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Posted

Thank you. You've got me thinking about it again, the same principle also applies to other controlling variables if done with care. The logistics side is one such place, it should be possible to add resupply now based on a trigger condition in the mission, like a ship arrives in a harbour or a flight lands at a base ;D. Very nice! thank you again.

 

 

PS the mission also sounds like a winner too

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Posted

Yep, that should work. Don't know if the variable has to be global, but as far as I understand the system (pretty new to lua too) you can access a global variable while the mission is running via a do script trigger. I tried it with a radio message which fires this trigger, after that some flights spawned, which I believe to be the CGI flights. I have to test it with different units to be sure

In the CTLD script this way I was able to kill the smoke in the pickup zones at mission start, altough smoke is generally activated, so I think it works with the variables in your script too.

"Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler."

http://www.space-view.net

Posted

Wow! Just stumbled across this. Looks great and extremely useful! Thanks for doing/sharing this with us. Looks like I have a little bit of reading/learning to do here.

Justificus

 

System Specs:

i7 4970K @ 4.8, GTX 1080 SC, 32GB G.Skill DDR 2133,Thermaltake Level 10 Full Tower Case, Noctua NH-D15 6 Cooler, Win 10 Pro, Warthog, CH Pro Pedals, CH Throttle Quadrant, Oculus, 1 32" & 2 19" Monitors

 

 

 

Modules Owned: A-10C I+II, Ka-50, FC3, F-86, Mig-15, Mig21, UH-1H, Mi-8, CA, P-51D, BF-109K-4, FW-190 D-9, Hawk, NTTR, M-2000C, SA342, F-5E, Spit Mk. IX, AJS-37, Normandy, WWII A.P., AV-8B, F/A-18C, L-39, Persian Gulf, Mig-19P, I-16, Super Carrier, F-16, Channel, Syria

Posted (edited)

Basically the isTargetDetected function didn't work for an AWACS and I haven't yet found what does. Ditto for ship radars from memory. Have a look at Ajax's AWACs script (don't have the link handy right now sorry) for the players to use for intercept guidance. Much better than my attempt at GCI messages. Doesn't assist with AI CAP and GCI flights using AWACS to be triggered though. From what I understand however if you put a tanker up the script aircraft will refuel rather than RTB courtesy of internal DCS logic.

Edited by Stonehouse
Posted

After heavy testing yesterday I can now say: It works :D

Simply set the variable you want to access from the game as global, then you can influence it via do script. Cold war turning hot, switching from unlimited supply to limited, refilling the supply via transport planes, changing the count of CAPs and GCI flights..everything works just fine :)

Have also tewaked everything for my mission. Nice air war is going on. The trick to get my planes supporting the CAS / Transport flights was changing the blue border, so that it reaches into the red territory. So red will not violate blue airspace (the true one) but blue can support the allied flights in red territory

"Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler."

http://www.space-view.net

Posted (edited)

So you overlayed the blue territory over a portion of the red? Nice lateral thinking and quite obvious once you consider it. Looks like I need to rewrite some parts of the manual and give examples of changing various variables in mission as well as have a good close look at which ones you should not change because it will stuff things up. Some very exciting things could be done and quite possibly instead of adding things like recon flights and script generated CAS flights to this script you could modularise things and use non local tables and variables to pass info about.

 

S!

Edited by Stonehouse
Posted

Ok, I knew I wasn't the brightest bulb of the bunch but I didn't think I was this bad. Yes, I'm a newbie to the ME and lua stuff in general but have managed a few things so far... I've read the instructions a few times now and have edited and started over 3x and I am unable to get the planes to start their engines and take off. They don't even spawn with the loadouts I give them, though the skins will show up... Not sure what I've done wrong. The naming format is correct (I actually copied/pasted from the working demo mission included), they have fuel and weapons, I've got the airfields active and supplied, the trigger zones are set. I'm sure it's something obvious staring me in the face but I can't figure it out. I did edit the lua and know that the lua I'm using works as intended as I used it with a copy of the demo mission. I'm stumped. Anyone care to give a quick look at this mission I'm trying to create here with this? thanks for any info or tips/corrections you can give. S!

