Search the Community
Showing results for tags 'mist'.
-
Hi all - My friends and I took a little break from DCS for a bit, and played again last night. I have some pretty decent scripted mission events running that rely on the 'mist.respawnGroup' script, and have worked for, well, ever. I'm assuming since one of the latest patches this script now does not work for ground unit respawns? My air units work just fine, and will respawn just like they did 6 months ago. No errors indicated in the log file, just no respawn. To be clear, I am setting a mission flag ON on a group dead trigger condition. My respawn trigger condition is flag ON, and time since flag. my actions are DO SCRIPT below, and turn the flag OFF. I also have a MESSAGE TO ALL debug message "debug_GROUPNAMErespawn" that IS working, so the conditions are being met to trigger the script, the script just isn't working like it did before. Methodology on aircraft respawns is identical, and IS working. if not Group.getByName('GROUPNAME') then mist.respawnGroup('GROUPNAME', true) end Any thoughts on this? I can't speak highly enough of the effectiveness of the MIST scripting tool, and it's given my friends and me tons of ability to generate some really fun missions to jump into for a few hours at a time, I'd love to get these back up and running.
-
I had a friend a while back make me a script that would respawn a unit in a mission using a radio command that changes a flag which would then respawn a group into the mission. A while back this script broke and no longer works as it used to. I have no idea about how to use Lua and the friend who made the script also could not figure out as to why it doesn't work anymore. I'd appreciate any help as to why it isn't working. Respawn Script: do function toggleGroup(groupName) local gp = Group.getByName(groupName) if mist.groupIsDead(groupName) or not gp:getUnit(1):isActive() then mist.message.add({ text = groupName.." Respawned", displayTime = 5, msgFor = {coa = {"all"}} }) mist.respawnGroup(groupName, true) else mist.message.add({ text = groupName.." Despawned", displayTime = 5, msgFor = {coa = {"all"}} }) gp:destroy() end end end For reference this is the error I get: VKN_Marianas_Training_Mission_Forum.miz
-
Hey guys I recently made a mission that uses radio commands to spawn air units infinitely and it works great. The only thing i want to learn is how to add radio commands using scripts as opposed to triggers in the mission editor. I tried messing around with some of the scripts on the mist website like... local requestM = missionCommands.addSubMenu('Request Asset') local rSead = missionCommands.addCommand('SEAD', requestM, doRequestFunction, {type = 'SEAD"}) local rCAS = missionCommands.addCommand('CAS', requestM, doRequestFunction, {type = 'CAS"}) local rCAP= missionCommands.addCommand('CAP', requestM, doRequestFunction, {type = 'CAP"}) ...but for the life of me i cant figure it out. can someone help this make sense to me? I can add the sub menu however the commands always return an error. I attached my miz file to show you what im working with. Its a great mission i just want to get to that next level and do some more complex scripting. Thank you Syria dynamic AA.miz
-
hello i am trying to create zone capturing system using mist mist.flagFunc.units_in_zones{ units = {'[blue][vehicle]'}, zones = {'Zone1'}, flag = 7, req_num = 4, } essentially i want a zone to be captured when at least 4 units are present in the zone.The zone should become neutral when less than 4 units are present.Currently with the above code the script only runs once(4 units are entering a zone,flag 7 becomes true and a message is shown but when the conditions are no longer met flag 7 doesnt become false and the appropriate message is not shown) finally i would like this to be functional for multiple swithes of the ownership of a zone.
-
Hi, I'm currently working on a A2A training mission, using lua and MIST, and would like to be able to spawn units in a position between 9 and 3' o clock in front of a given unit. I got the spawning and all that figured down, but I'm struggling with the math to determine the new unit position. Something like this: -- positionVec3: reference unit getPosition().p function cloneGroup(groupName, positionVec3) ... transform position to a place point between 9 and 3' o clock in front of the reference unit local teleportVars = { groupName = groupName, newGroupName = newGroupName, point = positionVec3, action = "clone", innerRadius = 4000, radius = 5000 } local _group = mist.teleportToPoint(teleportVars) local group = Group.getByName(_group.name) group:activate() return group end I'd truly appreciate if anyone could provide an example or point me in the right direction. Thanks!
