posted May 6, 2013 Posted May 6, 2013 That script is for any ejection event. You could set a basic flag to allow the coordinates text to be displayed only if the event happens AND a certain group is killed within the same time frame, but would need to set up that script for each possible group you want CSAR for. That where I want to go with it...to be able to generate a CSAR scenario for multiplayer missions when clients eject, but also to be able to provide custom calls with their callsign (so it needs to know which group it was that punched).
Joyride Posted May 6, 2013 Posted May 6, 2013 Disclaimer: I am just starting to scratch the surface and dive into scripting, so Grimes, BAnDit, Speed etc would be able to provide better advice.
ED Team NineLine Posted May 6, 2013 ED Team Posted May 6, 2013 That script is for any ejection event. You could set a basic flag to allow the coordinates text to be displayed only if the event happens AND a certain group is killed within the same time frame, but would need to set up that script for each possible group you want CSAR for. That where I want to go with it...to be able to generate a CSAR scenario for multiplayer missions when clients eject, but also to be able to provide custom calls with their callsign (so it needs to know which group it was that punched). Some interesting stuff could come out of that for sure... :) Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ED Team NineLine Posted May 6, 2013 ED Team Posted May 6, 2013 Disclaimer: I am just starting to scratch the surface and dive into scripting, so Grimes, BAnDit, Speed etc would be able to provide better advice. Yeah I probably pester Grimes too much already :) Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ENO Posted May 6, 2013 Author Posted May 6, 2013 Definitely true lol "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
johnv2pt0 Posted May 7, 2013 Posted May 7, 2013 Yeah... that's a decent workaround. I'd just place the soldier "randomly" inside a zone relative to which zone he was shot down in. So once the guy has spawned in randomly, how do I communicate his location? I don't know how to script myself, but couldn't you have your random spawn guy transmit a sound file (I've used "static.ogg") on loop and then home in on it with your ADF in the UH-1H? I've done this successfully in my missions. If you do go this route, just make sure that you account for the decimal in the freq box. In MHz, so a good ADF freq would be 0.210 etc. 1
ENO Posted May 7, 2013 Author Posted May 7, 2013 That would be pretty sweet... that takes the issue about knowing the coordinates out of the equation. I guess the ideal situation for all aircraft involved would be to do a combination of both. Nice thing is- you'd know where he EJECTED but not necessarily where he landed so you could get into the right area and start the search on a broader scope- and safe the area. In the meantime, your huey's would be needed to actually home in on radio signal. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ENO Posted May 7, 2013 Author Posted May 7, 2013 I don't know how to script myself, but couldn't you have your random spawn guy transmit a sound file (I've used "static.ogg") on loop and then home in on it with your ADF in the UH-1H? I've done this successfully in my missions. If you do go this route, just make sure that you account for the decimal in the freq box. In MHz, so a good ADF freq would be 0.210 etc. I've recently read about a bug where if that sound is transmitting before a client joins that they don't get the sound transmitting... It still works "generally" however I think I'll need to set it up so that if a certain flag is present that a message be sent to the group... on a switched condition. That way I suspect if someone comes in and a flag is true then it should just start sending anew. Yes? "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
ENO Posted May 7, 2013 Author Posted May 7, 2013 Eh Joy... I tried out your script in my mission to test it out and it didn't do anything. I'm pretty new at it as well... what is it "supposed" to do? If I need to set a flag with it then I can do that- but in looking at it I'm not seeing how I can broadcast. Some insight would be nice! Thanks, "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
mwd2 Posted May 8, 2013 Posted May 8, 2013 by the way, respawn of a unit/group is "easy" but how can i remove a group.... say the SAR pick the guy from the ground - how can i removed the "soldier" from the map? Playing: DCS World Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof. Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh Ghost0815
ENO Posted May 8, 2013 Author Posted May 8, 2013 Just deactivate that group with a trigger condition based on a flag set when your rescue unit has been in a particular zone nearby. Speed less than 1 and altitude less than 10 perhaps as well? You could go "time since flag" for a certain time to allow for the "pickup" as well. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
mwd2 Posted May 8, 2013 Posted May 8, 2013 this would be a problem, if you call the group via script (addGroup) the group name will not show up in the ME GUI! Playing: DCS World Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof. Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh Ghost0815
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