Mig-15 F-86 GCICAP Test.miz

Justificus

 

System Specs:

i7 4970K @ 4.8, GTX 1080 SC, 32GB G.Skill DDR 2133,Thermaltake Level 10 Full Tower Case, Noctua NH-D15 6 Cooler, Win 10 Pro, Warthog, CH Pro Pedals, CH Throttle Quadrant, Oculus, 1 32" & 2 19" Monitors

 

 

 

Modules Owned: A-10C I+II, Ka-50, FC3, F-86, Mig-15, Mig21, UH-1H, Mi-8, CA, P-51D, BF-109K-4, FW-190 D-9, Hawk, NTTR, M-2000C, SA342, F-5E, Spit Mk. IX, AJS-37, Normandy, WWII A.P., AV-8B, F/A-18C, L-39, Persian Gulf, Mig-19P, I-16, Super Carrier, F-16, Channel, Syria

Posted

Not your fault, just your plain bad luck. You've picked a early 2015 version of MIST that had a bug that impacted this script. Grimes did a hot-fix not long after releasing 3.6.43 to fix it but that particular version will cause exactly the problem you are finding. I updated your mission to the latest version of MIST and test ran it - no problems at all and the CAP GCI script side of things worked fine. So just update MIST, get rid of your old versions so you don't make the mistake of using them accidently and enjoy!

 

Cheers,

Stonehouse

Posted

Sir, thank you so much for taking the time to look at my mission. Also really glad to hear I didn't screw things up! I was starting to feel this stuff is just a bit beyond my "skillz"... lol Thanks again and I'll update my version of mist right now.

Justificus

 

System Specs:

i7 4970K @ 4.8, GTX 1080 SC, 32GB G.Skill DDR 2133,Thermaltake Level 10 Full Tower Case, Noctua NH-D15 6 Cooler, Win 10 Pro, Warthog, CH Pro Pedals, CH Throttle Quadrant, Oculus, 1 32" & 2 19" Monitors

 

 

 

Modules Owned: A-10C I+II, Ka-50, FC3, F-86, Mig-15, Mig21, UH-1H, Mi-8, CA, P-51D, BF-109K-4, FW-190 D-9, Hawk, NTTR, M-2000C, SA342, F-5E, Spit Mk. IX, AJS-37, Normandy, WWII A.P., AV-8B, F/A-18C, L-39, Persian Gulf, Mig-19P, I-16, Super Carrier, F-16, Channel, Syria

  • 2 months later...
Posted (edited)

This is a great script, but I'm having problems getting the results that I want.

 

I would like the GCI to launch a mission against me when I approach their airfield and then after those planes were killed for new ones to immediately be spawned and so on until I leave the proximity of the airfield (say 30km) or get shot down.

 

This is how the mission looks like in the ME:

Screen_150909_061701.jpg

 

And these are the settings in the lua:

 

--************************************************************************************************************************************

--* Configuration Parameters that need to be set by mission designer start below

--************************************************************************************************************************************

 

--control CAP minimum & maximum altitudes

cap_max_alt = 7500 --CAP max alt in meters

cap_min_alt = 4500 --CAP min alt in meters

startairborne = 0 --set to 1 for CAP flight to start airborne at script initialisation, 0 for taking off from airfield at start

 

local numberofredCAPzones = 1 --input of numbers of defined CAP zones for Red side --YY capitalisation

local numberofblueCAPzones = 2 --input of numbers of defined CAP zones for Blue side --YY capitalisation

local numberofredCAPgroups = 0 --input of numbers of defined CAPs for red side

local numberofblueCAPgroups = 3 --input of numbers of defined CAPs blue red side

local numberofspawnedandactiveinterceptorgroupsRED = 1 --maximum number of at the same time ongoing active intercepts for Red side, NOTE: The counter will be reset with the "taskinginterval" and each time the airspace is clear

local numberofspawnedandactiveinterceptorgroupsBLUE = 2 --maximum number of at the same time ongoing active intercepts for blue side, NOTE: The counter will be reset with the "taskinginterval" and each time the airspace is clear

local CAPgroupsize = "2" --[2";"4";"randomized"] if "randomized", the CAP groups consist of either 2 or 4 planes, if "2" it consists of 2 planes, if "4" it consists of 4 planes

local GCIgroupsize = "2" --["2";"4";"randomized"; "dynamic"] if "randomized", the GCI interceptor groups consist of either 2 or 4 planes, if "dynamic" it has the same size as the intercepted group, if "2" it consists of 2 planes, if "4" it consists of 4 planes

local nomessages = 0 --nomessages = 1 means suppress GCI warnings

local dspmsgtime = 3 --display GCI messages in secs

local dspmsgunits = 1 --display GCI messages in KM (1) or NM (0)

local noborders = 1 --if noborders = 1 then don't worry about border checks only detection. if noborders = 0 then as normal

local Spawnmode = "parking" --option to define AI spawn situation, must be["parking"/"takeoff"/"air"] and defines the way the fighters spawn

local hideenemy = false --option to hide or reveal air units in the mission. This setting affects both sides. Valid values are true/false to make units hidden/unhidden

noblueCAPs = 0 --if noblueCAPs = 1 then all blue CAP flights are suppressed and only GCI missions will launch, noblueCAPs=0 means CAPS & GCIs as normal

noredCAPs = 1 --if noredCAPs = 1 then all red CAP flights are suppressed and only GCI missions will launch, noredCAPs=0 means CAPS & GCIs as normal

--next three parameters for logistics system

bluegroupsupply = 24 --initial blue aircraft group numbers

redgroupsupply = 24 --initial red aircraft group numbers

limitedlogistics = 0 --parameter specifying whether total supply of blue and red groups are limited. 1 = Yes 0 = No

--Do not make the next value too low!! or you will see groups despawn before all members take off. The number of secs a stuck aircraft group will sit there on the taxiway before it's group is removed; may need adjustment upwards to suit airfields with limited taxiways.

stucktimelimit = 300

cleanupradius = 3000 --parameter for radius of cleanup of wrecks etc on airfields

 

--DEBUGGING options #### NOTE that to display table values the mist.tableShow lines must be uncommented as well as their associated Debug line

local debuggingmessages = false --set to true if tracking messages shall be printed

env.setErrorMessageBoxEnabled(false) --set to false if debugging message box, shall not be shown in game

local debuggingside = 'blue' --set side for which tracking messages shall be printed, use 'both' if you want debug messages for both sides to be logged

local funnum = 8 --set to 0 for all otherwise set to specific number for function of interest

-- airspaceviolation = 1

-- getinterceptorairborne = 2

-- spawninterceptor = 3

-- generatetask = 4

-- interceptorsRTB = 5

-- CAPStatuscheck = 6

-- spawnCAP = 7

-- interceptmain = 8

-- resettask = 9

 

 

--************************************************************************************************************************************

--**End of Configuration Parameters

--************************************************************************************************************************************

 

--****Settings below should only be changed if you understand the effect of the change.

local redCAPzone = 'redCAPzone' --Trigger zones defining the Red CAP area have to be name according to 'redCAPzone1', 'redCAPzone2',...'redCAPzone[numberofredCAPzones]

local blueCAPzone = 'blueCAPzone' --Trigger zones defining the Blue CAP area have to be name according to 'blueCAPzone1', 'blueCAPzone2',...'blueCAPzone[numberofblueCAPzones]

local redborderlineunitname = 'redborder' --Name of group which way points define the red border

local blueborderlineunitname = 'blueborder' --Name of group which way points define the blue border

local taskinginterval = 180

 

 

 

And this is the situation 20-30 minutes into the mission:

Screen_150909_061242.jpg

 

For some reason the GCI spawns ONLY ONCE, the first time, after that nothing, while the CAPs spawn quite obviously excesively.

I'm also using the Medevac script from this site.

 

Any help getting the script to work as I would like is greatly appreciated!

Edited by tovivan
Posted

Ok not sure about possible clashes with the medevac script I'm sorry as I have little experience with it. However for GCICAP I can offer some help and suggestions I believe.

 

Few things up front, you have 3 blue cap zones on your map but only 2 declared in the lua settings - I believe this could cause some grief. Second one you have changed the stucktimelimit and I believe you will most likely be losing flights due to not all being airborne before the time expires - I would recommend highly that you put it back to the default value I had determined after a lot of experimentation unless you have a real need to reduce it because airfields are getting jammed up due to stuck aircraft. Particularly as you have dropped the value by about 70%.

 

Likewise you have reduced the taskinginterval value by something like 90% from 1800 to 180 and this will force the count of active GCI flights to be reset every 3 mins and most likely be the main cause of the amount of flights being spawned.

 

For the type of mission you are talking about I notice that you have turned off borders - a typical EWR radar has a range of hundreds of kilometres. The 55G6 has a 500km detection range I think. So by having borders turned off you will get GCI launches on any hostile flight that is detected within a radar's range. So I would tend to put borders back in as described in the script manual so that the red base has a circular border around it with the radius at about the range you want a GCI flight to be launched against you. Put the blue border just slightly outside around the red border depending on whether you want a gap between the areas of responsibility for blue and red. Put the red radar unit at the red base near the center of the red territory.

 

You said 30kms but you also need to consider whether the GCI flight will be spawning on the ramp doing a cold start, on the runway about to take off or in the air already. 30kms is not much distance if they have to taxi out from a parking bay and you will mostly find them still on the ground in that type of set up. The line controlling this is line 92 and the variable to set is Spawnmode. Note that this affects all script spawned aircraft on both sides. So if you leave it as parking then you may want to make the borders much further out depending on what you are flying. eg a jet doing near 1000 kph will do 100 kms in about 6 mins. It will take longer than that for a 4 ship to taxi out and launch.

 

If you set noredCAPs to 1 (as you have done) with 1 for numberofspawnedandactiveinterceptorgroupsRED (as you have done) plus try the above suggestions I think it will work pretty much as you want although it may need some tweaking to get it just right. If after trying the ideas above you still think you are getting lots of red CAP flights rather than GCI flights (check by going into the F10 map view and click on enemy flights and look at the name of the flight) then perhaps you will need to post up the mission for me to look at in case you've discovered a bug in the script. Also strongly suggest that you add a red and blue gamemaster slot (not sure if you have to own Combined Arms to have that) or at least some observer slots as it makes checking out what is happening a lot easier while you are mission building. For instance if you add a gamemaster slot then you can stick an AI aircraft in the mission as a guinea pig and via the F10 map order it to fly to various locations to test out how the mission responds.

 

Hope that helps.

 

Cheers,

Stonehouse

Posted
Ok not sure about possible clashes with the medevac script I'm sorry as I have little experience with it. However for GCICAP I can offer some help and suggestions I believe.

 

Thanks for your reply, Stonehouse! I am actually using your version of the script from your website. :beer:

 

The strange thing was the sheer number of flights spawning, that even got so bad I went into game-master slot and just watched my friend battling Sabres with his Su-33 because my frames dropped too much to be playable.

 

 

Haven't tested it yet, but this is what I've changed so far according to your recommendations:

- deleted CAP zones for red and set them to 0, deleted all but one blue and set it to 1

 

- set stucktimelimit to 500 if that's the reason for the spamming of flights - I think there were over 30 planes for each side before I stopped the mission

 

- set borders on - I admit, I didn't read the borders part of manual thoroughly since my this is hot, so didn't know that means that they respond only to border-crossers

 

- enlarged the Gelendzhik airfield trigger zone to be much larger than just the airport - to get the GCI to respond to threats further out

 

- left at airport spawn - I'm mostly flying MiG-15 and the enemy has Sabres, so I either give them a fair fighting chance or they take off by the time I get there; they only have 2 planes per flight so they take off quickly

 

- put numberofspawnedandactiveinterceptorgroupsRED to 0 (oversight on my part leaving it at what it was - my only excuse is that it was late at night and I've been tired the whole day even before that)

 

 

What I noticed in that situation from last night (the pic that was attached), while in game-master slot:

- ALL red flights were CAP, not one GCI

- after spawning one GCI flight the blue side didn't spawn another - there was a shot-down pilot (medevac script) for one blue gci pilot, but that was it - this is the reason for my suspicion of medevac conflict

- all the blue flights that spawned after that were CAP

- red flights spawned at enemy Gelendzhik (again mistake on my part because I deleted friendly airfield spawn in wrong belief that that would be easy way of preventing them spawning without going into script)

- Pyotr Velikiy was engaging enemy flights that neared our border. Imagine my surprise when I saw an SA-10 knocking out planes just north of Gelendzhik, lol

 

I would really like to keep the medevac script as it actually gives some usage to my Mi8, but if conflicts get confirmed I will take it out of the mission.

 

Honestly, I don't think there's a bug in your script, it's just a matter of me not finding the correct balance yet.

 

I'm hoping this script will replace a mission we've been using for private combat flying for the past few weeks from a server that's been defunct for a year now, that is 35mb big, compressed. My upload is 50kbs so it takes over 10 minutes for my buddy to actually join the mission. :( That mission has a "net" file (no format) that is, uncompressed, 188mb in size. Any idea what this net file is? Should I put the mission on some file-share and send you a link?

 

But this script gave me and my friend some of what we both agreed was the best fun in DCS ever. Thus my thanks to both the original creator and to you!

 

PS: especially funny part was my friend shooting down Sabre with gun and that Sabre then falling out of the sky directly on my friend's Su-33 as he flew under. :D

Posted (edited)

Likewise you have reduced the taskinginterval value by something like 90% from 1800 to 180 and this will force the count of active GCI flights to be reset every 3 mins and most likely be the main cause of the amount of flights being spawned.

 

 

The reduction in taskinginterval will be the most likely cause for excessive spawning. You don't say in your last response if you put it back to the default value.

 

The stucktimelimit is not anything to do with spawning but rather the time limit for a flight (group in DCS terminology) to be airborne before being despawned. This was introduced because sometimes there are issues with taxiing that end up with a flight spawned but stuck on the ground and if they are not cleared then every other flight spawned at that base will back up and wait. The stucktimelimit applies to all the planes in a flight so for example if you have a 4 plane flight or group which spawn in parking and taxi out to take off and take longer between time of spawning and time the last plane is airborne than the time specified by stucktimelimit then the whole flight will despawn. Therefore if you have this value too low you will end up with whole flights despawning (they literally disappear) because the last one or two planes don't get airborne in time. I suggest you put it back to the default. It should only be changed if you notice you have traffic jams happening on the ground at an airfield.

 

If CAPs or GCIs are only spawning once and not again it is usually something wrong with the CAP or GCI template aircraft and is usually the pilot name that is the problem. Check you don't accidently have a trailing or leading space where you've typed in __CAP__blue1 etc but have a leading or trailing space or perhaps one fewer _ character. It's critical that the names are correctly entered to avoid issues.

 

If I get some time over the next few days I will try to knock up a simple version of what I think you are trying to achieve and see what happens.

If I was in your position I would probably get a fresh copy of the CAPGCI script and change just the number of zones, number of aircraft groups related values and turn off red CAPs and leave borders on. Make the smallest number of changes to achieve the basics of what you want and then tweak one thing at a time after that to finalise the mission. A few of the things you have changed have big impacts and most of the time people don't change them eg taskinginterval

 

By the way you do know that changes in the lua are not automatically refreshed into the mission? DCS keeps a copy of the script in the .miz file and it doesn't refresh automatically so after changing the lua outside in notepad++ or whatever you need to go into the mission editor and go to the trigger, delete the action to do with the script, save the mission (some people say this isn't needed but it is the most sure fire way) and then add the action for the script back to the trigger, save again and fly.

 

Cheers,

Stonehouse

 

PS could still be a bug in the script. There is one outstanding around GCI I know about that should not affect you to do with the count of GCI groups not being decremented when one lands. I have been working on it on and off over the last 6 or 8 months but as it wasn't critical I have actually shelved it temporarily to try to make some changes to improve the performance of the script so it can be used on larger servers.