-
Hi all Here is a simple dismount script for ground units in DCS. I really like the potential of Combined Arms and wanted to make APC's more useful and similar to how they work in the Wargame series by Eugen. I was 50% successful.. With this, Transports can be preloaded with infantry compositions in the mission editor and dismount their troops at any time during the battle via the f10 menu. Some use cases could be transporting infantry groups to clear out towns or forests, establish a defensive line, transport MANPADS to strategic locations and so on. It would even be possible to use it for transporting armor and logistics via aircraft. Setup consists of loading MIST and the script at mission start, and making a radio (f10) item calling the dismount function with a transport group name. Detailed explanation how to set up is given in the script, and there is also a demo mission for examples of use. It requires the Mission Scripting Tools (MIST), so you need to read up on how to load that in your mission. I would have liked to make infantry loading during mission possible as well, but that is a bit beyond my LUA skills unfortunately.. dismountScript01.lua zz_scriptTemplate_dismount.miz
-
Hi, I've been having issues where AI aircrafts do not fly at the altitude I gave them through the task mission in scripting. I have a mission with two fighter groups (Rafale C), an AWACS (E-3A) and a Tanker (KC-135MPRS). At first, I make them start from parking. I then give them this task : local on_the_way = { id = 'Mission', params = { airborne = true, route = { points = { [1] = { type = "Turning Point", action = "Fly Over Point", x = coordinates_plane.x, y = coordinates_plane.y, alt = args.altitude, alt_type = "RADIO", }, [2] = { type = "Turning Point", action = "Fly Over Point", x = coordinates_racetrack_start.x, y = coordinates_racetrack_start.y, alt = args.altitude, alt_type = "RADIO", } } }, } } local orbit = { id = 'Orbit', params = { pattern = "Race-Track", point = coordinates_racetrack_start, point2 = convertCoords(args.point2), speed = args.speed, altitude = args.altitude, } } local controller = Group.getByName(args.group_name):getController() controller:resetTask() controller:pushTask(on_the_way) controller:pushTask(orbit) The aircrafts all go to their zones and perform their race track orbit so I know that it works. The issue I have is that my AWACS flies close to ground level despite the altitude of 20000 feet I give them (I checked this altitude by printing it). When I change the AWACS plane to any other plane it then works and the AWACS flies at the right level. Things get weirder with the fighters, when starting from parking, my Rafales fly at the right level. But when they start from the runway, they fly at ground level as well. And when I change their type to Mirage 2000C, they work again and fly at the right level, even when starting on the runway. So what I thought to be a plane issue seems to also be an issue with their starting zone. But I tried changing the start of the AWACS and none of my changes made it work. I'm also thinking the issue could come from mission scripting as the altitude works when I set the planes routes from the mission editor and not from scripting. I was wondering if anyone had encountered the same issue in the past. And if so, is there a solution to these issues. Thanks a lot for your help.
-
Now Available for Public Download! ⟽ ★ FARP Hollywood Caucasus [Helicopter Sandbox] - All Helo Modules (Single or Multiplayer) by Element ★ ⟾ Tasked based helicopter sandbox mission for the Caucasus Map that will offer hours and hours of flying time with over 100+ LZs for all DCS Helo modules. This can be played in single or multiplayer. From troop transport to ground assault tasks this sandbox has a little of everything! Features: - 100+ LZs - CSAR Tasks - Troop Insertsions - Troop Extractions - Logistical Operations - Attack Chopper Target Area - View Player Stats via F10 Menu (If enabled), plus much more! FARP Hollywood Other FARPS Instructions: Select an assignment using F10 menu. All assignments will vary in difficulty and be within range 12-28nm distance away from home base, logical task can run even further. Runtime could be between 25-45+ minutes depending on distance. Logistical task can take even longer. You must be at FARP Hollywood on the ground to select a task unless its a logistical crate mission. Troops will auto load and unload if doing a troop transport operation such as insertions, extractions, CSARs provided you are landing in the correct LZ. Want to fly with a buddy/friends? No problem. Just have the lead select the mission using F10 menu while the budd(ies) wait for instructions by the flight lead. (Ex. Have an escort for your troop ins ert operation) ⟽ Ambush Attacks⟾ Hueys and Mi8s must always be vigilant while in enemy territory as you may run into enemy ground forces in route to your LZs. You must survive throughout your entire mission even on the return trip. Smaller allied FARPS are also located within the mission to assist you on your journey for repairing, rearming, and refueling. Possible SAM THREAT. Fast and low is the way to go. You have been warned! ⟽ Ground Assault Tasks ⟾ All helicopters can perform ground assault strikes. Selected via F10 Ground Assault menu. Then Select how many players using F10 menu again. A will be taking on the mission. You