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Posted

Ok I have some doubts that I hope someone will be able to solve, the best way and If possible I can learn those is to have someone uploads a mission that makes what I need so I cann see how's done, take notes and then repeat on my own missions.

 

Well, my idea is

 

A: to have 4 different groups (placed on the route of a UAV) that have a chance of appearing of say 33% the ground groups not the UAV :) . But at least one group should appear always, at random between the 4 but a group at least so I can have something to bomb.

 

B: When the UAV detects a group I got a message with location and composition.

 

I think is doable, but cannot make such a mission cause I always got all the gropus or no group.

I don't understand anything in russian except Davai Davai!

Posted (edited)

I haven't played with the RANDOM function much, but off the top of my head, be sure you're generating a new random value to determine the appearance of each individual group.

From what I understand, RANDOM values will all eventually become "TRUE" if you're repeatedly calling them, which would explain why you're getting everybody.

I'm assuming your statement is checking if the number is within parameters, then setting a flag to TRUE, and then groups spawn if the flag is true?

Edited by feefifofum
Posted

I would put the enemy group called "ENEMY1", in a corner of the map, let say in Crimea. Then I will use Teleporinzone (instruction here http://wiki.hoggit.us/view/TeleportInZone). In the ME I would put four trigger areas called a,b,c and d.

 

Trigger ONCE => Time more 2 =>Load script file. And I would load the last version of Mist.lua

e.

Trigger ONCE => Time more 2 =>Do script:

 

mist.teleportInZone('ENEMY1', {'a','b','c','d'}, true, 25)

 

with this, the ENEMY1 group would be teletransported to a random point in one of the 4 zones... (you can put more triggers). With true we are asking to deploy the units randomly at "25" metres from the first unit deployed..

 

Regarding the B question, I am sorry, I cannot help (yet)

Posted

Set all groups to Late Activation. My approach is to place all of your groups on the map, and use events to activate them.

 

To set a random value, say between 1-4, inclusive, set up an event for 'Mission Start', Random Flag #4, values 1 Min & 4 Max. Then use Flag 4 to activate your groups. If Flag 4 = 1 then activate some of the groups, if it = 2 then a different set of groups, and so on.

 

 

I'm not sure if the UAV will give you a detection on the groups. If not, there are other ways to get a location and message you with it.

 

WC

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted

What you are trying to do its fine to. But, I prefer to use the same units for different places with teleportinzone command.

 

Using your way...

Yes, to simualte a detection use the trigger condition UNIT INSIDE MOVING ZONE. Then, when an "enemy" group is inside a moving trigger zone attached to "UAV" you create an action, saying "detected enemy in wherever". You know the situation, since you put it beforehand.

Posted
Set all groups to Late Activation. My approach is to place all of your groups on the map, and use events to activate them.

 

To set a random value, say between 1-4, inclusive, set up an event for 'Mission Start', Random Flag #4, values 1 Min & 4 Max. Then use Flag 4 to activate your groups. If Flag 4 = 1 then activate some of the groups, if it = 2 then a different set of groups, and so on.

 

 

I'm not sure if the UAV will give you a detection on the groups. If not, there are other ways to get a location and message you with it.

 

WC

 

 

 

Ok, let's start with the basics, how can I randomize the apparition of a group using this technice? Can you explain step by step the "flags" please?

I don't understand anything in russian except Davai Davai!

Posted (edited)

A "flag" is a value used by the mission editor to trigger events.

 

It can be TRUE (any number greater than zero) or FALSE (zero).

 

The RANDOM function assigns a random numerical value, in the range you specify, to a flag whose number you also assign.

 

So in Crew's example, he is using the RANDOM function to make flag 4 a value between 1 and 4.

 

Then you spawn your groups based on the numerical value of those flags.

 

So, expanding on Crew's example, your spawn trigger would look like

column 1

1 ONCE (Group 1 spawn, NO EVENT) - this tells the ME to perform this action one time (1 ONCE), at any point in the mission (NO EVENT) when the conditions in column 2 are met, and allows you to name the trigger

column 2

FLAG EQUALS (4, 1) - this tells the ME to perform the action in the third column ONLY if Flag 4's value is 1.

column 3

GROUP ACTIVATE (group 1) - this tells the ME to spawn your first group

 

 

To simulate a message from your UAV spotting troops, create a trigger zone (a circle with an x in it on the left side of the ME menu) and place it somewhere off in the corner, away from the active areas of your map. Decide how far away (in meters) you want your UAV to be able to "see" the enemy. Click on the trigger zone you have just placed, and set the desired size of the trigger zone. Name it whatever size you have chosen. For example, 3000 meters.

Now, create a trigger that looks like this:

column 1

1 ONCE (group 1 spotted, NO EVENT) - Again, this tells the ME to perform this action one time, at any point in the mission when the conditions in column 2 are met

column 2

UNIT INSIDE MOVING ZONE (UAV, 3000 meters, Target Group 1) - This tells the ME to perform the action in the third column when the UAV is within 3000 meters of Target Group 1. You will select the unit the "3000 meters" moving zone is centered on from a drop down menu

column 3

MESSAGE TO ALL ("Target group spotted at blahblah", 20 seconds) - This tells the ME to display the text in quotations on screen for 20 seconds

Edited by feefifofum
Posted (edited)

I would use Late Activation instead of teleporting. It's much better on mission resources. I'd set a trigger to 'Activate Group' based on Random 50 for each of the four. If any of the four triggers conditions becomes true (they hit 50 and spawn) then set a flag saying one has spawned within the same trigger as the 'Activate Group'.. flag 2 for instance.. which can be a second action in all four triggers. That tells you at least one of them spawned.

 

To cover the eventuality that none of the triggers spawn a group, make another trigger that waits 2min then checks if flag 2 is false.. if it is then nothing spawned, so spawn group1.

 

Also, if you want your UAV or any other unit to report a contact, just set the default radio of both your player aircraft and that AI aircraft to the same freq. The unit will call contact from bulls. You can make it a JTAC as well, so it can talk you right down onto the convoys.

Edited by StrongHarm

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted

Amazing explanation guys! Rep to you both.

 

BTW is possible to have a trigger moving with a group? I want a trigger that makes the group stops when a enemy plane enter the trigger zone and restart moving once the plane is out of the trigger.

I don't understand anything in russian except Davai Davai!

Posted (edited)

See my previous post about moving zones.

 

col 1

1 SWITCHED (aircraft in range, NO EVENT) - this tells the ME to check every second to see if the condition is true

col 2

UNIT INSIDE MOVING ZONE (aircraft, zone, zoneunit)

col 3

FLAG ON (flag#) - we'll use this flag to set options for the group later

 

create a second trigger for when the aircraft is outside of the zone

 

col 1

1 SWITCHED (aircraft out of range, NO EVENT)

col 2

UNIT OUTSIDE MOVING ZONE (aircraft, zone, zoneunit)

col 3

FLAG OFF (flag#)

 

 

Now, get out of the trigger menu and click on your ground units.

 

Click ADVANCED (WAYPOINT ACTIONS)

Click ADD

Leave the TYPE menu as "Perform Task"

From the ACTION menu, select "Hold"

Click "CONDITION"

Check the box next to "IS USER FLAG" and select the flag number you used in your trigger, and make sure there is a check in the box next to "IS," to signify that the flag is ON.

This should cause your group to stop moving when the aircraft enters the specified proximity.

 

I believe all you have to do to get them to resume moving is click "STOP CONDITION" and check "IS USER FLAG" and uncheck the box next to "IS," signifying the flag is off and the plane is outside of the specified area, but I haven't personally tried to get anyone moving again, only to stop doing things in my missions.

Edited by feefifofum
Posted

To make them stop, you can also set the dispersal time. Set an Advanced Waypoint Action > Type 'Option' > Action 'Dispersal Under Fire'. Next to Value place a checkmark then the amount of time you want them to disperse. The result will be that when you engage them they'll scatter a little and stop for the amount of time you specify. After that time elapses they'll continue to the next waypoint until you engage them again.

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted

Here are some resources for using flags and Mist --

WC's Mist Examples

 

WC's Flags

 

The majority of my flags are five digits, and tie back to the Group and Units, and numbered Zones.

A couple of pointers that are quite helpful for my designs:

--- Stop Condition when a flag is true

if trigger.misc.getUserFlag(90115) == 1 then 
return true
end

--- end of Stop Condition when a flag is true

--- set a flag at a waypoint

'Perform Command', Run Script

trigger.action.setUserFlag(71007, 1)

--- end of set a flag at a waypoint

 

 

WC

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted

I admire the creative code and tools like mist that people use to push the engine a little further, but if you're just beginning with mission editing take note that a lot of what you might want to do can be done through the graphical mission editor. You'll undoubtedly start looking into the LUA files and granular scripting at some point, but there's no hurry.. enjoy the mission editor. I say this not to refute the advice of others, but to assist you with a smooth introduction to mission editing.

 

Here are a couple of my missions that use some pretty advanced features that I created for practicing flight procedures that contain no manual scripting.

It's a good thing that this is Early Access and we've all volunteered to help test and enhance this work in progress... despite the frustrations inherent in the task with even the simplest of software... otherwise people might not understand that this incredibly complex unfinished module is unfinished. /light-hearted sarcasm

Posted
I admire the creative code and tools like mist that people use to push the engine a little further, but if you're just beginning with mission editing take note that a lot of what you might want to do can be done through the graphical mission editor. You'll undoubtedly start looking into the LUA files and granular scripting at some point, but there's no hurry.. enjoy the mission editor. I say this not to refute the advice of others, but to assist you with a smooth introduction to mission editing.

 

This.

While I am also consistently impressed with the things I see people doing with .LUA scripting, it is definitely a little intimidating if you don't come from a programming background.

 

..and my two years of Pascal & C++ in high school aren't cutting it. :lol:

 

I definitely intend to take the time to learn one of these days, but in the meantime, I've been focusing on wringing the most out of the ME GUI.

 

Feel free to check out my campaign as well for some sneaky ME triggers.

As it is designed for the F-15 the primary focus is air-to-air combat, but you can still probably pick up a thing or two if you're new to working with the ME. I try to give my triggers fairly self-explanatory names so that I can find what I'm looking for later.

 

Looking forward to checking your missions out one of these days. :)

Posted

Is there a way of getting a message every time a group fire his weapons? I want to get a message saying something like "incoming fire at H34" every time a infantry group starts firing his AK's. Is that possible?

 

And can I make a chopper "patrol" a certain zone?

I don't understand anything in russian except Davai Davai!

Posted (edited)

You're going to have to get into .LUA for specific units and locations, as far as I know.

 

If the specifics aren't important:

 

col 1

1 SWITCHED (theyshooten, ON SHOT)

col 2

empty

col 3

MESSAGE TO ALL ("Shots fired", 10)

 

For your chopper, you have a couple options.

 

You can either build his waypoints to circle a particular area until such time as he no longer needs to be on station (you can see approximately how long it will take for him to travel from waypoint to waypoint in the unit options) or you can set him up to hover or orbit in a particular area until he encounters hostiles.

 

Simply go into your advanced waypoint options, and add SEARCH THEN ENGAGE IN ZONE; you will then specify zone size and location in the options and be able to click and drag the zone location.

 

If you want to set up a route for him to patrol, that's all you'll need to add at the first waypoint he is combat-ready at. All subsequent waypoints will automatically have the SEARCH THEN ENGAGE IN ZONE option attached to them unless you delete it manually.

Edited by feefifofum
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