Edited by Stonehouse
PS
Posted

I need to say thanks tovivan, chasing up your issue has highlighted that I misunderstood some of Snafu's original code and subsequently introduced a problem. Not to do with your issue but pretty important. As far as I can tell at present your issue with too many GCI flights is most likely a side effect of the way the script was originally designed in that a GCI flight is launched each time an intruder is detected. What I found trying to have a radar located at an airfield with a circular area of responsibility or faction territory around the field is that as an aircraft intrudes into the airspace the radar lock at the fringe is unreliable and the plane is detected, then undetected, then detected etc. Each time it is detected anew a GCI flight is spawned, theoretically the earlier GCI flight should have been given RTB orders when the intruder went undetected but potentially it might not or as the flight will still take off it may get given intercept instructions again. Still haven't fully got it nailed down but I think that is the root cause. So attached is a idea for a work around that instead only uses CAP flights. As you enter the enemy area the CAP should get vectored onto you and if you shoot them down another CAP flight should launch. If you run away and leave their territory then the CAP will follow you for a distance even outside their territory (which may trigger friendly responses and make the war get busy) but eventually they will head back home. It isn't perfect so you may need to tweak things.

 

It looks like I am going to have to stop the performance changes and other things for a bit and revisit the current version and update it and bring out an interim release to correct some of the things I have seen as well as update the manual too.

 

Hope it works well enough to be enjoyable in the meantime. It's going to be interesting to see if I can get an interim version built and tested before DCS 1.5 arrives. By the way my earlier comments about not reducing the taskinginterval or stucktimelimit still applies as a small taskinginterval will make things worse.

 

Cheers,

Stonehouse

GCICAP Scramble.miz

Posted

Good news about the fixes!

 

Sorry for not coming back earlier, but after my last post I managed to get the script run just as I want it and has thus replaced a much bigger mission for the combat flying with my buddy. There's a big difference between waiting time for him to join if my computer sends his a 100kb file at 50 kbs upload or 35mb file. ;-)

 

Settings I'm using are

 

cap_max_alt = 9500 --CAP max alt in meters

cap_min_alt = 500 --CAP min alt in meters

startairborne = 0 --set to 1 for CAP flight to start airborne at script initialisation, 0 for taking off from airfield at start

 

local numberofredCAPzones = 0 --input of numbers of defined CAP zones for Red side --YY capitalisation

local numberofblueCAPzones = 1 --input of numbers of defined CAP zones for Blue side --YY capitalisation

local numberofredCAPgroups = 0 --input of numbers of defined CAPs for red side

local numberofblueCAPgroups = 1 --input of numbers of defined CAPs blue red side

local numberofspawnedandactiveinterceptorgroupsRED = 0 --maximum number of at the same time ongoing active intercepts for Red side, NOTE: The counter will be reset with the "taskinginterval" and each time the airspace is clear

local numberofspawnedandactiveinterceptorgroupsBLUE = 2 --maximum number of at the same time ongoing active intercepts for blue side, NOTE: The counter will be reset with the "taskinginterval" and each time the airspace is clear

local CAPgroupsize = "2" --[2";"4";"randomized"] if "randomized", the CAP groups consist of either 2 or 4 planes, if "2" it consists of 2 planes, if "4" it consists of 4 planes

local GCIgroupsize = "2" --["2";"4";"randomized"; "dynamic"] if "randomized", the GCI interceptor groups consist of either 2 or 4 planes, if "dynamic" it has the same size as the intercepted group, if "2" it consists of 2 planes, if "4" it consists of 4 planes

local nomessages = 0 --nomessages = 1 means suppress GCI warnings

local dspmsgtime = 3 --display GCI messages in secs

local dspmsgunits = 1 --display GCI messages in KM (1) or NM (0)

local noborders = 0 --if noborders = 1 then don't worry about border checks only detection. if noborders = 0 then as normal

local Spawnmode = "parking" --option to define AI spawn situation, must be["parking"/"takeoff"/"air"] and defines the way the fighters spawn

local hideenemy = false --option to hide or reveal air units in the mission. This setting affects both sides. Valid values are true/false to make units hidden/unhidden

noblueCAPs = 0 --if noblueCAPs = 1 then all blue CAP flights are suppressed and only GCI missions will launch, noblueCAPs=0 means CAPS & GCIs as normal

noredCAPs = 1 --if noredCAPs = 1 then all red CAP flights are suppressed and only GCI missions will launch, noredCAPs=0 means CAPS & GCIs as normal