will be assigned a target area. Fly to this area, seek out and destroy your targets and return to FARP Hollywood. ⟽ Troop Transport Tasks ⟾ Missions for the Uh-1 Huey and Mi8 can be selected via F10 menu. If landing in the correct area/lz troops will auto load and unload. No menu diving. While other FARPs are available to assist you, FARP Hollywood will always be your finial destination UNLESS otherwise instructed. (This does not apply to logistical operations as your finial destination could be away fr om FARP Hollywood). ⟽ Logistical Tasks ⟾ This mission also provides logistical tasks transporting crates and other containers through the campaign.You may be assigned to transport objects to other FARPS and or warehouse/supply depots. Most locations will have an ADF freq to assist with navigation. See below for freqs. Simply Select task using F10 menu. ★ Radio Freqs ★ FARP Hollywood: 40 Mhz FM Homing FARP London & MASH (Rearm, Refueling, & Hospital) Freq: 41 Mhz FM Homing (Hospital for Medivac Use Only) FARP Dallas Camp (Rearm & Refueling) Freq: 42 Mhz FM Homing Pad 1 ATC: 126.3 Mhz AM ★ Warehouses/Supply Depots Freq ★ Muhuri Supply Depot - Freq 49.10 Mhz FM Homing Zugdidi Ammunitions Depot - Freq 49.50 FM Homing FARP Freq Above ★ SRS and Other Freqs Recommendations for Servers ★ General Comms: 32 Mhz FM (SRS) KA-50 & SA342s Presets: Ch 1 - FARP Hollywood 40.0 Mhz Ch 2 - FARP London 41.0 Mhz Ch 3 - FARP Dallas 42.0 Mhz To Enable LIVE STATS You will need to edit your MissionScripting.lua file. Edit your MissionScripting.lua ("C:\Program Files\Eagle Dynamics\DCS World\Scripts") so EasyStats may create and save data. Comment out sanitizeModule('os'), sanitizeModule('io'), sanitizeModule('lfs'), and require It should look something like this... do --sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end Things to Know: ADF Homing Audio Signal - Please be aware the morse code audio may come in and out during your mission but signal should remain. Ambush Attacks: Uh1 Hueys and Mi8s will need to stay vigilant as its very possible you may be attacked randomly by insurgents while in Enemy Territory. SAM Threats: SAM Threats are very likely , fast and low is the way to go when performing troop transport ops Download Mission https://www.digitalcombatsimulator.com/en/files/3313795/ **************************** Change log / Updates 12-15-202 : Fixed issue with Ground Assault Tasks 6-16-2021 - Added the New Mi-24P Hind & Added the latest version of Easy Stats
-
Just quickly, I'm relatively new to Lua and scripting for DCS, and even more so to Mist. Long story short, here's the line I'm working with: varX = mist.cloneGroup("rusInfGrp1") Relatively straight forward. Basically the first command I pulled out of the Mist hat to get a feel for the library. All I want is a reference to the newly cloned group in the variable 'varX'. Now, according to the PDF that comes with the download, this should return a table that is "a mission editor formatted table of the group". However, according to the online resources, it returns the string name of the group: Yet, after messing around in the editor, I'm not entirely sure either of those are true. It's definitely not a string. Also, attempting to print the value with the 'tostring()' function will print something like "Table: 00000FA283", but attempting to run any of the Group class member functions ends with an error. for instance, if I were to write: trigger.action.outTextForCoalition(1, varX:getName(), 10) will throw an error. Also, printing the count of varX prints the value '0'. Basically, what am I doing wrong? How can I get a handle for the group object that this function returns. PS: I tried other Mist functions with similar return values and the behaviour was all the same. EDIT: It's worth mentioning that the cloned group does actually get created. The Mist functions do work, but their return value doesn't appear to be what is advertised.
-
请问在多人伺服器里,当玩家使用F10无线电菜单选择项目时,如何同时获取该玩家的名称呢? 以下是我的测试(MIST),无论如何都是取得伺服器的ID,这可真伤脑筋 local function GetName() PlayerID = net.get_my_player_id( ) PlayerName = net.get_player_info(PlayerID , 'name') net.send_chat(PlayerName, all) end local Menu_Item = {"Menu1"} local SubMenu_Item_1 = {"Function1"} local Function_Menu1 = missionCommands.addSubMenuForCoalition(coalition.side.RED, Menu_Item[1], nil) missionCommands.addCommandForCoalition(coalition.side.RED, SubMenu_Item_1[1], Function_Menu1, GetName, {path={Menu_Item[1], SubMenu_Item_1[1]}}) 使用net.get_player_list( )可以抓到所有玩家列表,但其实我是需要每一次都显示出是哪一位玩家操作了F10无线电选单,感谢帮忙。
-
After reading the following topic with no success: I was trying to edit a late acivated group route through this lua code using mist: cityIntel = trigger.misc.getZone(city); -- Activate Group Group.activate(Group.getByName('1º Defense Squadron')) jetRoute = mist.getGroupRoute('1º Defense Squadron') jetRoute[2]["x"] = cityIntel.point.x jetRoute[2]["y"] = cityIntel.point.z mist.goRoute('1º Defense Squadron', jetRoute) The group is configured as in the attached image, but when it gets activated, it flyes to "DP" and gets RTB. The coordinate of "DP" remain the same as in the editor instead of changing to coded zone coordinate. If I run mist.getGroupRoute before and after the group is activated, the result is the same, and mist.goRoute is always returning true.
- 3 replies
-
- mission editor
- mist
-
(and 1 more)
Tagged with: