LFCChameleon_Silk Posted July 29, 2014 Posted July 29, 2014 thats exactly why random capitals are just a bad idea, to easy to typo it, would rather it just be in all lowercase for simplicity sake. as for wishing the editor was this powerful, that'd be nice but having the scripting part of it is part of the game of making missions, just be thankful the language is there and is being utilized. no matter how good they make the ME GUI it would never compare to what you can do using LUA scripting... it would always be more restrictive.
SDsc0rch Posted July 29, 2014 Posted July 29, 2014 yeah - i get it i was thinking that after i posted it - at least we can do "more" things with it.. i7-4790K | Asus Sabertooth Z97 MkI | 16Gb DDR3 | EVGA GTX 980 | TM Warthog | MFG Crosswind | Panasonic TC-58AX800U [sIGPIC][/sIGPIC]
Stonehouse Posted July 29, 2014 Posted July 29, 2014 The cap zone prefix is just a literal character constant in the script and you can pass parameters to the lua file I found out the other day so if it makes it easier for people it probably could be set up so that you choose your own cap zone naming scheme and pass a value in for the red cap zone prefix and the blue cap zone prefix. I guess it is at least more obvious to users that way as it is not "hidden" away in the script.
Stonehouse Posted August 2, 2014 Posted August 2, 2014 Updated again to provide the players with GCI alerts when border violations take place. Please note that you MUST use MIST 3.4.25 or later as a bug in mist.message.add was corrected in 3.4.25 and the alerts depend on this mist function working correctly. I've tested the Korean and WW2 versions but mainly the Korean one and not the modern version at all - I just used winmerge to get the scripts in sync so please let me know if there are issues with the modern version or WW2 version of the script. Cheers, StonehouseMIST3_4_GCI-CAP20140802.luaGCICAPKOREA201400802.luaGCICAPWW2201408002.lua
xcom Posted August 2, 2014 Posted August 2, 2014 Stonehouse, thank you very much for all the hard work! Do you have any working example of the features? [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
Stonehouse Posted August 3, 2014 Posted August 3, 2014 Hi Xcom, I've only got a very large scale mission which is very WIP but I can try to create something smaller although it will take a day or so depending on real life demands. Been working on a recon script as well to give a simple simulation of a visual recon plane reporting targets back to the players. A the moment the reports are via mist.message.add but I'm thinking it should be possible to create a system which also spawns AI missions against spotted targets or allows players to take them.
shelt Posted August 3, 2014 Posted August 3, 2014 (edited) Here is a mission for the F-86 for 4 players. I took Stonehouse's WW2 mission, added the Korea lua and made a few personal changes (like the dynamic weather script). Will give you a good taste of the features. Hope you have better luck with the Migs than I did....lol The main base used is Beslan, so add whatever planes you need there. You can fly this mission for hours and find targets. Flak script gives lots of eye candy. Flying into the clouds and rain areas will take a hit on your frames, but does seem to temper the enemy a bit.01 Melanic Cow v4.miz Edited August 3, 2014 by shelt Intel i7-3770K,Windows 10 64,Noctua NH-U12S ,ASRock Z77 Extreme4 ,G.Skill 32GB DDR3 2400,EVGA GTX 1080,ADATA XPG900x2 RAID 0, CM HAF XB Case,Thrustmaster Warthog,Combat Rudder Pedals,Logitech G930 with wireless TrackIR 5, 39" Insignia LED 120Hz Monitor, Oculus Rift
Stonehouse Posted August 3, 2014 Posted August 3, 2014 Thanks Shelt, I'll grab that down myself as I've not seen the weather script. The new version will have the GCI give you bearing, range and alt from the bullseye to enemy aircraft crossing the border. 1
shelt Posted August 3, 2014 Posted August 3, 2014 (edited) The mission uses the script you provided in post #154, so it does have the messages. The weather starts when leaving waypoint 5 and going to 6. Low hanging clouds, and wouldn't you know it would have to be in the hilly area of the map ;) First screen is getting a kill in the rain, second is where 5 MiG's chased me back over into friendly territory. MiG was ticked off, must have been the best man at his wedding I shot down or something, he ended upfinally destroying my plane. :megalol: You can see the weather clouds in the left of the screen on the second picture Edited August 3, 2014 by shelt Intel i7-3770K,Windows 10 64,Noctua NH-U12S ,ASRock Z77 Extreme4 ,G.Skill 32GB DDR3 2400,EVGA GTX 1080,ADATA XPG900x2 RAID 0, CM HAF XB Case,Thrustmaster Warthog,Combat Rudder Pedals,Logitech G930 with wireless TrackIR 5, 39" Insignia LED 120Hz Monitor, Oculus Rift
Stonehouse Posted August 3, 2014 Posted August 3, 2014 (edited) I did some more testing and the messages get a bit out of control when things get busy so I've revised the length of display time down a lot and also tried to make it easier for people to tweak to suit themselves by having a dspmsgtime variable at the start of the script. If I get some time soon I will try to change the msgs to be at the group level rather than individual units as I think it will ended up with too many msgs at times. As before let me know if there is any issues with the last change. PS @Shelt, just so you know you are using the oldest version of flak script. Which is absolutely fine if it is what you wanted but if you want to update then go here http://www.digitalcombatsimulator.com/en/files/683612/GCICAPWW2201408003.luaGCICAPKOREA201400803.luaMIST3_4_GCI-CAP20140803.lua Edited August 3, 2014 by Stonehouse flak comment
LFCChameleon_Silk Posted August 3, 2014 Posted August 3, 2014 I have been so super lazy latley (I think in part with many of my friends not wanting to fly at all) that I have yet to implement the latest version of this script into Operation Perched Eagle... whenever I do get around to it, I will be sticking a fork in that mission :P
shelt Posted August 4, 2014 Posted August 4, 2014 PS @Shelt, just so you know you are using the oldest version of flak script. Which is absolutely fine if it is what you wanted but if you want to update then go here http://www.digitalcombatsimulator.com/en/files/683612/ I do like the eye candy of the old script. Will try to include the new one in newer missions. Just trying to get the feel of the F-86 in this mission. Thanks for all the work you have put into these scripts to make the game better. Intel i7-3770K,Windows 10 64,Noctua NH-U12S ,ASRock Z77 Extreme4 ,G.Skill 32GB DDR3 2400,EVGA GTX 1080,ADATA XPG900x2 RAID 0, CM HAF XB Case,Thrustmaster Warthog,Combat Rudder Pedals,Logitech G930 with wireless TrackIR 5, 39" Insignia LED 120Hz Monitor, Oculus Rift
Rivvern Posted August 7, 2014 Posted August 7, 2014 I did some more testing and the messages get a bit out of control when things get busy so I've revised the length of display time down a lot and also tried to make it easier for people to tweak to suit themselves by having a dspmsgtime variable at the start of the script. If I get some time soon I will try to change the msgs to be at the group level rather than individual units as I think it will ended up with too many msgs at times. As before let me know if there is any issues with the last change. Implementing your GCICAPKOREA201400803.lua. Will let you know if i encounter any issues. [sIGPIC][/sIGPIC] We are looking for Swedish members! http://www.masterarms.se
shelt Posted August 9, 2014 Posted August 9, 2014 Implementing your GCICAPKOREA201400803.lua. Will let you know if i encounter any issues. For those who would like to try with the 190's vs P 51's01 Melanic Cow 190.miz Intel i7-3770K,Windows 10 64,Noctua NH-U12S ,ASRock Z77 Extreme4 ,G.Skill 32GB DDR3 2400,EVGA GTX 1080,ADATA XPG900x2 RAID 0, CM HAF XB Case,Thrustmaster Warthog,Combat Rudder Pedals,Logitech G930 with wireless TrackIR 5, 39" Insignia LED 120Hz Monitor, Oculus Rift
Rivvern Posted August 9, 2014 Posted August 9, 2014 Stonehouse. The only issue now is that the MiG-15 is in GODMODE. Had to switch it out to F-86. [sIGPIC][/sIGPIC] We are looking for Swedish members! http://www.masterarms.se
Stonehouse Posted August 9, 2014 Posted August 9, 2014 (edited) Lol I have seen the occasional one shot down but I agree they are very potent as is. I've no idea if there is an actual problem with FM at present - guessing there is - or just they do out perform F86s at lower altitudes which is were the dogfights in game tend to happen. I definitely know what you mean though even though I didn't make it like that. ;D I think the skill in the script is set to random and therefore guess it tends to be around average so perhaps if I try to force it low for Mig15s? Just for playabilities sake? I suppose the other alternative is to give the F86s heat seekers so they can stand off and engage? Ok I'm going out to dinner with friends soon so can't do anymore this evening but give the new version below a go. You can set the skill levels for CAP and GCI flights for both sides individually. I'll retrofit this change to the other two versions tomorrow or as soon as I have time. <edit> other two versions retrofitted now and attached below Cheers, StonehouseGCICAPKOREA201400809.luaMIST3_4_GCI-CAP20140809.luaGCICAPWW2201408009.lua Edited August 10, 2014 by Stonehouse New versions
dooom Posted August 22, 2014 Posted August 22, 2014 is the MIST version you posted above required for any particular reason or can i use the regular 3.4? 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
Stonehouse Posted August 22, 2014 Posted August 22, 2014 There was a bug in Mist versions below 3.4.24 (I think from memory) to do with messages so as long as its later than that no worries. I've another WIP version that I'm playing about with for something else that does it's GCI alert messages at the group level rather than unit level (less messages) as well as allowing the borders to be optional (coldwar/initial peace with borders on or hot war where detection is all that is needed to send up GCI intercepts or vector caps onto you). If I can get the issues sorted out and retrofit all three scripts it will be out *soon*. I believe I have a germ of an idea to allow payloads to be selected outside the script but haven't had a chance to develop it. Possibly if it works it might allow different load outs to be allocated to CAP and GCI aircraft according to mission conditions (ie load outs to change during the mission) but that's less than a germ of an idea and more of a faint gleam.
LFCChameleon_Silk Posted August 23, 2014 Posted August 23, 2014 back working on script, I will post new version when its completed, working toward integrating wwII, korean,vietnam and modern eras into one script which can be set at top of the script. also will attempt at payload randomization however I may wait to do that for stonehouses next version and see how hes implementing the changes. all my changes are based off of the last version stonehouse has posted.
LFCChameleon_Silk Posted August 23, 2014 Posted August 23, 2014 Stonehouse I've been having some issues running your latest versions with an invalid symbol stopping the script. can you verify that your latest versions are ok with mist 3.4.26 (I also ran into same error with your packaged mist) b6_3x was last version I could get working.
Stonehouse Posted August 25, 2014 Posted August 25, 2014 (edited) Which one? Korea, WW2 or modern? I use winmerge and manual inspection to keep the three in sync so it's quite possible that a typo slipped through. I'm using 3.4.25 myself and haven't grabbed 3.4.26 as I thought it was still a dev version not stable but may have missed it being fully released. Definitely WW2 and Korea should work but modern version is not tested simply kept in sync as the squadron I fly with really is only interested in the WW2 and Korean eras at present and I haven't got time to test it all I'm sorry. I do try to be exceptionally careful with keeping it all sync'd but as I said I could have stuffed up. I haven't had any other reports of problems though. I'll try to double check it again anyway as I've managed to sort out the borders being optional, fix a mistake I made in handling planes caught in traffic jams on taxiways and get the payload templates working. I may be able to extend the payload templates thing into a full method of handling the plane type and skin and payload outside the script so will hold off on releasing a new version for a bit. If I can get the full method going I think it will go back to a single version regardless of what era you want to use but even if it doesn't work out and I just release what I have then it will require a resync of all three versions so I can check for errors. <edit> is there a reference to the error in dcs.log by chance that you can provide? It sometimes gives the line number in the script which would be very helpful. <edit2> tried my wip version of the Korean script with 3.4.26 and let it run for about 10 mins and didn't see an error. Edited August 25, 2014 by Stonehouse
Stonehouse Posted August 27, 2014 Posted August 27, 2014 Ok some good news, with a bit of help on coding syntax from [FSF]Ian I have a working draft version of the new script. I've a few little bugs to sort out and some clean up and rewrite of the doco at the start of the script before I post it up but we're going to be back to a single version going forward. It also will not require you to edit the script to change planes, skins, payloads or skill for the CAP and GCI planes. It now allows you to start with a hot or cold war plus some other bits getting fixed. If I can squeeze it in I think I can possibly also sort it out so you don't edit the script to get the red and blue country either but I'm not 100% sure about it so it may miss this version.
Rivvern Posted August 27, 2014 Posted August 27, 2014 Great news! Will test it when you release it. [sIGPIC][/sIGPIC] We are looking for Swedish members! http://www.masterarms.se
Stonehouse Posted August 28, 2014 Posted August 28, 2014 It seems I spoke a bit too soon sorry. I'm having much more trouble than expected with Snafu's routines for interceptors RTBing and it is going to be delayed as I'm probably going to have to rewrite a chunk of his code rather than doing the usual tweaks at the edges. I'm still hoping it won't be too long before I can release it but in my prior post I figured 24 hours whereas it may be several days or more depending on how much time I can get free from work and family.
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