--next three parameters for logistics system

bluegroupsupply = 24 --initial blue aircraft group numbers

redgroupsupply = 24 --initial red aircraft group numbers

limitedlogistics = 0 --parameter specifying whether total supply of blue and red groups are limited. 1 = Yes 0 = No

--Do not make the next value too low!! or you will see groups despawn before all members take off. The number of secs a stuck aircraft group will sit there on the taxiway before it's group is removed; may need adjustment upwards to suit airfields with limited taxiways.

stucktimelimit = 500

cleanupradius = 3000 --parameter for radius of cleanup of wrecks etc on airfields

 

--DEBUGGING options #### NOTE that to display table values the mist.tableShow lines must be uncommented as well as their associated Debug line

local debuggingmessages = false --set to true if tracking messages shall be printed

env.setErrorMessageBoxEnabled(false) --set to false if debugging message box, shall not be shown in game

local debuggingside = 'blue' --set side for which tracking messages shall be printed, use 'both' if you want debug messages for both sides to be logged

local funnum = 8 --set to 0 for all otherwise set to specific number for function of interest

-- airspaceviolation = 1

-- getinterceptorairborne = 2

-- spawninterceptor = 3

-- generatetask = 4

-- interceptorsRTB = 5

-- CAPStatuscheck = 6

-- spawnCAP = 7

-- interceptmain = 8

-- resettask = 9

 

 

--************************************************************************************************************************************

--**End of Configuration Parameters

--************************************************************************************************************************************

 

--****Settings below should only be changed if you understand the effect of the change.

local redCAPzone = 'redCAPzone' --Trigger zones defining the Red CAP area have to be name according to 'redCAPzone1', 'redCAPzone2',...'redCAPzone[numberofredCAPzones]

local blueCAPzone = 'blueCAPzone' --Trigger zones defining the Blue CAP area have to be name according to 'blueCAPzone1', 'blueCAPzone2',...'blueCAPzone[numberofblueCAPzones]

local redborderlineunitname = 'redborder' --Name of group which way points define the red border

local blueborderlineunitname = 'blueborder' --Name of group which way points define the blue border

local taskinginterval = 400

 

 

Sometimes we get double-CAP spawns (Tomcats and Eagles, lol), but that just makes it a bit more interesting. :D Had to build up quite a protection zone for the AWACS though because some enemies DO get through occasionally and then it's bye-bye AWACS.

Posted

cool - i'll take a look at my WWII and Korean powderkeg missions again

ASUS Tuf Gaming Pro x570 / AMD Ryzen 7 5800X @ 3.8 / XFX Radeon 6900 XT / 64 GB DDR4 3200 

"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

Posted

hmm any idea why my redcap might be rtb immediately on mission launch? is a mig15 with 200 L tanks too small for fuel?

ASUS Tuf Gaming Pro x570 / AMD Ryzen 7 5800X @ 3.8 / XFX Radeon 6900 XT / 64 GB DDR4 3200 

"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

Posted

Definitely CAP not GCI? If CAP then no not off the top of my head. The short test runs I did to build & check the new demo missions seemed to work fine. CAPs should be more responsive with this new version and overall less GCI flights should get spawned because finally the CAPs should be doing their jobs properly (I believe anyway).

Do you want to post up the mission or describe it some more so I've got something to go on. eg are the cap zones covering the airbase so the CAP is on station right after takeoff or do they need to travel?

 

Cheers,

Stonehouse

Posted

ill run a test again tonight. i have the CAP with airstarts at mission start and then a few of them will RTB right away. the capzones are not covering the airfields but i did note that the cap flights did not all spawn in the capzones. i have 4 capzones and allow for 4 capgroups. upon miz start, i noted that about three groups of redcap spawned very close together in one of the zones as opposed to one cap group spawning in each of the capzones... what is the intent of the script? should the cap flights each spawn into a capzone?

ASUS Tuf Gaming Pro x570 / AMD Ryzen 7 5800X @ 3.8 / XFX Radeon 6900 XT / 64 GB DDR4 3200 

"This was not in the Manual I did not read", cried the Noob" - BMBM, WWIIOL

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